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Everything posted by Enceos
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[1.1] TOP SECRET! (1.0.11) Top Secret Bases for Kerbal Konstructs
Enceos replied to Eskandare's topic in KSP1 Mod Releases
Yeah, I also stopped having FPS drops after I upgraded my video card. But there are lots of guys who play KSP on laptops which are not upgradeable in this area. Parts with such a high number of draw calls can reduce performance to a crawl there. I found some unnecessary faces in your models, players don't see them as they're hidden inside the mesh, but a video card loads and processes them anyway. This cap face on cyllinders generates triangles when imported to Unity. 20 triangles per cap * 2 cyllinder ends * 144 cyllinders in one floodlight * 36 floodlights = 207360 triangles can be trimmed from your model without any pain. That's already 25% optimization for the model.- 108 replies
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The only problem I have in 1.1.1 is exploding landing gears. Sometimes I loose them on takeoff, workaround is having more gears to reduce stress. Rover wheels behave sturdier. Other than that 1.1.1 is completely playable and all mods work flawlessly for me. Also I found that the front gear for planes stops slipping when you reduce traction to 0.5, and the rear gears behave nicely and brake faster if they have traction 2.0
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Enceos replied to Ven's topic in KSP1 Mod Development
These are super exciting news -
@JebsDead I lold I must say, our station looks more like a super heavy duty asteroid colonization
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@ZobrAA You're amazing at writing layout configs for Historian. Would you please share what you've got? :3 Also I vote your configs to be included in this mod
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@NathanKell I know it has been discussed numerous of times in this thread and there are at least two mods with a similar feature. I'm bringing up the SRB thrust curves again, I've been searching the forums for several hours but nobody has ever posted a fully working config patch for that. I'm trying to make one universal config which adds thrust curves to all SRBs. I've been using EngineThrustController in the past with this patch: But ETC doesn't work anymore and I have to switch to another mod which supports curves with several thrust keys. I tried to get help from @Felbourn, but by the looks of his Git repo he has RealismOverhaul installed for Alexandria and does config patches on per engine basis overwriting what RO provides, there's no universal config there. His old projects use ETC. I have installed SolverEngines and RealFuels. Deleted all the config files from the RealFuels folder except for the MFSSettings.cfg and the RealSettings.cfg I've taken a look at the RealismOverhaul configs for SRBs, but it adds and modifies a bunch of values. I don't know which of them are required to enable the feature and which I can omit. Here's the patch for the stock SRB from Realism Overhaul: And here's the patch I'm trying to apply: I'm obviously missing something. I can see the Engine GUI button and see a list of thrust configs, but when I hover over them the tooltip shows no data and the SRB behaves the stock way in flight. Also, will it work with TweakScale in the end? Maybe I'm digging too deep and stock ModuleEngineFX supports the thrust curves?
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It works in 1.1.1, so you can upgrade safely to that version.
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@MrMeeb There was a shuttle mod which had a little plugin bundled with it. The name was EngineThrustController, but it stopped working in 1.1 Felbourn says it has been a feature of the RealFuels for quite a while.
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@DMagic Thanks for perfectly describing the roots of the problem. I was hoping there was an empty layer above the current resource overlay, which we could use. The resource system was developed by @RoverDude, maybe he can help... The fuzzy map texture and instant reveal upon researching looks like a feature for Research Bodies, definitely not SCANSat. P.S. I made a pull request for Orbital Science on Github.
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I've been playing around with science parts today, I agree with you DryCost = -2 works great both for stock and for DMagic science parts. Basically, reducing the size by 50% triples the cost. The -1 exponent is still in the boundaries of cheating, with it you pay only double for making the Science Bay 4 times lighter.
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Ah, merci ) Parts are much easier to update than mods.
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[1.1] TOP SECRET! (1.0.11) Top Secret Bases for Kerbal Konstructs
Enceos replied to Eskandare's topic in KSP1 Mod Releases
All the textures are very tiny. The models themselves are as big as 60Mb, you can't compress them. @Eskandare Do you think you can compress TheBlock a bit? Particularly the floodlights, each super floodlight takes 13 thousands triangles and there are 36 of them, thats 468 thousands of triangles only for floodlights. Also each separate object in the hierarchy of the model makes a texture draw call to the video card, the more calls a model makes the more heavy it is on video performance. There's a reason why stock models are so light on performance, most of them are welded. Merging objects won't affect your UVs, but obviously will require some rework in the Unity. The anomaly4 also could use optimizing.- 108 replies
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I've never seen these parts before, does anybody know this part pack? )
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Hi @DMagic, I don't know if it was proposed before. There's a certain demand for a feature to hide or blur away the details of planets in the map and tracking station view before they were scanned. It was a game killer for many people that they could view planets in all their detail right from the start. I know, it was a game killer for me when I accidentally pressed 'Tab' in map view and saw Duna with all its features, then tabbed though all the planets to get to my vessel and spoiled everything. Would it be possible to force a simple overlay to hide a planets features and enable the altimetry scanner with ability to erase that overlay. This would add much to a sense of discovery in the game, especially when combined with something like Research Bodies. What do you think about this?
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I know Targetron had that feature in the past.
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@Biff Space I reported this issue in the bug tracker: http://bugs.kerbalspaceprogram.com/issues/9650 I thinks its a trivial task for Squad to resurrect that feature, cause we had it already.
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[1.6.1] NodeHelper - tool used to edit node positions
Enceos replied to Felbourn's topic in KSP1 Mod Releases
Would be nice if it could work as well independently :3 Not many mods have buttons in VAB, stock toolbar has plenty of space there. -
[1.6.1] NodeHelper - tool used to edit node positions
Enceos replied to Felbourn's topic in KSP1 Mod Releases
Maybe we should try pinging the knowledgeable guys? @linuxgurugamer, @NathanKell. @Felbourn Would you please remove Blizzy's Toolbar as dependency? ) -
[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
Enceos replied to BahamutoD's topic in KSP1 Mod Releases
Try hitting the " / " on your numpad. -
Soundtracks & Epic music
Enceos replied to Rdivine's topic in KSP1 Suggestions & Development Discussion
The bad thing about these epic soundtracks is that they wind up very slowly, there are ambient tracks out there which were written specifically for background loop. The Top Gun Anthem is nice though. I've posted before, maybe you'll pick something you like from this playlist: -
I will.
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@Biff Space Hmmm, I love the idea of resurrecting the sleep mode ability for probes. But it would be awesome to have it behave the old way, without an extra UI. Is it possible to just enable the ability to click on that "x" marker?
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@Itsdavyjones I say let Kerbals restore and loose rads over time when they're protected by a magnetic field.