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About Hyomoto

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    Kerbal Space Industries

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  1. I had no idea this was coming, I knew the DLC was but this feels a little like a gift since I had no idea. Thanks!
  2. Really? GTAV is a massively popular cash cow for Take Two. The mods they attacked were direct competitors that threatened their bottom line. Whether or not I respect them, and I don't, for going after the modders is irrelevant (and not for reverence of modders either, but in the corporation v user I tend to vote user). Kerbal Space Program is not a billion selling cash cow fueled by in-game sales. Not last I checked. Now, according to Steam Spy it is a decent seller, pushing quite a few more copies in the last three months than I would have guessed. So my question is who exactly are you trying to strong arm? Any fan of the game should be fully aware of it's troubled development, mismanagement and wholly unexpected ability to continue to be developed. I don't keep up on this, so it may have changed, but last I knew Squad was woefully understaffed. It's like watching someone attack a small dog because it barked at them. Who is your grand villain? The Squad people think of as it concerns KSP is a small group, not some large evil corporation. And KSP has been both fan and mod friendly, having one of the more robust and dedicated communities I've ever seen. Flipping out over a EULA that has been there for a while now is expected to some degree but I always ask this question: when does a developer get a little leeway from people like you? EA is one of the most hated publishers in the world, and has been instrumental in the slow degradation of quality in AAA games as well as a huge advocate for pushing additional revenue models. KSP has been on the market for many years and is Squad's only game funded entirely by new sales. Maybe I just don't know how to function but they aren't exactly fitting the bad guy mold.
  3. Well, I got a crash. When I open up the data manager on my probe core, then toggle the map, the game crashes. Using 64-bit KSP, Windows 10, 16gb. I wanted to see if this also happened in 32-bit but ... well, KSP won't even load my save. So, I can't seem to pin down if it's 64-bit related or not. The output_log.txt and error.log. EDIT: I would love if there was a disable WYSWYG view, this forum software drives me nuts. Anyways, I tried again and well ... it appears that wasn't the issue. The issue was TRANSMITTING science and going to map mode. I suppose I'll keep dabbling with it to see what happens. EDIT2: As far as I can tell, when the science transmission is in-progress it crashes. Otherwise it works fine, the windows opens normally and the map is unaffected. List of mods:
  4. Hah, well that fixes that issue! I hadn't tried Kerbalism before so it's impossible to tell what's missing or not at a glance. Real Chutes has the same issue apparently, but that was a bit more obvious since missing parachutes is ... quite obvious. Thank you for the help. Then if I may ask another question, does Kerbalism also disable the 'toggle batteries off to put probe to sleep' behavior? I saw I can change signal behavior to limited which apparently should mimic the base game, but it still wouldn't let me toggle the batteries back on. I haven't played since 1.1 or so, if there was a major change like that I'd have missed it.
  5. So I was giving the mod a try and it seems to me that it isn't quite ... balanced. At least not for career mode. I just realized that the Fuel Cell requires hydrogen and oxygen ... one of which isn't currently available as far as I can tell. The description still says that it takes fuel and oxidizer, even though the module says hydrogen and oxygen. There are some other things like this, seemingly owing to not touching the tech tree as far as I can tell. Is there a good primer to read on this or some 'mandatory' mods people are including? Even something as "simple" as getting to the Mun seems near-impossible now given that in the 30 part limit there isn't enough electricity to make the journey, the fuel cell isn't available because there's no hydrogen, and solar panels need more science to be unlocked. So, sure, to overcome this I just need to grind out a half million to upgrade both the pad and the VAB. But what's the point of having the fuel cell if the requirements aren't met yet? Given the integration into the tech tree, it's obvious that consideration was taken to integrate it but I guess what it comes down to is I feel like there's some help file I should be reading, or that some of this stuff is out of place. Or just that people are using a mod that solves this. EDIT: Been a while since I played, I remembered you can turn OFF a probe and do it that way. Comment still stands but I did find the workaround I need.
  6. For all the people who bought before April 2013: if Squad makes good on that promise then that's cool. But I do think it's fair to say: wow, really? 2013 was 4 years ago, which means those of you who bought it before that time frame have been playing this game for five years. During that time there have been at least two major updates since launch, and obviously all the work that went into getting to 1.0 which included quite a few major updates. I have no idea what they'll charge for this expansion but it is it fair to say that FOUR YEARS is a completely acceptable time to commit to free development before launching a new paid content release? Granted it will be up to you to decide if the content is worth it, but man: asking out loud really comes off as: I PAID FOR THIS YEARS AGO, DON'T YOU DARE SUGGEST I OWE YOU A DIME. I BELIEVED IN YOU FIRST, WHATEVER YOU CREATE SHOULD BE MINE!!! This was back when DLC was being discussed before the game launched and people were worried it would become what games like ARK and PLUNKBAT have become. At this point, and I say THIS point, I'd be glad to support the developers again. Given what has surfaced about how the studio has been managed and handled over the years, I'm surprised the game still has active development let alone developers. It's stupid I feel compelled to add this bit to the end which is that I certainly do not hope that KSP becomes a DLC-fueled reflection of the modern gaming world, but the argument that paying developers for their ongoing commitment is appropriate in some contexts even if it has been damaged by people who trumpet large publishers, who are clearly taking advantage of them, as victims. When KSP gets cosmetic DLC, loot boxes or in-game currencies I'll be a bit more skeptical, but even as mismanaged as they've been: Squad has had a pretty fair attitude towards the consumer on the actual sale of their product even if internally it appears they've been worse than other major publishers. And whether or not I bought before April 2013, I won't be terribly offended to pay for the expansion.
  7. I'm not completely surprised. My guess, and I'm not a 3d guy, is probably that EVE is doing a lot of unnecessary work. (Woah, poignant observation, I know). Either way, it's good to know you are on the case. Of all the mods I use, which there are not many, EVE is the one that adds the most atmosphere (no pun intended). Scatterer is nice, but without clouds the worlds just seem bland and lifeless. And thanks to SVE, we can get a pretty damn fine version of both. When stuff like this happens I can't help but think the best part of the KSP modding community is thanks to having source available, people can help out and pick up a mod. Compare that to the Bethesda scene where mods are treated like personal treasures and if a modder gets bored and quits, their work may very well end up lost in limbo. Then again, maybe KSP gets away with that because (as I like to think), it attracts a fairly similar group of people whereas something like Skyrim has a far wider appeal. I don't think there's a loverslab for KSP, and if there is I really do not want to know about it. I'll take that ignorance to the grave, please. I digress, my point is simply when you compare the extremes in mod topics, KSP draws from a much tighter pool and I think it works out to it's advantage because we can enjoy open source modding.
  8. So, my highly unscientific tests yields ~20 fps improvement. On the launchpad I'm getting about 60fps rather than 40. That's certainly better, but I can't help but wonder why EVE is so expensive (other than being awesome). Kerbal Space Program is many things, but graphically advanced is not one of them. I know in the really old versions of EVE the performance impact wasn't quite so dramatic, and if it runs in shaders on the GPU then 9 teraflops should be plenty of overhead. I know KSP isn't multi-threaded but it should still be theoretically possible to make better use of the GPU. It seems like I must have a lot of cores just hanging around doing nothing. That sounded depressing, so let me top this off with all performance is welcome, thank you for caring enough to chase it!
  9. It's certainly worth a try. For the record though I meant if I'm getting lag with a GTX 1080, I don't think it's your work that's causing it. I just did a few basic KSC tests and it looks like EVE is the bottleneck. It's my guess that it's not working as well as we might like in 1.2. I don't have an old version to go do frame rate tests on, but as far as I recall from doing old tests, generally speaking EVE's impact was never 80 fps. I went ahead and used my old cloud configs and it went back up to ~70 so while you probably have denser cloud layers, without flat out getting rid of stuff I'll be interested to see what you can do to help that. Personally I like your cloud layers, they look nice. EVE is a really old mod, and it's likely that it is in dire need of a ground-up rewrite. rBray was clearly very talented, but he mostly just did maintenance updates for the past few KSP versions and it's very likely EVE is starting to come apart at the seams. What can I say other than, good luck! edit- I noticed some of your textures might not be powers of 2, maybe EVE doesn't like that? detailCumulus.dds is 1500^2
  10. edit - I take that back. I'm getting about 40 fps at the KSC with a GTX 1080 with the medium pack. Then again, I was getting some severe lag with just EVE installed. There might be something going on there, as I believe Waz said multiple layers can be pretty harsh. Pretty surprising when a game like KSP gives nVidia's flagship a gut punch.
  11. I'll do a premature 'woo!' while I download, and you can assume it worked if I don't come back and say, "It didn't work, here's the logs." Either way, thanks are in order. This is one of those mods I really always hope gets a stock implementation/always surprised it hasn't gotten a stock implementation. Now that buoyancy, aerodynamics, wheels, satellite communications and airplanes have gone stock surely atmospherics will end up on the list eventually!
  12. So, as far as I can tell I'd have to compile Waz's branch? I don't see a compiled version available.
  13. I've been playing KSP for a few years now and I'm always excited for the new patches. However, has Squad ever made anything official about the graphics? I know they've undergone changes over the years but with projects like Scatterer and EVE I'm sort of surprised a bigger effort hasn't been made to improve the planets. Early on we got experimental terrain scatters, ie: trees and rocks, but since then, as far as I can tell, Squad has been completely Mum sans some part updates. I know they don't want to make anyone's game run poorly, but I'd still like to see some more advanced graphical options. EVE is amazing for what it is, but Scatterer is far to buggy to be considered viable for everyday play and just like we eventually got better aerodynamics and buoyancy, I'd really love to see stock clouds and atmospheric scattering. Not to mention the Mun, as far as I recall, is the only celestial body to ever receive it's own custom effect ( craters ). There's just so much untapped potential on the artistic front, I'd love to hear about the solar system being enhanced as well as the gameplay.