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Beduino

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Everything posted by Beduino

  1. LOL that's funny.. looks like those armored cars to scape zombies in that type of movies. Maybe it's your defense against krakens.
  2. Ok, maybe not exactly at the start but the very early nodes in the tree. With all the science available in ksc it's pretty easy to unlock all these possibilities very early on. In stock instead you would be stuck with going to the mun type of missions.
  3. Yeh it is nice mod, but KSP needs lots of optimizations, including less memory hogging due to many mods/parts and some sort of lazy planet loading, so we can have more stars and planets to explore
  4. Nice tree, it allows you to choose between launching rockets, manned or unmanned, or making rovers, or planes right at the start.
  5. Just goes on to show how confusing the current interface is. Please see this http://forum.kerbalspaceprogram.com/threads/96162-Administration-strategies-bug Also lets show Squad that there's indeed a bug with reputation. http://forum.kerbalspaceprogram.com/threads/96222-Fundraising-Campaign-strategy-at-100-commitment-results-in-negative-reputation
  6. For jokes sake, let me paraphrase a famous engineer here: "Do you know how ridiculous it is to build a starship at the bottom of an ocean of air" Extraplanetary orbital construction, that's what the dock is for
  7. Fascinating, it might explain why I thought i was going nuts yesterday, when I set another strategy to 50% it seemed there was no gain at completion. Going to do some more testing and revive that thread See here. http://forum.kerbalspaceprogram.com/threads/96162-Administration-strategies-bug
  8. Totally see it now For some reason i kind of felt there was no fund/reputation rewarded which kind of added to the confusion. Thanks
  9. Hello guys, could not find anything about this, sorry if it has been reported already. Playing on hard, unmodded. I was using the admin building for the first time I set up 2 simple strategies that should take 50% of funds and reputation and convert it to science, but it seems that instead it's converting 100% of each into science. See pics. At least my tech tree is complete now Not sure what's wrong. Also would be nice to see the original science pay and the gain in the contract. strategies contract
  10. Yeah, just saw your KW configs the other day. Thanks for these too, going to try them all. Well if we could get a moderator/or Nazari to change the starting post with these links, that would be enough for now.
  11. Hey dude, this is pretty cool.. i wonder why it wasnt improved and added to the hotrockets package itself. @PART[size3EngineCluster] // { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasa4engine transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.5 emission = 1.0 1.9 speed = 0.0 1.0 speed = 1.0 1.75 energy = 0.0 0.5 // Same for energy energy = 1.0 2.0 // Same for energy size = 0.0 1.65 // Rescale the particles to +0% size = 1.0 1.85 // Rescale the particles to +0% fixedEmissions = false logGrow { density = 1.0 -1.0 density = 0.005 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 50.0 } offset { density = 1.0 0.0 density = 0.005 0.35 density = 0.0 0.55 } emission { density = 1.0 1.0 density = 0.005 0.4 density = 0.0 0.1 } energy { density = 1.0 1.4 density = 0.005 1.2 density = 0.0 1 } size { density = 1.0 1.2 density = 0.005 0.75 density = 0.0 0.45 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = thrustTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.07 0.0 // Curve for emission like stock emission = 0.2 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 1.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.22 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } size { density = 1.0 1.0 density = 0.01 4.0 } } } } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[size2LFB] // { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasa4engine transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.25 emission = 1.0 1.75 speed = 0.0 1.55 speed = 1.0 1.65 energy = 0.0 0.24 // Same for energy energy = 1.0 1.0 // Same for energy size = 0.0 1.1 // Rescale the particles to +0% size = 1.0 1.12 // Rescale the particles to +0% fixedEmissions = false offset = -0.2 logGrow { density = 1.0 -1.0 density = 0.01 40.0 } linGrow { density = 1.0 0.0 density = 0.005 0.0 density = 0.0 80.0 } offset { density = 1.0 0.0 density = 0.01 0.45 density = 0.0 0.65 } emission { density = 1.0 1.0 density = 0.01 0.3 density = 0.0 0.1 } energy { density = 1.0 1.0 density = 0.01 0.8 density = 0.0 0.6 } size { density = 1.0 1.0 density = 0.01 0.53 density = 0.0 0.4 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = thrustTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.4 0.0 // Curve for emission like stock emission = 0.7 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 1.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.22 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } size { density = 1.0 1.0 density = 0.01 4.0 } } } } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } @PART[size3AdvancedEngine] // size3 single { //!MODEL_MULTI_PARTICLE @EFFECTS { @running_closed { @MODEL_MULTI_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } @PREFAB_PARTICLE { @emission,0 = 0.0 0.0 @emission,1 = 0.5 0.0 @emission,2 = 0.7 0.0 @emission,2 = 1.0 0.0 } MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/nasaf1 transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.75 1.25 emission = 1.0 1.75 speed = 0.0 2.75 speed = 1.0 3.5 energy = 0.0 0.12 // Same for energy energy = 1.0 0.45 // Same for energy size = 0.0 0.25 // Rescale the particles to +0% size = 1.0 0.25 // Rescale the particles to +0% fixedEmissions = false offset = -0.2 logGrow { density = 1.0 -0.3 density = 0.4 1.0 density = 0.05 10.0 density = 0.005 90.0 } linGrow { density = 1.0 0.0 density = 0.05 0.0 density = 0.005 3.0 density = 0.0 60.0 } offset { density = 1.0 0.0 density = 0.05 0.35 density = 0.0 0.45 } emission { density = 1.0 0.8 density = 0.05 0.8 density = 0.005 0.24 density = 0.0 0.12 } energy { density = 1.0 0.3 density = 0.05 0.15 density = 0.0 0.1 } size { density = 1.0 0.7 density = 0.05 0.7 density = 0.005 0.25 density = 0.0 0.175 } } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = thrustTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.07 0.0 // Curve for emission like stock emission = 0.2 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 1.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 2.0 // Rescale the particles to +0% size = 1.0 2.5 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } size { density = 1.0 3.0 density = 0.01 12.0 } } } } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } }
  12. IXS coolest mod i have tried in a long while. Started a new modded save with TAC, IXS, extraplanetary, interplanetary lite, kethane, karbonite+, SP+ and others. Nearly run out of antimatter near Jool.. now got to wait couple of years to refuel lol... they must improve these antimatter collectors. TIP: Please improve the IXS command pod windows with a toggle lights option like in SP+.. that would be cool.
  13. this look so cool, but currently it eats memory for breakfast.. would it be possible to delay loading every planet before going near them? that would kick some asses
  14. that kas patch worked nicely for me.. even though im on 32bits.. now i fully serviced my scope from stupid sun burns
  15. ill give this a shot http://forum.kerbalspaceprogram.com/threads/53134-Kerbal-Attachment-System-%28KAS%29-0-4-7-Pipes-as-fuel-lines-and-even-fewer-explosions!/page170?p=1318875#post1318875
  16. It's a KAS bug, KAS containers seem to be broken for me as well. It spits out this when you try to take something from the containers. [EXC 13:20:06.828] MissingMethodException: Method not found: 'Part.LoadModule'.
  17. this hangar is pure win.. my crane would always flip on minmus due to low gravity
  18. looks cool +contracts, too bad you leaving, but im going to try anyway
  19. okey, it seems that in directx it works, so what i did was let directx generate the textureCache and then reverted back to opengl and now it seems to be working.. although it sits for like 3 minutes frozen, then it continues. Opengl uses like 1GB RAM, while the same thing in directx would consume like 2GB
  20. really both basic and aggresive versions of ATM x86 in opengl are freezing for me except for the first time you run it. Any help would be appreciated. thanks The ksp.log always ends here
  21. In my case the game freezes while using only 700MB of RAM, when usually i can run the game way above that, since i have total of 4GB. Try to delete the texturecache folder from ATM see if it helps you.
  22. now im having a problem that ksp freezes on loading... but if i delete the texturecache from ATM (x86, -forceopengl) every time before launching the game, it then loads just fine and i can play just normally.. what gives? mods all updated today
  23. is there a workaround for the flags (contracts and such) textures being in such low quality after installing this mod (aggressive) to the point of being completely blurry? PS: It seems that even though in the Squad.cfg there's a entry to ignore Squad/Agencies textures, these are still being processed into the textureCache. why?
  24. Thats strange as hell. Just tried myself to force opengl in windows 7 64 bits, ksp 32 bits, nvidia gts 450. It cuts the memory usage by half of that used by directx and there's also a sensible fps boost. I suspect unity implementation of directx backend is poorly optimized, or even trashed on purpose, probably cause the unity devels do not enjoy M$, since that "company" even tried to kill opengl at some point in history.
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