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Murdox

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Everything posted by Murdox

  1. Main Menu lower right corner mine is saying (x64) so maybe u want to check it out from Main Menu
  2. Update already alive on Steam, at least here in EU. 1.1 Hype, beer, space snacks & let the launch party begins! https://www.twitch.tv/dasvaldez Respect for all your hard work you've been gone trough these days Squad and congrats for the release! Easily one of the most happiest days of my life
  3. I didn't even have KIS/KAS pre-release versions installed yesterday and i was experiencing this same bug with apply/accept buttons in KSP Settings. I tried to reproduce this bug today but somehow i couldn't. In my case KIS/KAS pre-release had nothing to do with this bug and this could be KSP 1.1 bug in general. Who knows? Need to check though if theres already report in 1.1 Pre-release bug tracker and if not then we need to try reproduce it with stock game and make report. @adjudantloic I'm curious can you reproduce this bug with stock KSP 1.1 pre-release or what mods you were using while this bug happened? http://bugs.kerbalspaceprogram.com/projects/prerelease/issues
  4. @RamirezCorp If you have uTorrent or similar software installed you can download "All of the mods hosted on Kerbal Stuff are available via this torrent." download torrent file and open it with torrent software. That torrent file contains more than 60gb mods and some other data from kerbalstuff so make sure you deselect all parts from it first. Then navigate to Kartoffelkuchen_1121 folder and select Launcher_Pack for download. And one more thing... This folder also contains all older versions of Launchers Pack mod if there was any so after you have downloaded it make sure you install latest version of mod. Good luck!
  5. @Joco223 Wow thanks for your really fast reply and sharing cfgs! I was also thinking something like 1.8-1.9 with atmosphere just like you told and also downloaded that SmallSun from your dropbox link. I'm trying to keep additional part mods very minimalistic atm but i mainly use Hangar Extender, TweakScale & All procedural parts (fairings, Wings & Tanks) to help with big rockets. Also i like all NecroBones part mods too much to playi without. Especially SpaceY with Expanded and latest Real Scale Boosters is currently under heavy stresstest Need to check out also that SMURFF what u mentioned. I really appreciate your time and tips!
  6. Oh yess i'm experiencing same bug here with resizeClouds.cfg. Thanks to Joco for report and glad that Sigma found cause for this issue already Awesome mod once again Sigma and im really enjoying how easy it's now to rescale stock kerbol system! I've been using 1.32 value for atmosphere with 6.4x game so far but i would like to try out 10x soon. So i'm asking if anyone have good recommendations for 10x configs?
  7. Command for opening EVE UI is Alt + 0 (zero) in Windows.. might be different command keys + 0 in Linux I would also like to add that Scatterer UI is Alt + F10/F11 in Windows.
  8. I'm not 100% sure if this going to help but I just checked out that config file and issue might be caused by PHYSICS_FRAME_DT_LIMIT = 0 You can try to change that to near default value and see how it goes. You can also find Max Physics Delta-Time per Frame slider from in game general settings. Default value is 0.04
  9. I've been done some tweakings with my x64 -force-d3d9 win10 installation and shortly it goes like this: I removed part reflections from TextureReplacer folder and if i remember right file was called MM_ReflectionPluginWrapper. Also removed one of three cloud layers in clouds.cfg in KSPRC/Atmospheres folder. And using vagabond77 tweaks from page91. Proot just stated earlier in this page he should have new release incoming anytime soon and its going to include his own tweaks with performance along with other planned features if you just dont mind to wait before messing up with current release performance. Oh yeah added/overhauled scattering fx + surface colliders just made me drool all over my desktop!
  10. Well at least i got city lights work with that code i just posted. Im not so sure anymore about that second issue cause if remember correctly ocean shaders should be disabled automaticly over 70km altitude so that might be some other problem than that. i'll reply again if find out something new about that second one
  11. @THX-1138 For working City Lights you can try replace whole cityLights.cfg with following code in spoiler. You can find cityLights.cfg from here -> GameDate/KSPRC/CityLights I have also question considering Auroras. I noticed that auroras in Kerbin doesnt show up untill KerbinScaledSpace got loaded wich is 160km altitude (stock). Is there any way to get those loaded earlier than without lowering ScaledSpace loading altitude? Or am i the only one who is missing auroras in LKO or even in surface of Kerbin? Thanks!
  12. First of all congrats for release this mod and already in Modding Monday! To be honest i've been missing/thinking this kind of part damage system almost as long i've been playing KSP and finally EnzoMeertens took this idea and made it possible! I'm really curious to know do you have any further ideas how that dmg is going to affect command pods? Just my personal thoughts but it would be awesome if this could handle maybe rover wheels or solar panels dmg/repairs in future. Anyways ! I'm really enjoying to play around with this mod right now and looking forward to see how this mod is going to grow and getting better... Long live KKS!
  13. Haha awesome! I was too excited about your release yesterday so i didn't even noticed that i was missing scattering effects even you told me so And now got confused cause i couldn't find configs so thats why i was wondering am i doing something wrong here. Take your time man and glad u got it solved!
  14. Thanks for info! Doh i just also noticed there wasn't any scatterer effects so ill better go and check my settings for loading distances Edit: Just opened up scatterer UI while im still 110km Tekto orbit, but can't see any opm planet there. Is there any config file in your release i can check for getting scatterer to work or am i just doing something wrong here? Thanks!
  15. Uhmm i must correct some things i said in previous post about haters... Well i lied... How someone could dislike this?... Could't find any haters from Tekto neither... I'm sold and speechless! OPM-VO v0.1.0-beta Just wanted to release something out fast before went back to work and im going to do better/longer videos when i get more time to play with this. One more time thanks for early release!
  16. Your welcome and glad you got it work! Okay so you have 32bit game, DTL and Half-Res textures working right now, but one more thing i would like to suggest to try with is dx9 instead of dx11. I think it should reduce RAM usage even more than dx11 and you may get even more fps/performance with dx9. also VRAM savings with dx9 + DTL is awesome if you can pass that loading screen. Idk if you tried with it already this was only my assuming. i think magical limit is near 3.3 - 3.5gb at least for me. If you want to try it out command is: -force-d3d9 Edit: Also apologies to Proot... we're filling your ksprc topic with helpdesk things here
  17. "Artists" like in this case modders/tweakers like you guys should definitely stand your grounds... Do exactly what you want to do and it's going to be perfect even though sometimes there might be haters who gonna hate I'm hardly playing KSP anymore without OPM and you can really count me in that userbase whos really looking forward this. Congrats for release and i've been waiting for this since you started this thread. Downloading ->
  18. Well all im saying if you are going to use more mods than just KSPRC until KSP 1.1 release (Unity 5 patch with official x64 support) you should definitely try with Windows 64 bit community workaround for Windows or run x64bit in Linux. I just tested with clean 32bit KSP install with KSPRC. I used -force-d3d9, dynamic texture loader and tested half/full res textures from ksp settings and just as i expected it was still really near crashes 3-3.3gb RAM. -force-opengl command is another option, but still if you can barely run KSPRC u can't add more mods really. Edit: Oh well back to normal x64 again and it seems mr. @vagabond77 just brought us some more interesting performance stuff to mess up with. Lets see how its going to work with my own configs with clouds even though im not currently running planetshine at all. also thanks for sharing! Btw how those ksprc & planetcolor configs differ from original ones because only difference i found was some // markers front of lines at least in planetcolor.cfg
  19. Haha never thought this before and really interesting point of view actually! I just wonder if there should be delay after you disconnect fuel source, because its different than shutting off engine completely. Am i lost? So does it count as cheating if someone fiddle instant power responses to jet engines after this public information
  20. @Dix2lespaceIf I understood right that your 32bit KSP is crashing during loading screen and can't even go main menu (only with KSPRC installed). This sounds like your 32bit game is running out of RAM (memory) wich usually happens around ~3.5gb limit with 32bit KSP. Usually these "visual" and some other mods wich is using lot of heavy textured files can make your game running out of that 3.5gb limit really fast. If possible try to check from "Task Manager" or other monitoring software are you running out of RAM. And if so...? there is some solutions you can try play with. Force OpenGL, force DirectX9 with "Dynamic Texture Loader" mod, KSP x64 workaround or then just try to remove some parts from KSPRC. If you are able to survive trough loading screen and can go to settings from main menu you can try to set textures to "Half Res". Let me know if it was not 32bit RAM crash problem or/and you need further assistance...
  21. Just tested with stock 0.02182 and with "fixed" .dll and same results with Jool... NullRefs marathon with fps ~0-2. Is there any other temporary tricks than removing Jool config or what does this exactly mean "leaving scatterer off for Gas Giants"? Thanks!
  22. Hey @Joco223 If i got your point right and you found that darksides of planets is too dark for your taste or you want to bring some lightning in game. I recommend to check these mods "Ambient Light Adjustment" and dependency mod "Toolbar". With those you may be able to see your vessel again Edit: Also for me Win10, x64 KSP, DX9 = Best Performance 2nd Edit: Sorry fellas still more advertising... I totally forgot to mention Rbray's latest masterpiece "Dynamic Texture Loader" for saving more graphics memory. Especially for DX9 users http://forum.kerbalspaceprogram.com/index.php?/topic/128660-1051-41-dec-31-2015-dynamic-texture-loader/&page=1
  23. Thanks @Elthy but i think its neither VRAM or RAM issue for me. I've been trying with both dx9 and dx11 and currently running with dx9 with under 1gb vram usage. My only real solution for this was really get rid of couple cloud layers and those reflections. thats all i can say. I'm more conserned about @fizzle issues with ~12fps. I was also thinking that he should have even less problems with VRAM with his 980ti so thats why i thought it could be RAM issue if he is running 32bit game. But what @Nhawks17just said it just made me wonder that maybe these problems may not be hardware, ram or vram issues at all. To be continued...
  24. @fizzle Okay then this is sounds like you are really having some other problems than just about clouds or reflections. As V8Jester also asked may i ask what kind of graphics settings you you are using and i assume that if you're running 980ti your processor is also at least "decent". If you can try drop V-Sync off, Anti-Aliasing off, Render Quality to Fastest & Aerodynamic FX Quality to minimal and see how it goes. Also i had problem with windows 10 performance before i forced game to dx9 or dx11. You can do this just making shortcut from KSP.exe to your desktop and if you go properties add slash(space button) and then -force-d3d9 or -force-d3d11 This can be also "memory" related issue if you're using 32bit stock version. If you can also check how much memory KSP is using while youre in game. if it's something like ~3.2-3.5gigs RAM those lags can be caused by your game client is running out of memory. You can try reducing RAM usage with -force-opengl Hope you can get this resolved somehow. Let me know if you get this problem solved. I'm curious too
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