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Posts posted by CardBoardBoxProcessor

  1. 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.

  2. 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.

  3. 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.

  4. 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....

  5. 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.

  6. 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.

  7. 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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