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ThorBeorn

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Everything posted by ThorBeorn

  1. jsimmons: Hey. I've been testing the RSS 10x scale and the 6.4x scale configs out a little bit today. One thing that struck me is how much ram the heightmap for Kerbin uses. I tested with/without it in these locations: Startscreen, KSC, SPH and the launchpad. The ram it needs varies between 220 mb to 370 mb. That is without texture compression (I couldn't convert it with DDS4KSP btw). Just wanted to let you know that RSS 6.4 has a pretty good scaled space texture + normal map that costs way less ram (~150 mb less as uncompressed DDS, ~300 mb less as compressed DDS). It's a matter of priorities I know, but IMHO this mod really benefits from better resolution/graphics at scaled space. Cheers!
  2. Thanks! I already converted the textures from the previous release though. They work just fine toghether with ATM in GameData folder. So does 1.0.90.5 if you delete the backup .pngs in 64k/textures.
  3. I've done some troubleshooting, removing and adding in mods one by one. Seems like whenever Active Texture Management is installed (applies to both versions) the game wont load past 64k/textures/kerbin_64k. A game full of mods without ATM works fine, but a minimal install with only 64k, RSS, DDSloader and ATM crashes at startup. Can't figure out why. Edit: Converting to DDS and using DDSloader works like charm ofcourse
  4. The latest version makes my game not load past 64k/textures/kerbin_64k and I have to ctrl-alt-del out every time. Have tried both with and without a MM cfg for ATM basic for the 64k folder. Memory in the 2.3 gb range when crashing. KSP.log: https://www.dropbox.com/s/5qtyxq48z66xs54/KSP.log?dl=0 output_log: https://www.dropbox.com/s/eogir10q15gz8ly/output_log.txt?dl=0
  5. The update sounds great! Btw are there any recommendations on which tech tree to choose with 64K, what do people here use? I'm on a modded install with the usual ~40 part and gameplay mods.
  6. NorthStar: You are confusing gravitational and centrifugal forces.
  7. Yargnit: Sounds a lot like Stockalike Real Fuels config without realfuels?
  8. From the first post: "Features That Are Not Planned Shapes with 'holes' in them and concave shapes - including toroids. Procedural wings, procedural fairings - there's good mods for these already. Procedural engines - May happen one day, but not a priority." Nitrous Oxide: Super cool textures/normals. Love the rusty one!
  9. Very inspirational aircraft building as always! Makes me want to play KSP again.
  10. Fantastic work and the future plans of making normal maps for P-parts and P-wings are great.
  11. Yes they are. FAR can not and will not in the future either be able to distinguish clipped parts from non clipped parts - all according to Ferram4. If you want parts shielded use a cargobay, a fairing, an interstage or something similar.
  12. Wow. I really liked the old ones, but the new ones look fantastic.
  13. B9 Aerospace is not supported at this time. All supported mods are listed in the first post of this thread.
  14. Looking fantastic as always bac9! I bet this will become a must have.
  15. Great looking textures! It's really nice to see some more high quality textures with normal maps for P-parts.
  16. Great second episode indeed. One question, do you use a specular or normal map for your tanks on the Vanguard? They look very cool, kinda metallic. Couldn't find anything on Github.
  17. Ok great. I will P.M. you later I think. The other day I realised I need some time off ksp. Need to focus on education/work for a while. I'd be happy to help when the time comes though!
  18. Felger: Great job on the OP, very clean and informative! AlmightyR: Didn't read all of your posts here, but check out RftS engines if you haven't already. Another option is to just make a couple of "payload engines" using MM patches. Use radial attachment and symmetry to manage TWR and you should be fine.
  19. How are things going with RftS engines? I realise, although real engines in RO are great, I'm having much more fun with RftS. How much more work is there to be done? Also do you need/want help with updating cfgs?
  20. Sounds fantastic! Though you never appeared to be gone imo. Really looking forward to see what you are going to do with rbrays new volumetric atmo wizardry.
  21. Use Procedural Parts for tanks. Tanks can then be switched to "cryogenic" which minimizes boil-off. You can also attach thermal fins (they come with Real Fuels I believe) to a tank to decrease boil-off even more. However(!), cryogenic fuels (liquid hydrogen and liquid oxygen mostly) are not well suited for very long missions, like going to mars for example. Use hypergolic propellants for that instead, such as NTO+hydrazine. The cover you are talking about is called a fairing and the creators of RO has chosen to get rid of many autofarings that come with a lot of engines. You can make much better looking fairings using the "fairing interstage" part plus fairing walls from Procedural Fairings. Attach the upper stage to the top node, make necessary adjustments to height, diameter etc, check your staging and you are good to go. Edit: Freakin' triple ninjad!
  22. I got the same issue with 1.03 (did not with 1.0). Here's my logs: KSP.log: https://www.dropbox.com/s/5qtyxq48z66xs54/KSP.log?dl=0 Output_log.txt: https://www.dropbox.com/s/eogir10q15gz8ly/output_log.txt?dl=0
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