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Posts posted by CardBoardBoxProcessor

  1. hay i love this pack but one thing always bothered me and thats the issue with the UUI Capable Dockur Node parts not attaching correctly and requiring rotation, and then sometimes even after a rotation parts would not attach due to the nodes pointing the wrong way, after a few attempts i managed to get it working in a much better way, surprisingly the order in which the nodes are in the file affects how it works in-game, sorry if this is not new but it helped me a lot.

    here is an example for the Kosmos_UUI_Capable_Dockur_Node_1.5m part, repeat the same with different distances for the other parts.

    the forwards/backwards/left/right are based on the initial orientation of the camera in the VAB.


    // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, Size

    node_stack_right = 0.7973061246, 0, 0, -1, 0, 0, 1
    node_stack_left = -0.7973061246, 0, 0, 1, 0, 0, 1

    node_stack_back = 0, 0, 0.7973061246, 0, 0,-1, 1
    node_stack_front = 0, 0,-0.7973061246, 0, 0, 1, 1

    node_stack_top = 0, 0.7973061246, 0, 0,-1, 0, 1
    node_stack_bottom = 0,-0.7973061246, 0, 0, 1, 0, 1
    // --- node definitions ---

    oh wow really.. that is all the difference in the world. haha thanks :D I will integrate this now.

    Three cheers for Delvar!

  2. Thanks a lot! Btw, can you dock 2 spacestations with eachother in space? Almost impossible to get a whole spacestation into space otherwise.

    I could have easily made animated node colliders that do that. but since next update will have docking. no real reason for it.

    as far as update new. I am experimenting with ways to do things in the future. once i decide what to do Things will move quicker.

  3. So, is it possible to have the folding solar panels actually re-charge something, or are they just for looks? I keep having this crazy idea of adding folding solar panels to a battery, which then powers an engine... but from what I can tell, not one pack or plug-in has combined all three. Folding solar panels that charge a battery, which powers engine. Or at least has done so in a way that uses multiple packs and plug-ins, and the steps for implementing are straightforward and repeatable.

    please refer to the second post of this thread. maraz made something that does this using KOSMOS parts.

    also, Kreuzung is making something that gives panels a purpose.

  4. I must say, I cant really bring myself to launch without using at least some parts from these packs. thumbs up guys!

    thanks :D

    If you\'re going to overhaul radiator and RSC tank with radiator, it seems to me that the best way is to make the surface of the radiators (both individual and on the tank) smooth, without ridges; that is it is not necessary to choose two parts just in the form as they are now - it is better to make them even simpler. If you then add the correct normal maps, the radiators will look almost like the real ones. But still I think in addition it is worth to keep TKS RCS tank.

    that is the plan. But I plan for only one :)

  5. Have the decoupler staging issues been/are being fixed? I messed around quickly last night and I remember that I still had to manually stage everything.

    they work as well as stock parts do :/ not everything goes to the top of the ship :D

    PLEASE NOTE: VOTE.

    I am contemplating removing the various unanimated radiators. like kvant2 radiator and Spektr such. same with the RCS tanks. you figure that would save like 8 parts.

    I need to know which style is the most popular to you all to keep. thanks.

  6. Why solar panels seems to be deployed at launch?

    ask alchemist. your plugin is not working apparently. and he made it. I am jsut the artist 0_O sorry

    I used to use .dds for modding Sup com. I like that format :/ saddly they work in Unity in a half and half sort of way haha. but each texture being only 4mb in ram would be nice. 1mb or smaller stuff.\

    ANYWAY.VA lockdown is completed a tad late but it is done. it now features an umbilical that stays once ejected. however it makes the RCS thusters about useless :P (mass figure doesn\'t update. ) so you need to go to space center and back agian and that removes this effect (if needed. during rentry it should not be a problem anyway so hardly a major issue ^^ ) it also fis the first part to feature the new KBS (Kosmos Berthing System) which will be the door between each station part (not docking)

    New door is 6 polies with normal texture. so this will drastically reduce kosmos part poly counts.

    screenshot46.png

  7. Quick check of the new version showed that radiator panels turn to the star, not away from it, and RD-0124 still has only three exhaust jet streams. Also I can not attach one LK fuel or RSC tank to another. How can this be done?

    for Lk just keep clicking. eventually it will work. it is a bit of a pain though lol.

    RD-0124 effects fixed for next release. thanks.

    and radiator should also be solved.

  8. I guess this is because KSP doesn\'t have any optimization in place, and the textures are .PNG, not .DDS . With .DDS, the texture only takes as much in RAM as it does on the disk, but other formats need to be processed in order to be used. This results in enormous RAM requirements. Combine this with an inefficient memory manager, and you\'ll clog up any high-end gaming computer that isn\'t 64 bit.

    The lo-res pack seems fine, but could you make a similar one for Angara and the LK? They\'re also quite big packs.

    .dds eh? i could make them those. Wonder if unity supports those.
  9. With all 3 packs, KSP takes up 2.3Gb of RAM !!!!

    I have a couple of other packs installed, but it didn\'t use that much RAM before...

    i hardly see how this is possible since it is not 2.3 gb of content. will someone explain this phenomena?

    low res will be an option some time. I could probably make one. but anything using a .mu or .mbm would not have it as i cnanot edit .mbms easily.

    anyway. stop whining about ram. I have no idea how t fix it. so oh well. only way that will get fixed is if harv makes it so only parts you are using stay in ram and it pouts parts you arn\'t using to some vitual memory or something like that.

    as foir high res and poly counts. one day this will be reduced lol. but no time in the near future.

    Edit. I ran a macro and it made low res images. in the future i will try and find a none .mbm that works with the game. Mu says it needs to be 32 bit images. or something to work right with the shader. so i will be trying to those for easy editing of future low res packs.

    here is the link to the low res back till Normak hosts it. Copy the folders and paste them over your current kosmos install. it is only images that will replace each other in folder merging.

    https://dl.dropbox.com/u/1417259/Parts/SSPP%20Low%20Res%20Option.rar

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