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Kolago
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Everything posted by Kolago
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Sure, I have done this with a batch image converter (Pixillion Image Converter) for about 600 tga files. The size of the png files was in most cases 50% or less of the tga source file. I batch converted the .mu files with UltraEdit from .tga to .png directly (search & replace). Then I delete all the .tga files after that. The conversion wend down in 5 minutes with these tools and KSP on my RAM-Disk. Before that I made some test runs with a single mod directory. Make a backup before starting! KSP memory usage was 2800MB before in the VAB and 2400MB after TGA conversion.
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After converting all .tga files to .png in Gamedata and editing all .mu files to the new .png files LoadOnDemand runs without crashs and the game needs about 400MB less memory! Only LLL Greenhouse has a problem with this, the windows are fogged and not clear any more.
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[1.12.*] GingerCorp Stock-alike Station Hubs v1.4.1
Kolago replied to Starwaster's topic in KSP1 Mod Releases
If you use the TweakScale Mod you can scale the parts if you put a new file "GingerCorp_TweakScale.cfg" into the "GameData\TweakScale\" directory with the following code: @PART[SW.StationHub.*] { MODULE { name = TweakScale type = stack defaultScale = 1.25 } } This enables you to scale the parts from 0.625 to 5m! -
I'd would be nice to see you Faark and rbray89 from ATM work close together for the ultimate Kerbal RAM saving tool!
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After 2 hours of testing I found out that \GameData\ProceduralParts\ModuleManager\ModularFuelTanks.cfg is causing the problem. After removing the file I was able to scale PP tanks with the fuel correctly. @PART[proceduralTankLiquid]:AFTER[modularFuelTanks] { !MODULE[TankContentSwitcher] { } MODULE { name = ModuleFuelTanks type = Default volume = 211 tankVolumeConversion = 200 } } @PART[proceduralTankRCS]:AFTER[modularFuelTanks] { !MODULE[TankContentSwitcher] { } MODULE { name = ModuleFuelTanks type = RCS volume = 106 tankVolumeConversion = 200 } } @PART[proceduralTankXenon]:AFTER[modularFuelTanks] { !MODULE[TankContentSwitcher] { } MODULE { name = ModuleFuelTanks type = Xenon volume = 792 tankVolumeConversion = 10000 } }
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[1.12.*] GingerCorp Stock-alike Station Hubs v1.4.1
Kolago replied to Starwaster's topic in KSP1 Mod Releases
Hi, for faster Station construction I added stackSymmetry to the cfg files. stationhub5.cfg -> stackSymmetry = 2 stationhub8.cfg -> stackSymmetry = 5 -
Newest ProceduralFairings is v3.01, thats the one I have installed. ProceduralParts was v0.9.9, now I have the newest (v0.9.10) installed with KSPAPIExtensions.dll v1.4.3.1. But still broken. Will renaming directory's to get a different load order do something useful? These dependences are a mess. Renaming the TweakScale directory to 1TweakScale doesn't work.
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I am confused with KSPAPIExtensions.dll. I have 3 Version in GameData: C:\Kerbal Space Program 235\GameData\TweakScale\plugins v1.4.3.12 C:\Kerbal Space Program 235\GameData\ProceduralParts\Plugins v1.4.2.0 C:\Kerbal Space Program 235\GameData\ProceduralFairings v1.4.1.0 ProceduralParts is broken, nodes are in mid air, texture change is gone. ProceduralFairings looks ok.
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Some problems: - Autotag doesn't work (comes back with no parts after 30 seconds) - I can't add more then one category to the bar I have 1728 parts in the GameData folder. partString.lua is 4.511.633 bytes catalog.txt is 0 bytes lastParts.txt is 29.356 bytes config.xml. 1.796 byte I can provide the files upon request.
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Ok, this is not bad idea. Fewer crashes for my feeling and it loads a little faster! But I was loading from a SSD already (thanks to the computer god for these) and my i3 CPU is the limiting factor now. Is a extension of RAM outside the 32bit memory space of the game with a DLL within the game even possible? This remembers me of the middle age of computing with Intel 286 CPUs and 640kb of memory and memory extensions. If this is possible, you can map out textures to the extension RAM in the format you have in the game memory, without the load overhead of the file system.
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Is it possible to put unused textures in a RAM cache for faster loading? I have plenty of unused memory (16 GB).
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Here are some crash data while in VAB: 17.05.2014 18:58:54: Unhandled exception! 17.05.2014 18:58:54: System.Exception: Failed to load TGA file: C:\Kerbal Space Program 235\GameData\R&SCapsuledyne\Parts\TaurusHCV\bump_final_NRM.tga ---> System.ArgumentException: Ungültiger Parameter. bei System.Drawing.Image.get_RawFormat() bei System.Drawing.Graphics.DrawImage(Image image, Int32 x, Int32 y, Int32 width, Int32 height) bei System.Drawing.Bitmap..ctor(Image original, Int32 width, Int32 height) bei System.Drawing.Bitmap..ctor(Image original) bei FormatDatabase.RecognizeTGA(FileInfo file, Byte[] data) --- Ende der internen Ausnahmestapelüberwachung --- bei FormatDatabase.RecognizeTGA(FileInfo file, Byte[] data) bei FormatDatabase.AddRecognitionScope`1.Recognize(FileInfo file, Byte[] bytes) bei FormatDatabase.Recognize(String file, Byte[] data) bei TextureManager.StartLoadHighResTextureScope.ProcessLoadedData(Byte[] loaded_data) bei Disk.RequestFileScope.RunProcessor() bei Work.WorkThread() bei System.Threading.ThreadHelper.ThreadStart_Context(Object state) bei System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) bei System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) bei System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) bei System.Threading.ThreadHelper.ThreadStart() 17.05.2014 21:00:54: System.Exception: Failed to load TGA file: C:\Kerbal Space Program 235\GameData\Klockheed_Martian\Parts\Refinery\Refinery-complete.tga ---> System.ArgumentException: Ungültiger Parameter. bei System.Drawing.Image.get_RawFormat() bei System.Drawing.Graphics.DrawImage(Image image, Int32 x, Int32 y, Int32 width, Int32 height) bei System.Drawing.Bitmap..ctor(Image original, Int32 width, Int32 height) bei System.Drawing.Bitmap..ctor(Image original) bei FormatDatabase.RecognizeTGA(FileInfo file, Byte[] data) --- Ende der internen Ausnahmestapelüberwachung --- bei FormatDatabase.RecognizeTGA(FileInfo file, Byte[] data) bei FormatDatabase.AddRecognitionScope`1.Recognize(FileInfo file, Byte[] bytes) bei FormatDatabase.Recognize(String file, Byte[] data) bei TextureManager.StartLoadHighResTextureScope.ProcessLoadedData(Byte[] loaded_data) bei Disk.RequestFileScope.RunProcessor() bei Work.WorkThread() bei System.Threading.ThreadHelper.ThreadStart_Context(Object state) bei System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) bei System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) bei System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) bei System.Threading.ThreadHelper.ThreadStart() 17.05.2014 18:15:37: System.Exception: Failed to load TGA file: C:\Kerbal Space Program 235\GameData\Fr3aKyPartPack\Parts\Vinci\extendableNozzel.tga ---> System.ArgumentException: Ungültiger Parameter. bei System.Drawing.Image.get_RawFormat() bei System.Drawing.Graphics.DrawImage(Image image, Int32 x, Int32 y, Int32 width, Int32 height) bei System.Drawing.Bitmap..ctor(Image original, Int32 width, Int32 height) bei System.Drawing.Bitmap..ctor(Image original) bei FormatDatabase.RecognizeTGA(FileInfo file, Byte[] data) --- Ende der internen Ausnahmestapelüberwachung --- bei FormatDatabase.RecognizeTGA(FileInfo file, Byte[] data) bei FormatDatabase.AddRecognitionScope`1.Recognize(FileInfo file, Byte[] bytes) bei FormatDatabase.Recognize(String file, Byte[] data) bei TextureManager.StartLoadHighResTextureScope.ProcessLoadedData(Byte[] loaded_data) bei Disk.RequestFileScope.RunProcessor() bei Work.WorkThread() bei System.Threading.ThreadHelper.ThreadStart_Context(Object state) bei System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) bei System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) bei System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) bei System.Threading.ThreadHelper.ThreadStart() Full reports can be supplied. Chewie