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About EthanKerbman

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    Bottle Rocketeer
  1. whats your RAM usage? lol

    Fairly rare and innocuous, it was atrocious at some point but, after culling and modding a few mods, things ended up quite usable considering the monster of an installation that it is (and the number of exceptions still thrown despite my best efforts). However it does tend to crash when missions start getting too long (depending on the vessel complexity and neighbouring vessels). I'm not complaining, I've had much worse and with worse framerate. Lately I'm mostly on a purely aero trip, finished a whole WW1 era and going into WW2. (Relevant because that means I've not explored the whole physics since my last round of tinkering.) I used to use a mod that supposedly tried to help with GC, but after extensive testing it and tweaking, it only made things worse for my specific case.
  2. whats your RAM usage? lol

    KSP 1.3 (not touching 1.3.1 yet, not all mods have updated and even when they do, it takes me month to validate my whole install), 18GB out of 32GB at launch (the most I've reached in play is about 26GB IIRC), about 310 mods installed at the last count (plus quite a few custom patches) for close to 7GB of Gamedata, takes about 22mn to load (on a fast system, on NVMe SSDs), up to 1mn to change scene under certain circumstances, but otherwise fluid enough, stable and with no jerkiness. So... What did I win ?
  3. No trouble, I like this kind of tedious fun... the "funny" undisclosed end of the story is that after all that work, my seaplane still doesn't take off, but now I'm entirely sure it's the design's fault.
  4. TL;DR : In OPT Legacy, k_oms is somehow bugged and interferes game-wide with, apparently, water physics (don't ask me how and why), commenting out ModuleAnimateGeneric and ModuleCargoBay on it is the only cure I've found yet. Let me tell you a little tale : Once upon a time, a brave soul wanted to design a seaplane, but no matter what he did, clever geometry, cunning aerodynamics, overwhelming thrust, no design would reach a speed allowing it to leave Kerbin bright blue waters. The curious little designer then turned to his wise ancestors for guidance and took a look at how Squad's seaplanes were designed and was surprised to find out that they suffered from the exact same problem, he then embarked on a journey to find which of his 350+ installed mods broke seaplanes. Very long story short, after a few dozen hours (testing each mod individually, testing interactions, testing individual files), I've pinpointed it to two culprits on my install, one being OPT Legacy's k_oms part (the solid one), specifically the ModuleAnimateGeneric and ModuleCargoBay Modules. I first thought it was only due to the referred to nodes being commented out, but that didn't fix the problem, I had to comment out both modules to fix the problem. How that fixes a game-wide problem affecting planes not using this part, I have no clue (yet), but I've now tested it dozens of time, with the same result. With these two modules active on k_oms, Squad's Gull's maximum speed in water is around 22m/s, not enough for take-off, without them, it's about 42m/s, with take-off possible starting from 30m/s. For the curious, the other culprit was SM Marine's HeliDeckDecal, limiting the Gull to 26m/s, seemed somehow linked to ModuleAnimateGeneric too, but I'd had enough of testing done for the month so since I didn't use the part, I just deactivated it.
  5. Of course, because it's meant to apply to others mods so they use the revamp models instead of stock ones.
  6. @evileye.x, TL;DR : NEEDS is to control for a dependency, FOR, BEFORE and AFTER to enforce an order of execution. No, FOR is not an alias for NEEDS, it's only there (in this case) to ensure it executes after most other patches, because when there is a FOR clause, they are executed in alphabetical order (FOR also serves to control the order, with BEFORE being executed first, then FOR, then AFTER). For instance, if you have a BEFORE[zzzVSRPathPatch] patch, it will execute before the FOR[zzzVSRPathPatch]. Likewise an AFTER[zzzVSRPathPatch] will execute after FOR[zzzVSRPathPatch]. Finally, if there was a patch name declared as yyyVSRPathPatch for example, the BEFORE[yyyVSRPathPatch], FOR[yyyVSRPathPatch] and AFTER[yyyVSRPathPatch] patches would execute before any of the zzzVSRPathPatch ones, because they are before it in alphabetical order.
  7. @evileye.x, it's meant to replace any duplicate (either standalone or as part of a composite part) of the stock part by its VSR variant.
  8. Here, FTFY @PART[b2_4m_adaptor_variant] { MODULE { name = FStextureSwitch2 textureNames = OPT_Legacy/Parts/Stail/texture_ij_4m_adaptor;OPT_Legacy/Textures_Legacy/texture_ij_4m_adaptor_alt_n objectNames = ij_4m_adaptor textureDisplayNames = Original;Night statusText = Current Texture showPreviousButton = false } } @PART[b2_adaptor] { MODULE { name = FStextureSwitch2 textureNames = OPT_Legacy/Parts/Stail/texture_ij_4m_adaptor_alt;OPT_Legacy/Textures_Legacy/texture_ij_4m_adaptor_n objectNames = IJ4mTRI.001;IJ4mTRI textureDisplayNames = Original;Night statusText = Current Texture showPreviousButton = false } } @PART[b_2m_bicoupler] { MODULE { name = FStextureSwitch2 textureNames = OPT_Legacy/Parts/Stail/texture_j_2m_bicoupler;OPT_Legacy/Textures_Legacy/texture_j_2m_bicoupler objectNames = j_bicoupler textureDisplayNames = Original;Night statusText = Current Texture showPreviousButton = false } } The bicoupler was referencing the wrong texture, one of the adaptors was referencing the wrong object and texture, and the other was missing its entry entirely.
  9. [1.2] Mission Patch Manager v1.2.0 - 15th September 2016

    Actually I meant 1.2.1, I just forgot which was the latest and looked at OP rather than the mod, hence the mistake. So yeah 1.2.1 doesn't work. The really good thing about this mod is that adding new patches was drag and drop, you just put your flags in the right folder and you could use them rather than having to add them to the CFG.
  10. Keep in mind that Scatterer is somewhat buggy with 1.3 as of now (you have to deactivate the ocean shaders to avoid an annoying glitch that makes terrain tile float around or disappear). There are currently 3 major visual overhauls : - Stock Visual Enhancements + Stock Visual Terrain, which is the most basic and the most RAM friendly (with all options, a stock x64 install consumes about 2GB idle). - Astronomer's Visual Pack, which is the oldest of the bunch, it has some effects that are not as good or subtle as the other two, but it's still quite nice, however it isn't RAM friendly (with all options, a stock x64 install consumes about 4.8GB idle). - Andromeda Visuals Daydream, which is the newest, has some of the nicest and most subtle effects and it comes at a similar RAM cost as Astronomer's Visual Pack (5.0GB idle, which is within the margin of error). My take on things is that if you run a lot of mods (I run about 350 lately, consuming about 15GB idle, 24GB peak so far) and/or are limited in CPU/RAM, SVE+SVT is a good way to have nicer visuals without overtaxing your system and losing too many FPS. If you can afford to go toward something nicer, I'd take Andromeda instead of Astronomer's, it's about as taxing for your system and it has the benefits of being, as of now, the better looking one.
  11. [1.2] Mission Patch Manager v1.2.0 - 15th September 2016

    For those wondering, v1.2.0 crashes on load with KSP 1.3.0
  12. You can still put them on, they just won't make sound or rotate until the plugin is updated.
  13. For those waiting for 1.3 compatibility, just remove the plugin (it just adds code for the Jericho Trumpets) from Aviator Arsenal v1.3 for KSP 1.2.x and it will load without crashing, everything will work as intended except the Jericho Trumpet but it's not game or save breaking.
  14. KSP Acquired by Take-Two Interactive

    I expect this to go as well as a KSP newbie launching his first rocket. I guess some people are happy with a check and empty reassurances that KSP will remain mod-friendly and that Squad will retain control over an IP they no longer own... Just a week ago Squad were telling us that they were still proudly independent and hard at work, with a hint of disgust at the notion that they might have sold out to Valve, but they were in the process of finalizing the deal with... Take Two ? Well, it's the same people who thought that a game console port would be a good idea after all... I really hope the check had a lot of numbers on it, it's deserved and it will make the inevitable backstab more bearable... Oh well, at least it's not EA...
  15. Counting down the days: 6

    Wallygator, have you ever heard of sarcasm ?