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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Sounds like you are running out of memory but without log files there's no way to tell.
  2. Another mission summary: KSOS-4: Tug Redux and Arm Too. I may have to put together a compilation at some point...
  3. Can you describe in detail what is not working? Can you provide logs (the ksp.log file)? It is vitally important to provide detailed descriptions of what you are seeing. You also need to list out the mods you are using and their version numbers. There is no way to help you without that information.
  4. I have Survivability Pack 1.2.0. I seem to be missing the DERP propulsion unit from the list of items that I can store in my KAS container (it is the 80-unit container and is empty). Has something changed? I can see in the config file for the propulsion unit: @PART[uSI_PodCapsule]:NEEDS[KAS] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, 0.0) evaPartDir = (0,0,-1) storable = True storedSize = 40 attachOnPart = false bayType = DERPConnector bayNode = top bayRot = (0.0, 0.0, 0.0) } MODULE { name = KASModuleContainer maxSize = 5 maxOpenDistance = 2 sndStorePath = KAS/Sounds/hookBayStore sndOpenPath = KAS/Sounds/containerOpen sndClosePath = KAS/Sounds/containerClose bipWrongSndPath = KAS/Sounds/bipwrong } } My game just crashed and I restarted it, but I'll be happy to provide logs if you need them. Thanks for a great mod!
  5. My understanding is that the author is no longer supporting CactEye. I like the mod a lot so I might do some maintenance on it when I'm done with my other projects. For one, I want a camera that lets me target and photograph other vessels.
  6. I've been updating the individual mods and haven't had any problems flying the KSOS/Super 25. Well, unless you ignore my constant overshoot of the runway. Here's a mission summary of KSOS-1 and KSOS-2, flying my new MKS module into orbit. I built the module to support three mesh variants so you'll be able to pick the one you like.
  7. My guess is that the textures are TGA. Apparently there's some issues with TGA textures not loading properly in .25.
  8. http://forum.kerbalspaceprogram.com/threads/84203-Less-memory-usage-by-using-OpenGL
  9. If it helps any, I compiled the ATM source with verbose logging turned on. Here are my logs with verbose logging turned on. In both cases, I built the dll against the specific version's Assembly-CSharp and UnityEngine dlls (so the .24 versions for .24, and .25 versions for .25). There are four log files: KSP25CacheAlreadyBuilt, KSP25CacheRebuilt (I deleted ActiveTextureManager/textureCache), KSP24CacheAlreadBuilt, and KSP24CacheRebuilt (again I deleted the textureCache). The last two provide comparisons between .24 and .25 with the same or nearly same mods installed. Really neat to see how this mod works. These are just observations, not a smoking gun. Scenario: KSP .25, ActiveTextureManagement/textureCache was built in .24. What I'm seeing in my logs is that a bunch of images aren't being compressed. Specifically, PNG images. As an example, I have CactEye installed, and the CactEye/Parts/Processors/Planetary3/base.png file gives the following output in ATM: [LOG 13:05:10.916] ActiveTextureManagement: is normalmap: False [LOG 13:05:10.917] ActiveTextureManagement: originalWidth: 256 [LOG 13:05:10.917] ActiveTextureManagement: originalHeight: 256 [LOG 13:05:10.918] ActiveTextureManagement: originalFormat: DXT5 [LOG 13:05:10.918] ActiveTextureManagement: originalMipmaps: False [LOG 13:05:10.919] ActiveTextureManagement: width: 256 [LOG 13:05:10.919] ActiveTextureManagement: height: 256 [LOG 13:05:10.920] ActiveTextureManagement: format: DXT5 [LOG 13:05:10.920] ActiveTextureManagement: mipmaps: False [LOG 13:05:10.921] ActiveTextureManagement: readable: True [LOG 13:05:10.921] ActiveTextureManagement: Saved 0B [LOG 13:05:10.922] ActiveTextureManagement: Accumulated Saved 51757343B [LOG 13:05:10.948] Load(Texture): CactEye/Parts/Processors/Planetary3/base Here is another example: [LOG 13:05:11.005] ActiveTextureManagement: is normalmap: False [LOG 13:05:11.006] ActiveTextureManagement: originalWidth: 1024 [LOG 13:05:11.006] ActiveTextureManagement: originalHeight: 256 [LOG 13:05:11.007] ActiveTextureManagement: originalFormat: DXT5 [LOG 13:05:11.007] ActiveTextureManagement: originalMipmaps: False [LOG 13:05:11.008] ActiveTextureManagement: width: 1024 [LOG 13:05:11.008] ActiveTextureManagement: height: 256 [LOG 13:05:11.009] ActiveTextureManagement: format: DXT5 [LOG 13:05:11.009] ActiveTextureManagement: mipmaps: False [LOG 13:05:11.010] ActiveTextureManagement: readable: True [LOG 13:05:11.010] ActiveTextureManagement: Saved 0B [LOG 13:05:11.011] ActiveTextureManagement: Accumulated Saved 51757343B [LOG 13:05:11.064] Load(Texture): CactEye/Parts/tele_bay/model002 And a third: [LOG 13:05:12.650] ActiveTextureManagement: Texture: CommunityResourcePack/Karbonite/Gilly_Karbonite [LOG 13:05:12.651] ActiveTextureManagement: is normalmap: False [LOG 13:05:12.651] ActiveTextureManagement: originalWidth: 640 [LOG 13:05:12.652] ActiveTextureManagement: originalHeight: 480 [LOG 13:05:12.652] ActiveTextureManagement: originalFormat: DXT5 [LOG 13:05:12.653] ActiveTextureManagement: originalMipmaps: False [LOG 13:05:12.654] ActiveTextureManagement: width: 640 [LOG 13:05:12.654] ActiveTextureManagement: height: 480 [LOG 13:05:12.655] ActiveTextureManagement: format: DXT5 [LOG 13:05:12.655] ActiveTextureManagement: mipmaps: False [LOG 13:05:12.656] ActiveTextureManagement: readable: True [LOG 13:05:12.656] ActiveTextureManagement: Saved 0B [LOG 13:05:12.656] ActiveTextureManagement: Accumulated Saved 51757343B And finally (one with 1024 x 1024) [LOG 13:05:19.722] Load(Texture): Engineer/EngineerChipFlight/textures/EngineerChipHighRes [LOG 13:05:19.724] ActiveTextureManagement: Texture: Engineer/EngineerChip/textures/EngineerChipHighRes [LOG 13:05:19.725] ActiveTextureManagement: is normalmap: False [LOG 13:05:19.725] ActiveTextureManagement: originalWidth: 1024 [LOG 13:05:19.726] ActiveTextureManagement: originalHeight: 1024 [LOG 13:05:19.726] ActiveTextureManagement: originalFormat: DXT5 [LOG 13:05:19.727] ActiveTextureManagement: originalMipmaps: False [LOG 13:05:19.728] ActiveTextureManagement: width: 1024 [LOG 13:05:19.728] ActiveTextureManagement: height: 1024 [LOG 13:05:19.729] ActiveTextureManagement: format: DXT5 [LOG 13:05:19.729] ActiveTextureManagement: mipmaps: False [LOG 13:05:19.730] ActiveTextureManagement: readable: True [LOG 13:05:19.730] ActiveTextureManagement: Saved 0B [LOG 13:05:19.731] ActiveTextureManagement: Accumulated Saved 65055454B I've noticed a difference between .24 and .25 when it comes to loading textures. In .25's case, I see the above log entries whether or not the cache has to be rebuilt. For .24, if the cache needs to be rebuilt, I see examples like this: [LOG 13:56:57.308] ActiveTextureManagement: Rebuilding Cache... B9_Aerospace/Parts/Adapter_M1/model000 [LOG 13:56:57.308] ActiveTextureManagement: Saving cache file C:/Kerbal Space Program - Copy/KSP_Data/../GameData/ActiveTextureManagement/textureCache/B9_Aerospace/Parts/Adapter_M1/model000.pngcache [LOG 13:56:57.319] ActiveTextureManagement: Created Config forC:/Kerbal Space Program - Copy/KSP_Data/../GameData/B9_Aerospace/Parts/Adapter_M1/model000.tga [LOG 13:56:57.330] ActiveTextureManagement: md5: CD-7D-49-ED-EA-D4-9A-E9-2B-C3-04-68-3A-82-A0-5A [LOG 13:56:57.331] ActiveTextureManagement: orig_format: .tga [LOG 13:56:57.331] ActiveTextureManagement: orig_width: 512 [LOG 13:56:57.332] ActiveTextureManagement: orig_height: 512 [LOG 13:56:57.332] ActiveTextureManagement: is_normal: False [LOG 13:56:57.333] ActiveTextureManagement: width: 256 [LOG 13:56:57.333] ActiveTextureManagement: height: 256 [LOG 13:56:57.336] ActiveTextureManagement: Saved Config. [LOG 13:56:57.341] ActiveTextureManagement: Loading texture... [LOG 13:56:57.381] ActiveTextureManagement: Texture loaded. Also from .24, if the textureCache has already been built, I see stuff like this: [LOG 13:47:34.224] ActiveTextureManagement: Loading texture... [LOG 13:47:34.260] ActiveTextureManagement: Texture loaded. [LOG 13:47:34.317] ActiveTextureManagement: Loading texture... [LOG 13:47:34.320] ActiveTextureManagement: Texture loaded. [LOG 13:47:34.321] ActiveTextureManagement: Loading texture... [LOG 13:47:34.323] ActiveTextureManagement: Texture loaded. [LOG 13:47:34.341] ActiveTextureManagement: Loading from cache... B9_Aerospace/Parts/Adapter_M1/model000 [LOG 13:47:34.360] ActiveTextureManagement: Loading from cache... B9_Aerospace/Parts/Adapter_M2/model000 [LOG 13:47:34.524] ActiveTextureManagement: Loading from cache... B9_Aerospace/Parts/Adapter_M3/model000 [LOG 13:47:34.568] ActiveTextureManagement: Loading from cache... B9_Aerospace/Parts/Adapter_Y1/model000 [LOG 13:47:34.801] ActiveTextureManagement: Loading from cache... B9_Aerospace/Parts/Utility_Light_N/model000 [LOG 13:47:34.811] ActiveTextureManagement: Loading from cache... B9_Aerospace/Parts/Utility_Light_N/model001 [LOG 13:47:34.825] ActiveTextureManagement: Loading from cache... BoulderCo/CityLights/Textures/detail [LOG 13:47:34.846] ActiveTextureManagement: Loading from cache... BoulderCo/CityLights/Textures/main [LOG 13:47:34.888] ActiveTextureManagement: Loading texture... [LOG 13:47:34.941] ActiveTextureManagement: Texture loaded. I hope this helps, ATM is a great mod.
  10. Interesting, thank you. That also explains some things with PNG files not getting compressed sometimes.
  11. Oh nuts. .TGA files no longer work? Can you point me in the direction for more info on that? I have mods of my own I'm working on, and that issue affects them. Thanks for your help and for such a lovely mod.
  12. I'll have to look when I get home, but with stock .24 and ATM versus stock .25 and ATM, I wonder what the difference is in memory savings. Has anybody done a breakdown of the different directories? I downloaded the source last night to see how ATM works, and it looks like each update event it checks to see what textures need compressing. Just brainstorming here, but maybe the problem is that the game loads textures faster than the mod can compress them. Makes me wonder if an external app could compress the textures and replace the mod's textures with placeholders. That way, the textures it loads are small and the ATM can do its thing.
  13. Thanks! I'll post again when I've finished up the meshes. For the curious, here's another peek at this new module and the direction I'm going with it: It's a variant module (well, module and base unit) for the MKS/OKS system by RoverDude. My earlier experiments with deploying the MKS from the Super 25 showed me that the MKS modules were too big for the shuttle, so I am working on a more compact variant. But it's more than that; rather than clutter the parts catalog, the mod I wrote lets you change the decals on the part and swap out the modules as well. It's like a mini Module Manager that you can control. It works for the existing MKS/OKS 3D meshes too. Dibs on Shuttle-C, maybe I can build something that works with the KSOS thrust section.
  14. I've been holding off melting asteroids into rock via ART in anticipation of your mining stuff...
  15. Nice to see that the KSOS is doing fine with .25. I appreciate all the hard work you guys did with it; and wish I could pick Helldiver's brain on his art skills while I try to improve my own. BTW, that KSOS mod kit is fabulous! I downloaded it and am using it as a reference guide to making a payload for the KSOS. Here's a quick look at my attempt at making something stock-ish: The textured payload is sized for the Super 25 but you can see that I'm using the reference parts to get a sense of building a module for the KSOS. I'm almost done with the coding work on the mod, and once done I'll finish up the artwork. I'm aiming for a stock-ish look for the Super 25 payload and a more KSOS feel for the smaller shuttle. Well, that's the goal...
  16. Nathan: Looks like .25 complains that CrossFeed enabler isn't compatible. I checked the code in Checker.cs and see that all I need to do is update the version number. I take it by the FINAL text I'm seeing in GitHub, you're no longer supporting the mod? If so, would you mind if I fixed the version compatibility and did a pull request?
  17. Oh now I feel derp stupid, heh! That worked like a charm, thanks!
  18. Hi all, I'm trying to create a model with some glowing bits that are permanently on, like the Z-100 battery's LED. I'm pretty sure I use an emissive, but how do I set that emissive to permanently on? If it's an animation, what animation settings would I use? Thanks for the help
  19. It's actually easy to add TAC-LS using module manager configurations. Here is an example: KSO_KerbaLab @PART[KSO_KerbaLab]:NEEDS[TacLifeSupport] { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 11.7 maxAmount = 11.7 } RESOURCE { name = Water amount = 7.7 maxAmount = 7.7 } RESOURCE { name = Oxygen amount = 1194.4 maxAmount = 1194.4 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 191.825 } RESOURCE { name = Waste amount = 0 maxAmount = 0.2 } RESOURCE { name = WasteWater amount = 0 maxAmount = 1.847 } } If you look into the part config files you can create configs for the other modules.
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