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OldMold

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Everything posted by OldMold

  1. Yeah, totally wild and uninformed assumption so I may just be talking out of my butt - but if its possible to see that a "texture.dds" is (or has been) loaded in memory, but is not referenced by any of the "model.mu" that were loaded in memory, even spitting out a list like that could help manually go through and delete/rename the unused textures.
  2. Wow yeah - its such a huge difference too, time gets cut by more than half. Looked at my space station and crew is about 115 days when craft is loaded, and 50 days when in background. Looking at detail differences, looks like Microgravity, Connection, and Confinement are calculated differently. Loaded: Background:
  3. Ah gotcha - I knew about the collisions being disabled, but didn't expect the difference between legacy terrain and parallax to be so pronounced.
  4. Seeing an issue when driving a rover over the surface with the rover either sinking into, or floating over the terrain: Screenshots taken ~10 seconds apart as I was driving in a straight line. Log here: https://www.dropbox.com/s/3wbjo3pzn0dt3r9/KSP.log?dl=0
  5. The mod works fine in 12.x with the fix from the previous page applied
  6. Hi - without KPBS installed, Aquaculture farm outputs Fertilizer that is not used anywhere, while greenhouses consume Minerals to convert waste into food. If the intent here was to support a closed system with aqua/greenhouses, there seems to be a resource mismatch.
  7. Hmm, diving into the logs, it appears that it does. I'm assuming this is waaay out of scope for janitor's closet, but wonder if there is a way to find "orphaned" textures that are not referenced in any currently loaded meshes so that those can be pruned as well.
  8. Just added TUFX to my AVP + Scaterrer game, and I'm seeing parts show up as "transparent", where if you zoom in on a craft you can see other parts and background through them. Highlighting the parts also outlines some innards of the model in a pink hue. Any thoughts what might be causing this? I tried toggling and tweaking different settings of the TUFX profile, but nothing seems to have an effect. Album here: https://imgur.com/a/XFsDg6Y Log: https://www.dropbox.com/s/3wbjo3pzn0dt3r9/KSP.log?dl=0
  9. Well, installing FAR is always an option - the voxel drag approach seems to take care of the issue
  10. I bet there is some MM wizardry that would give access to both, but my MM-fu is not strong enough yet to figure it out.
  11. That did it! Looks like I was mistaken and I do have TU installed (missed the directory prefixed with 000_). I renamed B9PWingsUnlimited.cfg to a .bak and got the old-school textures back! Though now I cant choose the metallic textures, but small price to pay.
  12. Yeah I'm likewise confused - these textures dont seem to be in the mod, just base metal & flat textures. Really miss the ability to add heat tiles on the underside of the wings. I dont have TU or Recolor Depot installed, but reading through those descriptions it seems like they also add metallic shaders & recolor options rather than the textures above?
  13. I'm taking a stab at making some MM patches for OPT space plane and Planetside Exploration Technologies, @garwel is there a methodology you use for the balance or is it all subjective? I will try to submit a PR once I figure out how github works. edit: also is there a way to set a static living-space/lounge configuration for a part with confinement factor?
  14. Working great in 1.12.x so far! I'm primarily using the mod to perma-prune parts from a new install so that I can be selective about part mods and remove a lot of duplicate or aesthetically displeasing items I would never use anyway. Perma-pruning renames the .cfg and .mu, but I wonder if KSP still loads all the textures that are in GameData even if there is no .cfg or .mu for a part that references the texture? If it does, that would eat up a lot of memory unnecessarily, correct?
  15. I was specifically testing Parallax interaction, so haven't tested in a plain 1.11, but the Parallax collision planes are drawn just "above" the ground. The tracks are behaving like they are appropriately colliding with the regular terrain underneath these collision planes, as well as functioning as expected on the runway, so there may not be any significant issues with 1.11 without parallax.
  16. Now that Parallax collisions are out, I did some testing on fresh 1.11 install with Parallax, Kopernicus, and KSP Foundries. The good news is, that most of the rover wheels perform as expected out of the box, even the Screw drive! The tracks are a different story, it looks like only one or two wheels are colliding with the terrain, but the rest are not: Feels like on parts with multiple KSPWheel modules, only a single one actually registers, which also shows up in these tiny dual wheels: The inverted track doesnt collide at all: Also none of the deployable airplane wheels collide at all (hard to see in the picture, but they sink into the parallax terrain, and do not traverse when moving): Parallax has some documentation on how to make wheel modules compatible, so if you ever plan to update this awesome mod to support Parallax collisions, I hope the above helps!
  17. I know this mod is your red-headed stepchild, but I cant get enough of this big belly beautiful bird delivering my minmus base a few modules at a time. Love that massive MK4 form factor.
  18. Can confirm, used this mod a month ago: https://forum.kerbalspaceprogram.com/index.php?/topic/166689-13-biome-corrections/ It worked as expected, and I successfully landed on Akatsuki. I am running KSP 1.6.1 though, not the latest version.
  19. I'm looking for recommendations for parts that offer recuperation. At present, my install has limited options to the stock cupola and the big observation module from the SSPXr pack, but this is causing all interplanetary vessels to look very similar. Anyone have suggestions for additional parts from other mods that could offer variety and provide enough recuperation bonuses for crafts with 6+ crew? Thanks!
  20. As many have said, thank you for this amazing mod. It's a definite Must Have for my playthroughs because Health + life support + construction time makes you really think through the design challenges for crewed missions, and creates wonderful emergent gameplay when stuff goes off the rails. I'd like to suggest a consideration for you to take a look at Nertea's upcoming heat management mod. Seems like this has awesome potential for health+heat management, so that Kerbals dont overheat or freeze. If your two mods could integrate together, it will add another layer of depth to the design challenges for habitation, and actually give real purpose to radiators.
  21. I dont want to derail the thread, but if you have the time sure! Big part of this game and mods nerding is the edutainment of space exploration, so it would be fascinating.
  22. Could you abstract this by having output temperature of a solar array just be a coefficient of EC generated?
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