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KSP2 Release Notes
Everything posted by Galenmacil
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I see this thread as not been active in a while. Just saying I liked this mod a lot and I would like to see an update for KSP 1.2. Thanks.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Galenmacil replied to rbray89's topic in KSP1 Mod Releases
OK. This is the right LOG. So, you have problem with all the mods from what I read in your initial post? You have a lot of mod installed and quite a few do not load correctly... Could they be outdated and not suitable for KSP 1.1.2? The log file seem to suggest sometime is wrong with a lot of them... As for EVE, there is this part about shader not being usable on your machine: And this whole section detailing error when loading EVE: Similar error messages for many mods suggest they are not updated for 1.1.2 as they simply refuse to load... I would suggest you go to the KSP 1.1.2 Gamedata folder and move everything except the "Squad" folder to a temporary place. Then, one by one, try reinstalling the MOD you want making sure you have the latest version available. Finally, the log shows that you are running on windows but in OpenGL mode. Try starting the game directly via the "KSP_x64.exe" executable to bypass any Steam command line argument. Try those and report back... -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Galenmacil replied to rbray89's topic in KSP1 Mod Releases
The log says 1.0.5... Maybe you did not send the right LOG? First line say which version of Unity: Initialize engine version: 4.6.4f1 (99f88340878d) Then, the style of the log file clearly is the one prior to 1.1 with the "(this message is harmless)" visible on a few lines. But the real important line is this one: [KSP Version]: 1.0.5.1028 (WindowsPlayer) Steam ==================================== Edit: Are you sure you put the mods into the [KSP folder]\Gamedata folder? Or perhaps you put them in another folder which contain the 1.0.5 install? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Galenmacil replied to rbray89's topic in KSP1 Mod Releases
You are runing KSP 1.0.5. MOD designed for any version above this won't work properly... -
Thanks for these great looking Female Kerbal face texture! However, this is not really a complain, but can we get the files in PNG or DDS instead of JPG?
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Yes. I do have this too. Is it related to texture replacer? I did not try to fix it but it got me wondering. For me, the visor reflection is broken probably but another mod: The half bottom part of the visor is missing... About the flapping mouth: Could it be related to faces that also have a normal map defined? Edit: Humm the one shown on the link you provided seem to be a stock kerbal female face... right? So no normal map I think for them?
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Galenmacil replied to rbray89's topic in KSP1 Mod Releases
Yes, the Visual Enhancements mod do help. But I just realized that, currently, the problem is we lack a cloud pack for the latest EVE in very high definition. The picture from 0.24 used a 8192x4096 resolution image. That's 32 MB (DDS compressed DXTc5) just for that cloud layer. I imported this DDS file and replaced the default one from Visual Enhancement (that was at 2048x1024) and here are the results: That is with EVE, Planetshine and Scatterer. You can still see the blur on the other cloud layers from the "low resolution" files at 2048x1024 size. So, that is it: To achieve incredible result we need very high texture quality, 8192x4096 or more. I believe the maximum for a single DX9 texture sheet is 16384x16384 (anyone correct me if I am wrong). -
[1.1] AFBW v1.7-beta (Joystick & controller mod)
Galenmacil replied to nlight's topic in KSP1 Mod Releases
Try this: https://github.com/AlexanderDzhoganov/ksp-advanced-flybywire/issues/45 Working? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Galenmacil replied to rbray89's topic in KSP1 Mod Releases
While digging through my old screenshots from KSP 0.24, I found this one: and this one: Now, Is it me or EVE back then was looking better than it is currently looking with KSP 1.1.2? What do YOU think? -
How I wish this could be updated! The stock landing gear are crap: Both in design and functionality. I am thinking about only landing on water for now since 90% of the time landing on the runway is not reliable... Just saying I miss this awesome mod.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Galenmacil replied to cybutek's topic in KSP1 Mod Releases
I took a look at the latest KER log file and this is still present. Just reporting that it does not seem to prevent KER from functioning properly: -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Galenmacil replied to Paul Kingtiger's topic in KSP1 Mod Releases
Just reporting that a lot of Universal Storage part lack proper "heat" parameters... Edit: The "Quad, Hexa and Octo" adapter don't seem to conduct heat at all. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
Galenmacil replied to tomek.piotrowski's topic in KSP1 Mod Releases
Are you guys also using MechJeb SmartASS feature? They conflict with one another... -
[1.1.3] Part Wizard (1.2.5) [22-Jun-2016]
Galenmacil replied to ozraven's topic in KSP1 Mod Releases
Like Gordon Dry suggested, It would be a good idea to be able to click on a part in the "Part Wizard" window to be able to select it. Useful when you have a "hidden" part inside another one and you want to move it... -
[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
Galenmacil replied to Padishar's topic in KSP1 Mod Releases
Man, one thing is certain: Modern memory allocation mechanics are complicated to say the least! A "War Story": Today, it seems the system is like a complex organism with a multitude of things happening at the same time most of them hard to control by the programmer. Expanded possibilities, yes, but at a greater cost in potential performance. In short, the machine is never used to it's full potential in a complex software like a video game. OK, I took a side road here, back on the main track. Very interesting and informative thread. I am going to add my "experiments" to it. I still have that dream where KSP is stutter free, even when modded to the extreme. Perhaps one day! In the meantime, Padishar's MemGraph sure is helping a lot. Here a few pictures of MemGraph. The graph shows the same thing but under different circumstances from the moment it appears on screen (During game loading) until a save game is fully loaded, waiting at the KSC map until it is completely drawn, from left to right. The following PadHeap.CFG file was used: Modded game without padding execution. Bottom section shows Windows Resource Monitor for the 64 bit KSP executable at the time of the screenshot: This is my main KSP 1.1.2 heavily modded save game. It is in the middle of a career with a dozen active satellites and lots of debris in different orbits. Note that I limit the framerate to 50 mainly to prevent graphical glitches with Scatterer ocean. Pretty much all popular mods are used but also many custom tweaks: I delete parts I do not use or want including all interiors for IVA (I do not do IVA). Many customs textures are used from Kerbal faces to planets surfaces, clouds, etc... Lot of background computation caused by mods like RemoteTech, ScanSAT, KeepFit, TACLS, Kerbal Alarm Clock to name a few. To summarize, something clearly is wrong with the game in this state! GC every 6 seconds that completely stall the game for about 100~150ms when first starting playing but that extend to probably 300+ms after a few scene changes. Very annoying but hey, I like this game a lot and playing it unmodded is out of question! Here, the same save game but this time, padding was executed (via alt-end) as soon as it was possible: Day and night! But a ridiculous amount of RAM is needed! GC still stall the game for the usual 100-150ms and growing the longer I play. This is at the KSC map. In game, GC happens every 120 seconds or so. Without the padding, in-game, GC stall the game every 15 seconds! Finally, here is a graph of the "Stock", unmodded 64 bit game with a fresh save: Here, GC happens roughly every 80s but are so quick, that even at 145+ FPS, they are barely noticeable. For me, playing the stock 64 bit game @ 60 FPS, as of 1.1.2, is a completely stutter free experience... But so many things are lacking. I.e. no mods. From this, I can say without hesitation that, on a heavily modded game, MemGraph heap padding trick is a game changer! From my experience I can also say that the more mods you have, the more "stuttery" it gets. Some have a deeper impact than others: FAR for example. With just this mod and nothing else, stutters starts to become noticeable. I would assume that the more complex the mod, the more profound the impact. -
[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
Galenmacil replied to Padishar's topic in KSP1 Mod Releases
I was going to write how I was unable to understand the new feature in MemGraph 1.0.7 until I finally figured it out. I used the "extra 0 at the end of each line" Padishar suggested and It seems to make a huge difference on the frequency of KSP garbage collection. Edit: Reduced garbage collection frequency to 120s in between. -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Galenmacil replied to Boris-Barboris's topic in KSP1 Mod Releases
Here a montage showing a prototype VTOL, mach 2.6 capable aircraft I made: The Valkyr Y2. Hard to pilot without assistance. Made easy with this mod. Thank you Boris! -
[1.4] In game scientific calculator. Kalculator v0.2.3 2017/05/26
Galenmacil replied to agises's topic in KSP1 Mod Releases
Nice mod however, it doesn't respond correctly to Numpad * key for "multiply operation"... -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Galenmacil replied to Boris-Barboris's topic in KSP1 Mod Releases
Preliminary test with it showed some problems: It is as if AA doesn't "see" the input from AFBW properly and is constantly reacting when releasing controls. I tried without AFBW installed and things were OK. I am guessing AFBW somehow bypass regular KSP inputs... Also, I was wondering if you could change the "hotkeys" behaviors for AA... Make them configurable and allow the use of a modifier key (ALT for example). Currently, pressing P, anywhere. even when on a text box, enable AA... -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Galenmacil replied to Boris-Barboris's topic in KSP1 Mod Releases
Any chance this could be made compatible with AFBW mod? -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Galenmacil replied to cybutek's topic in KSP1 Mod Releases
Thanks Padishar, I appreciate your effort in trying to reach "perfection" for KER... I use KER for a lot of things: On screen HUD, target selection, delta-v and other estimation in the editor. As always, I'll keep you informed of any further development. Edit: Ok, so I went thru a series of diverse missions with the updated DLL and so far, no error at all in the KER Log! I switched target several times and used "atmospheric reentry time" and "impact time" predictions as well as "impact biome" display... Looking good!