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Gaalidas

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Everything posted by Gaalidas

  1. Oh good... cause I have the tendency to launch very very over-sized rockets that might just destroy buildings with the exhaust alone. That, and I tend to ignore most asteroid collision warnings. I'm a bad person, I know, but I'm very good at it.
  2. Holy Jebediah's ghost (if he ever dies, and stays dead...) this is one really freakishly old thing. I got a bit excited before I saw the screenshots. Why must people dredge stuff this old up like that? It makes me feel old dag-nabbit.
  3. We do seem to have a tendency to meddle with things until they no longer meddle the way we expect them to. Destructible buildings. Well crud. I sure hope they included some way to begin reconstruction efforts, otherwise this is gonna be a pain. Interesting though... I wonder if you could still get into a destroyed building by using that mod that adds toolbar buttons to go directly to the various buildings. Gonna have to try it once my essentials get updated.
  4. Hah! I can just see it now... A wind-powered repulsor craft using lo-fi's zero-friction repulsors.
  5. That little tidbit of info both excites and freaks me out. We'll see what happens I suppose.
  6. There is news that TGAs are having problems especially with 0.25. This is what the Texture Replacer post has to say about texture formats: Texture Format Guide (for developers) This guide only covers TGA, PNG and JPEG formats since MBMs are (almost) never used in texture packs and I don't know much about them. TGA (*.tga) Vanilla (non-modded): not compressed; mipmaps TextureReplacer: compressed (DXT1 or DXT5); mipmaps Supports transparency. No quality loss. The fastest loading times (vanilla: no compression, TR: compressed once). The largest size on disk. Not suitable for UI icons since TGAs always have mipmaps. PNG (*.png) Vanilla: compressed (DXT5); no mipmaps TextureReplacer: compressed (DXT1 or DXT5); mipmaps if included in `generateMipmaps` (should cover (almost) all model textures), no mipmaps otherwise (UI icons). Supports transparency. No quality loss. Slower loading times (vanilla: compressed once, TR: compressed twice). Smaller than TGA on disk but usually larger than JPEG. Not suitable for model textures without TextureReplacer or ATM installed since they lack mipmaps. JPEG (*.jpg) Vanilla: compressed (DXT1); no mipmaps TextureReplacer: compressed (DXT1); mipmaps if included in `generateMipmaps` (should cover (almost) all model textures), no mipmaps otherwise (UI icons). No transparency. Quality loss (depending on JPEG quality). Slower loading times (vanilla: compressed once, TR: compressed twice). Usually the smallest on disk. Undesired for normal maps because of quality loss. Not suitable for model textures without TextureReplacer or ATM installed since they lack mipmaps. Normal maps (*NRM.tga, *NRM.png, *NRM.jpg) Vanilla: not compressed; no mipmaps TextureReplacer: not compressed; no mipmaps. Normal maps are unloaded immediately, so TextureReplacer cannot manipulate them. However, ATM can do that. Clarifications Texture compression reduces texture size to 1/6 (DXT1) or 1/4 (DXT5) in VRAM and also increases performance, since less data has to be transferred over the bus to the GPU. Because of quality loss, normal maps are often not compressed. Texture compression is a demanding process and drastically slows down texture loading. When using 1/2, 1/4 etc. texture quality, mipmaps on all textures are shifted, so its 1st, 2nd etc. mipmap is used in place of the original texture. This works fine with models, but makes UI icons blurry. That's why UI images shouldn't have mipmaps. TextureReplacer re-generates textures when building mipmaps. This means PNGs and JPEGs get compressed twice, first when Unity loads them and then when TextureReplacer rebuilds them with mipmaps. That's why TGAs are recommended for faster loading times. During mipmap generation, TextureReplacer detects whether a texture has any transparent pixels, so DXT5-compressed PNGs may be re-compressed as DXT1. Recommended texture formats Vanilla: TGAs for model textures, PNGs for normal maps, PNGs or JPEGs for UI images. With TextureReplacer or ATM: Any format for model textures, PNGs for normals maps, PNGs or JPEGs for UI images.
  7. Not from what I've experienced... but then I've been using the "Load On Demand" mod (not currently updated for .25) which replaces all the textures with thumbnails during load so that it can load the full sizes when the parts requiring them are currently on screen, leaving memory much less affected by lots of textures. Of course, it increases the disk space required in your GameData folder, but that's a necessary evil. I think the main issue was the lack of mip-mapping without texture processing mods. I use Texture Replacer, but i do not let it generate mip-maps because I can take a little less performance just to have nice textures. with mips available, KSP will load a rather low mipped version at the wrong level of detail and cause me to have to build in the VAB with 4-5th level mips instead of just 1/2 scaled textures (which has been a required setting in KSP for me so that it doesn't crash every 6 minutes.) These are the woes of running KSP on a laptop that was not necessarily made for gaming. I wouldn't have it any other way either (well, now I would, but back then I wouldn't. I've learned so much from having to figure out how to run this stuff with limited computing power.)
  8. As far as textures are concerned, I have a batch file that unzips all my mods when I download them, and then converts any MBM files it finds into PNG, then converts any TGA files it finds into PNG. I hve had no issues using PNG format, and compared to MBM they are a TON smaller, and even compared to TGA you still save a lot of disk usage. In memory, I'm unsure, but I have had a lot less crashes from large mods compared with using TGA/MBM formats. PNG still allows for access by the user to modify.
  9. I was afraid of that. I took a look at the source, but unfortunately I was unable to even load up the project file. Last time this happened all it took was a recompile with the current version of KSP, which any number of us could very likely do with soemthing like "sharp develop" (free download... somewhere...)
  10. File does not exist. Error, Error... everybody panic... .... well... are you panicking yet? No? Come on people... work with me!
  11. Well, that fiddling, while completed for my first test as far as config bashing goes, is on hold until more of the essentials get updated to work under KSP v.25 I swear, the shirt isn't red. It's just... dark orange. What could go wrong?
  12. Great, this game is rather unbearable without this amazing little gem.
  13. Keep it clean people... what two perfectly mature mods to with one another behind closed doors is their own business... until we get the hidden cameras installed.
  14. Long as there's an easy toggle hotkey between the two modes. I'd actually like to see a toggle like that which isn't bound to a button click in the IVA as well, which a small cross-hair in the middle of the screen to help in manipulating IVA controls with the view still attached to the mouse. But that's a task for later. I'd definitely love for some EVA FPS-style controls. This would especially be nice with first-person view mods. Eventually, while we're on it, allowing for an FPS-style control of your ships movements, while still allowing RCS-balancing mods to function (such as mechjeb's balancer) would be awesome for those of us who just can't seem to get a handle on the separate controls for translation.
  15. I did some fiddling with the effects node for the sounds last night and got some slightly better results, but it leaves a lot to be desired. Also, we really need a good track sound. Something that sounds like a more heavy-duty vehicle crawling over the landscape, obliterating weeds and stray kerbal-offspring along the way... all for science of course. I plan to fiddle with the numbers at much more extreme levels to see how far the effects node can be pushed as far as the range of the sounds. If I return to report on that, you'll know I survived. Otherwise, well... it's a good day to die. One thing I noticed with the WIP repulsor-wheels is that there is only one effect defined in its config. Something is going to need to be altered in order to account for the second mode's sound effect.
  16. Okay, if this has been discussed already I apologize, but I got a bit of inspiration. I was looking at the animations on the first few pages and got to thinking, if you could define a new planet with a very high mass but with zero size/collision, then technically you could set up situations where two bodies are orbiting a central point, or where a larger body is wobbling due to the pull of a smaller body in a wider orbit. The SOI of this new "null planet" (just made that up) would still have a planetary name designated to it, which could simply be in the format of "-name of larger body- / -name of smaller body- system" in which you would then need to transfer to one of the other bodies' SOIs. Those two or more bodies would then, technically, be moons of a "null planet" much like new stars are, in reality, very far-orbiting planets that just so happen to share the visual parameters of a star. For my regular disclaimer, see my signature area below. It's very appropriate for this post.
  17. Oh say it how you mean it. You felt a shift in the force. If people would just say "death ray" instead of "multi-spectral light attenuation capacitor" the would would be a much better place.
  18. Interesting Capitalization aside... I like it. It's far enough outside of the vanilla system to not come across as just enough fake-star in orbit around kerbol, though technically it still is. I can't imagine how long it would take something without clear interstellar capabilities to reach this system.
  19. Oh now you've done it. Someone's gonna report something BIG now. Good Job, lo-fi.
  20. Well, it's a start anyway. This is an annoyance for me as well.
  21. Huh, so we might actually be able to build a lowrider with working bounciness? Bob's gonna go nuts...
  22. Goes to show that even with HX parts, you can still go nuts on the part count and overload laptops world wide. It's an accomplishment, really.
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