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dok_377

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  1. Oh, and apparently I used the wrong template I used the template from Waterfall package, when I should've used the template from Stock Waterfall Effects, which looks eons better and has an actual core in the plume. @Knight of St John again proves that his configs are the greatest thing that ever happened to stock parts.
  2. Probably. I'm not really using this part that much, so naturally didn't spend a lot of time tweaking the plume.
  3. Took a liberty of making the MEM config for myself, just to see how it would look. Well, it looks like this: The plumes are a little bit smaller because of the angular low poly nozzles. It just clips otherwise.
  4. Lifted and transported a helicopter. With itself.
  5. • As a player, I want my lights not to lag the game into oblivion if I use more than two. Probably should add that as well. In the first game the performance (at least in my experience) suffers immensely when more than two lights hit the surface shader of the planet. In space it works quite fine, but on the surface it's a nightmare.
  6. That's for all six textures total. The maximum size of one of the textures is 256 if I remember right, which is still quite a lot. The whole Spectra weights this much.
  7. 800 megabytes cubemap? Isn't that a little bit too much? I installed this out of sheer interest and my gtx 1060 has a heart attack in the tracking station with 100% gpu usage. You only covered one planet with clouds and already using more ram and gpu than the entirety of Spectra or AVP. And they both cover all the planets, not just one. Edit: oh, apparently those textures were taken straight from AVP itself. But in AVP they're optional. This doesn't seem to be the case here, though.
  8. There surely has to be a way. That one fix would literally change the whole game and improve it immensely.
  9. If only the same could be done for the robotic drift as well. @JPLRepo
  10. Unfortunately, I don't think KJR will be of any help here. It just stiffens the joints, where drift actually occurs because the game doesn't snap displaced robotic parts and docking ports back into place. It's a little bit different from just joint force. It might actually make parts drift less with stronger joints, but it will not help in the long run at all. Infernal Robotics itself suffers from a lot of bugs (not drifting related) as of today. But he said that he might be able to restart the development and fix the mod, which I'm counting on at this point. Absolutely. If there only was a way to make this happen.
  11. The stock thing is fricking crafts up completely. This is a craft with a new docking port on it, in case you can't see the report. It has issues similar to robotic drift, but way worse. The robotic drift only affects the robotic part itself and all the children of the robotic part, when the new docking ports affect the whole vehicle. And I don't think it can be fixed by just installing Dock Rotate, because the broken code will still be there. The only way to get rid of this, is to downgrade to 1.11.
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