Jump to content

Ravien

Members
  • Posts

    127
  • Joined

  • Last visited

Everything posted by Ravien

  1. Some nice stuff, Nereid. Definitely I'm going to use Final Frontier in my next game.
  2. It's really great work, Porkjet. I like the way it seamlessly fit with ships built with standard KSP parts. If You think about new parts - maybe 2.5 to 1.25 connector with windows, cool science lab with IVA (manned equivalent of SC-9001 Science Jr to make some science on the surface of Jool moons) or small thingy intended as main part of single seat escape pod (just add engine, parachute and go..)
  3. I think, one thing what this project needs is tiny science lab and goo container (maybe with 1/3 science of original parts) to match with all 62,5 cm space probes...
  4. Thanks. I like it. Another part for unmanned (unkerbaled ?) space program.
  5. Yes, new celestial body would be nice ;-)
  6. No. Values are correct, Taylor's pack for B9 is compressed in a way, memory mod can't handle well. Planet Factory is another kind of addon - it eats lot of resources during a game. It's just speculation, bit I think Squad gave no tool for modders to add planetary scale bodies so Kragrathea have to make additional physics calculations by himself.
  7. Simplest way - use resource monitor, but always have to wait some time after initialization because some addons like to allocate some additional memory
  8. therealcrow999: I compared memory usage of KSP with and without Active Memory Mod using different plugins and texture packs here so You can see results and decide yourself.
  9. Recently I decided to check the effectiveness of KSP 0.23 memory management with various plugins installed. I compared vanilla KSP and KSP with Active Memory Reduction Mod 1.1 (Texture Compressor) on PC windows 7 64 bit. Memory usage was recorded one minute after the initialization of the main menu, during actual play memory usage will be higher. All values should be considered as estimated with an error of 10 Mb, individual values may vary, depending on the running applications and memory fragmentation. [table=width: 500] [tr] [td]RAM usage in Mbytes[/td] [td]Vanilla KSP[/td] [td]KSP + Memory Mod[/td] [/tr] [tr] [td]Baseline (no mods)[/td] [td]1464[/td] [td]1460[/td] [/tr] [tr] [td]KSP + Squad texture reduction pack 0.1c[/td] [td]1337[/td] [td]1182[/td] [/tr] [tr] [td]Kethane 0.8.2[/td] [td]98[/td] [td]100[/td] [/tr] [tr] [td]Interstellar 0.9[/td] [td]434[/td] [td]249[/td] [/tr] [tr] [td]SCANsat 5 + vibradyn 0.02c[/td] [td]137[/td] [td]76[/td] [/tr] [tr] [td]Universe replacer 4.0 + Rareden's Skybox HD[/td] [td]253[/td] [td]253[/td] [/tr] [tr] [td]KW Rocketry 2.5.52[/td] [td]324[/td] [td]325[/td] [/tr] [tr] [td]KW Rocketry + KW texture reduction pack 0.1a[/td] [td]170[/td] [td]165[/td] [/tr] [tr] [td]B9 Aerospace pack R4.0c[/td] [td]1308[/td] [td]375[/td] [/tr] [tr] [td]B9 Aerospace + Aerospace reduction pack 0.1a[/td] [td]1318[/td] [td]651[/td] [/tr] [tr] [td]B9 Aerospace + Reduced textures included with plugin[/td] [td]478[/td] [td]148[/td] [/tr] [/table] As you can see, despite all the changes in the KSP 0.23, plugins can take a lot of memory. In particular B9 Aerospace with original textures. The use of William Taylor's modified textures still can benefit, except for the B9 package, but included with the plugin work great. In my experience, as long as you keep the initial use of RAM under 3Gbytes, you should not expect CTDs associated with memory during the game, and if you want to use a lot of plugins Texture Compressor type add-on is still a necessity. I hope you find it useful, happy modding.
  10. Fractal_UK: Could You, please, allow hiding megajulle button maybe by integration with blizzy78's Toolbar plugin? It shows all the time and messes up screenshots even after F2 button.
  11. It's not so good as Andon wrote. I took same mod set as 0.22 and got out of memory in 0.23 ;( No super awesome skybox this time.
  12. Thanks for great work. Is it possible to make for .23 update same tech tree position like ScanSat, also Do You plan to make GPS/map receiver for rovers?
  13. Command module in spaceship powered by 2 nuclear engines receives 1 mSv/h - it's quite significant dose.
  14. I think, with all the changes with radiation, Interstellar could add some tools to provide shielding for crew. I really didn't like to see my Kerbals to liquify.
  15. I'm impressed. Author really caught that thing which makes KSP players to play.
  16. I hope, goal is to make one, joint mod - not repository of many sound mods
  17. Could anyone help me, please? I need some pointers to make part compatible with KAS - make it storable and attachable. And yes, I've found KAS wiki page.
  18. Good work so far. Definitely going to put this to heavy testing this week.
  19. May bad - hotfix works well - I downloaded it but forgot to install.
  20. Hello from Poland for all kerbonauts. After 1 hour with demo I bought my own copy and absolutely sunk with the game for two weeks. Thanks and keep up good work Squad
  21. Anyone got this work with KSP 0.22 ? Even with hotfix only thing possible is disable of all mods and my taglist is empty.
×
×
  • Create New...