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Everything posted by Jovzin
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For that Columbia mirror you will need to edit a UV mapping I think.
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Why I have a feeling that DonaldUnderwood is new Dragon
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Can you do something simmilar for Stock Jool ? I do not play RSS and I am not planning to play it in the near future. But this would looks great on some stock planets. Thanks
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Wau that looks great. I will be able to get that Mun Scansat and put it in cargo hold with a nice robotic arm. Nice work guys
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Yeah me too. It is great. What mods are you using ?
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Exactly. 0.25 and win64 was great for me. No crashes , no errors, no bugs. It was great plasure to play. Now 0.90 and win64 is a hell. Crashes all the time, bugs, errors.
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I am having the same problems. I really do hope that SQUAD will fix this in next version. I am not happy that I have to count how many times I can do launch / revert to VAB or switch between my ships till I crash. I started on the KSC screen with 2,2GB of memory. And after a few of this launch / revert to VAB or switching between ships and my memory is 2,8GB. Really hope they will fix it. I am slowly loosing fun and joy and interest in playing KSP because of this bug
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What else needs to go on the mountain of content for 1.0?
Jovzin replied to BrainiacBlue's topic in KSP1 Discussion
Memory leak bug please. I really hate it that I have to count how many times I can switch betwen VAB and launch pad. -
Do you feel KSP is ready for 1.0?
Jovzin replied to hoojiwana's topic in KSP1 Suggestions & Development Discussion
I voted no. And the result is. Memory leak bug. Sorry but it is really bad that the game memory is rising whit each swap from VAB/SPH to launch pad. For example I am trying to test one rocket. Built it in a VAB , place on launch pad and launch it. I see some errors. So I click on reverese to VAB , make som changes and launch again. Do it a few times like 4-5 times and I see that from initial 2,0GB memory usage, it raised to 2,4GB. This is without mods. Add some mods and you can play for 1 hour only, till you got this memory limit. This really needs fixing. As for me this is a massive game breaking bug. -
So what is going on ? Why new model will bring more issues ? I hope it will not be the case. Anyway. I will continue working on those new cuts as I had to go on business trip and was ot for a few days.
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Wau nice. Can't wait for the new version of your mod. Btw what is with Rbray ? You are writing " We miss you Rbray" Something happened ?
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- renaissance compilation
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No idea. And I am doing some modifications to the model. Did not like how I cut it for the first time. So right now doing more clearer and nicer cuts to the model. And created the RCS holes as Dragon wanted them really badly
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Hmm I tried the current shuttle. Crap it is a nightmare sometimes. I have thie KM Gimbal plugin and KM_gimbal plugin for mechjeb. But the last stage of the ascent or randevousz using MechJeb is hell. Those last 0.5m/s are terrible. Doing it for 5 minutes. I had to throttle down the OMS engines to 20 so I can somehow achieve those 0,5m/s with Mechjeb. I have really a lot of work to do in front of me as I see it. I want this new shuttle to fly very very well. And not to do the last 0,5m/s for 10 minutes.
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Hello sirkut. So have you found the way how to create this magnet or grabbing node for your great robotic arm and plugin ? It looks really great. Can't wait for it. I had some time to go through all 7 pages of this thread and the vidoes are great. And that Canada Arm with your plugin is a masterpiece. Can't wiat to see it in action in my game together with CSS. Wish you all the best in new year
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Hello Guys, After new year, my brain starting to have some doubts if I am doing some things the right way. So I have decided to ask you, who are more experienced guys, a few questions. 1/ For landing gears -> raise and lower gear is better to use Rigging or Animation for Unity and for the conversation from Unity to KSP ? 2/ For ailerons or control surfaces what is better to use for Unity and for the conversation from Unity to KSP ? Rigging or animation or nothing ? As I read somewhere that control surfaces they only need the correct XYZ orientationof the AXES and nothing more no animarion or riging right ? 3/ For other stuff like cargo bay doors ? Is better to rig them or just create some animation of the opening and closing ? I do not what happend to my brain but somehow I really have some doubts if I am creating the model in a right way. Mainly the parts that wll move or will have some kind of interaction with ohter stuff like gears with the ground.
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Forcing DirectX11: 40% memory reduction!
Jovzin replied to Captain Sierra's topic in KSP1 Discussion
Hmm I do not know but for me this command -force-d3d11-no-singlethreaded is not working. The game runs in directx 9 when I put this command -force-d3d11-no-singlethreaded. I do not know why crap -
Forcing DirectX11: 40% memory reduction!
Jovzin replied to Captain Sierra's topic in KSP1 Discussion
Hello, So my testing results: DX9 with my sweetfx settings and KSP 32 bit - when I am in space center screen 2.9GB Now: Opengl and KSP 32 bit - when I am in space center screen 1.9 GB Pros: Great savings Cons: No shadows And for my gameplay I need them for landing on different moons and planets. ------ DirectX 11 and KSP 32 bit - when I am in sapce center screen 2.2 GB Pros: Around 800MB memory savings Cons: During reentry ship goes pink for some seconds. And mising those textures on the launch pad and in VAB and SPH. My minmus is looking good no missing textures on it. Neutral: Can not use my SweetFX settings which should be working with DirectX11 according the sweetfx web page, and it looks like my UI is sharper. ------- Now KSP 64bit and version 0.90 of KSP I do not know what happend but I got a lot of random crashes. During loading, during building rocket in VAB, during flight. So right now KSP 64 Bit for Win is not for me right now but: KSP 64 bit and previous version 0.25 of KSP - no bugs, no random crashes, no glitches , my sweetfx was working. I was playing whole day and not a single crash. ---------- So the result: I really do not know what they did with KSP 64bit in this new version 0.90 Cause my previous KSP 0.25 with 64 bit exe was working nice very nice. I am sticking with DirectX11 for now. Hoping that Unity 5 will be here soon and Squad will move to Unity 5 soon. -
Forcing DirectX11: 40% memory reduction!
Jovzin replied to Captain Sierra's topic in KSP1 Discussion
Hmm for me this is not working. Tried to use "-force-d3d11" ( without space ) before xmas and on the welcome screen Mun was a black hole and Kerbin was not there. Tried to sue "-force-d3d11-no-singlethreaded" is not working for me the game is starting in dx9 not in dx11. I do not know why is this happening with this command. I will try today that " -force-d3d11" ( with space ) I will see what will be the result. EDIT: wohoo. So I tried that : " -force-d3d11" ( with space ) and nice on the welcoem screen I see Mun and Kerbin. And memory savings are nice. Before with dx9 I had around 3Gb memory on welcome screen now I have 2.1GB on welcome screen. Great thx for posting this " -force-d3d11" ( with space ) it is working as is should. EDIT2: I found why I have missing Mun and Kerbin. I had to remove my sweetFX So now I need to make a decision to trade very nice sweetfx settings with DX9 and higher memory consumption for DX11 and less memory consumption and it looks like no sweetFX -
Hmm trying it but somehow when I put this -force-d3d11-no-singlethreaded it is starting in dx9 hmm crap. When I put only -force-d3d11 it will start in dx11.. Should be there some space or two "--" ?
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Hmm tried DX11 and well welcome screen my mun is a black hole and kerbin I do not see it Hmm crap so for me DX11 is not working Tried openGL and right now only shadows missing. But somwhow I think the textures looks a litlte bit ugly than in dx9 Hmm crap thinking about buying new graphic card. Right now I have AMD Saphire HD5850 Vapor with 2gb of RAM. But I am really thinking about buying Nvidia card.
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[1.12.x] Freight Transport Technologies [v0.6.0]
Jovzin replied to RoverDude's topic in KSP1 Mod Releases
Hello No it is not a mod or RAM problem. I found out that I need Karbonite mod too. Now it is working.