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Posts posted by CardBoardBoxProcessor
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RD-0146 missing could be a symptom of missing firespitter plugin.
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thus this panel bug was fixed :/
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yes, as i previously stated. the model{} instancing is not optimized yet and thus all URm parts (which are all instanced) are going to cause lag. hopefully 0.22 will fix this.
It is a catch-22. you all complained about memory. In order to end this complaint for my users/fans I used instancing (model{}) to add many many parts while only increasing the mod size a few megabytes by taking advantage of shared resources between parts. The trade off is using the optimized inefficient instancing. It is a dev issue. there is little I can do. and I really hate it :/
In my humble opinion, the first one looks better than the rest.you do you that first is a free for all in this case. as there is no one set side to start from and call first.
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Well thank to snjo engines can now have separately gimbals for each axis so the new gimbal blocks will look a lot nicer that that corny ball joint that is used currently.
be sure to thank snjo
also, what engine nozzle looks better :/
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Hey there, love the new URM parts, and id love them more, but there seems to be a pretty significant problem. Thankfully, it isnt a memory issue... it just seems that the URM parts lag my computer too much. In the VAB, i cant manipulate my rockets once even partially constructed as it causes the scene to drop frames horrendously.... the same goes whilst in flight... none of my creations nor those provided, provide lag-free launches.... that is, unless, i use <20 or so part rockets, which (being a 1.25 only pack for the time being) means i cant launch anything with any significant tonnage. I my build does allow me to launch creations in excess of 200 parts stock or otherwise without frame droppage being much cause for concern. Any tips?
like all things KSP the devs probably made it and left it half finished. so it is probably not optimized at all... So I am sure it is something only they can fix.
look at plantary annilations. 1000s of units on screen and no FPS lag at all.
KSp. 10 URm 1 length tanks and lags like hell. It jsut needs to be optimized code wise i am sure.
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It can, but you might need to use tangents.
they are not linear they are beizer curves. So you need a seocund point right next to that point graphically to balanc it out.
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It seems odd that since everything is converted to DDS internally for Unity (dxt1 by default or dxt5 for textures with alpha) that .PNG doesn't get mips, I wonder why
known unity 4 bug
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Eh. it is a slight bit overly busy but it will do.
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mmm... RD-58SS. What a complex mess of pipes... the real RD-58 is pretty hard to make heads or tails of. luckily I found hi res images of it's prototypes with out all the restart stuff. The boost pumps are usually in the tanks. but I just added my own kind in the main engine.
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well whatever the case tgas can be downsized by the user lol. thusly the kosmos lite package.
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intresting find form KWs Kyle CardBoardBoxprocessor: what do you mean?
Kickasskyle: you're putting about 4-5x as much into RAM by using TGA than an MBM equivilant
Kickasskyle: and no, thats not overstatement.
Kickasskyle: it really is that bad.
CardBoardBoxprocessor: good god why so 0_O
Kickasskyle: because unity, because KSP.
Kickasskyle: who can say.
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Leave them as-is. Squad plans to improve on IVAs, so I believe the proper functionality will come. Until then, I believe that we don't really need tunnel interiors.
whoa someone finally understands
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bump. Still need some info here
with crew manifest mod you shuld beable to move them. but there is no stock way to do such at this time. I think you cna load them up into it during VAb but.. otherwise no lol.
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Perhaps try the Squad Texture Reducer as well, as it reconciles NPOT and shared textures within the Squad directory itself.
Oh gez I hope that wasn't me :\ I would be ashamed forever
no it was before you were on board. AKA... the otherguy did it
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I think the eventual plan is to re-do/re-release all the textures as TGA's, as well as make other optimizations like in the last release.
Unfortunately some of the the base textures (pre-merged/processed MBM's) have been lost or are no longer considered up to spec, so these will need remaking either from scratch or very early assets. The textures would improve, but making them is also time consuming and would eat up development time on other material, re-parsing existing material in optimization pass/es is similarly beneficial, but also has a significant dev-time cost associated with it.
Direction and dev-time are solely decisions for Normak and cBBp though, but they do have these things in mind.
lol yeah sharing a drop box is annoying.. that was the main reason things got over written and lost for TKS....
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I've found that resizing all the textures (tga files) by 50% lets me keep all the parts just fine. I also have NovaPunch, KW (also resized), and B9, along with 35 other mods installed. The little bit higher blurriness of the textures actually fits more with the stock ones.
if you are crashing because of memory isue please patch with http://kerbalspaceprogram.com/kosmoslite/ it is already reduced textures for you.
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Actually, 64% is based on the height of a Kerbal, not only the stock pod's dimensions (though they do match up quite neatly). Kerbals have odd proportions, with huge heads and especially helmets taking up a lot more space than on a human.
That's kind of what i meant. I know Normak has a huge essay written up with it and all the mathematics.
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carboardboxprocessor/Normak will say that their scale is the correct one, and other people (Bobcat, Yogui[i think]) will say that 64% is the correct scale…
There is no universally accepted scale, choose one you like… (I prefer 64%)
64% is based off the assumption that the stock pot is the apollo capsule. Thus the outside is more accurate scale wise
80% is based off the Volume the Kerbals take up inside an IVA scene and thusly an apolo capsule. Thus the intior IVA scnee is more accurate.
I jsut thinking having more IVA roOm will come in the most handy when i make IVA scenes. where as the extirors size hardly matters at all as long as it is balanced correctly.
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Please don't delete parts. Resize textures instead.
Here I have done it for you even. http://kerbalspaceprogram.com/kosmoslite/
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Hey CBBP, just wanted to report that in the latest update, Kosmos SSPP R4.71, the APAS-69 docking port, the Salyut and TKS RCS Blocks and the LED Flood Light are not included. This results in the bundled craft files being unusable.
they are there your DL must be corrupt form spaceport.
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if you are having memory issues resize the texture files. a small texture optional patch will be abalible soon.
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2.5m is possible but next size up for that is 3m. or jsut do 3 and 2.75... but those are far away. URm 125 is perfectly capable for launches.
as for nuclears. there are several types. Not sur which to do yet.
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It's not as pretty as an engine ... but what about a 1.25m - 2.5m adapter that fits the Kosmos styling? There are several adapters out there (including stock), but they're all white or white + light gray. Having something that blends in with the orangish color on the interstage would be nice. I currently use multiple 1.25m tanks on the first/second stage, attached to a 2.5m fairing mount that covers the cargo.
it is easy to make your own adapters. check the salyut launchers. it will have to do for now.
Updated with some of the recommended changes... thta being outdated plugin and missing internals.
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;p; I have no idea what size the RD-210 would be. I do have a RD-210 looking engine that ws originally called the RD-210 tyhat was turned into the RD-275K lol. any estimate on size?
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
in KSP1 Mod Releases
Posted · Edited by CardBoardBoxProcessor
Thanks to a few revelations of techniques UV mapping the RD-58SS engine should UV mapped super quick. It is always nice when your brain goes. "Hey wait you know... if you did it this way.. it would be so much less work" Which is good because i am starting form scratch texture wise where as before it shared components. so in the end the net time saving will be zero hahaah.
In othernews the Dual Axial gimbals system was successful integrated (thank to SNJO) and modeled so a that ball joint is gone and it uses a more realistic RD-58 gimbal system. I based it off the RD-58 prototype's Gimbal system since the real RD-58 has no gimbal system lol. I might possibly stick it onto the RD-275K. The real RD-275K has only one axis to gimbal on in between to thick metal beams. But I would not do that.