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blowfish

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Everything posted by blowfish

  1. It's somewhat more complicated in this case because the plugin needs to be able to access pixel data in the cloud textures. Being able to do this with DDS textures requires additional code, or so I am told.
  2. Per the configs, the tech required is Advanced Aerodynamics. I don't know exactly where that is in the new tech tree. Do they show up in sandbox mode?
  3. Did you follow the last instruction and use the download in the OP, then apply Crzyrndm's patch?
  4. Give the canards some negative AoA deflection. That should improve pitch stability somewhat.
  5. In my experience DDS textures are nearly indistinguishable from the originals, so there must be something wrong with the settings you're using. You definitely want mipmaps, and you generally want to set the quality to the highest possible, though lower quality settings shouldn't produce effects anything like you're describing.
  6. There are two major issues you'd run into: (1) Nothing has been adjusted for the new heating system, so things may inexplicably overheat when they shouldn't (2) Jet engines are not balanced for the new aero. And re: Kinetech, I took a look at it about a week ago and IIRC there were a couple of changes that had to be made for 1.0 compatibility.
  7. Firespitter.dll is no longer a dependency, but you need an up-to-date version of BDAnimationModules.dll, which is included in the download.
  8. No, all the KSC additions are outside of that area. Nothing
  9. As some of you know, KSP 1.0 now supports loading of DDS textures. These compressed* textures save both memory and loading time as they can be sent without decompression directly to GPU memory. All of the textures and effects that Squad includes with KSP are now distributed as DDS (if you noticed that 1.0 loads much faster than 0.9, now you know why). Given the numerous benefits that textures in this format provide to players, I encourage all part mod authors to distribute their mods with DDS textures. Tools for converting textures to DDS: Lilleman's converter Intended for end users, but the default settings will usually generate textures that work fine for distribution Photoshop plugin A plugin for Adobe Photoshop which allows it to read and write DDS textures. NVIDIA Texture Tools Command line utilities for working with DDS textures. Paint.net Free image editing software for Windows Gimp DDS plugin A DDS plugin for GIMP. img2dds Cross-platform python script for converting contents of GameData to DDS. Might need some modification to work with individual folders. What not to convert: Icons and any textures that need to have their data accessed directly by a plugin. Conversion settings to use: For KSP, textures need to be flipped vertically - The NVIDIA texture tools and Photoshop plugins have settings to do this for you, and Lilleman's converter does it automatically. The textures also need to be in the right format: Texture Formats: DXT1 Use this for anything without an alpha channel. DXT5 Use this for anything with an alpha channel. This includes combined diffuse/shine maps. DXT5nm Use this format for normal maps. *DDS also supports various uncompressed formats.
  10. Nice! I would recommend distributing the next version with DDS textures, which save significant memory and loading time. You don't have many textures here so it's not going to make a world of difference but when you have a large number of mods installed every bit counts!
  11. It's the development version of the new voxel aero version. Go to the Github page linked in the OP, then select the VoxelAeroPort branch and download the repository. Make sure you have ModularFlightIntegrator (can be found easily by search).
  12. I've gotten to Mach 5 on RAPIERs in 1.0.2 with 100% heating enabled (1 ram intake + 1 precooler per engine). Your ascent path has to be very carefully managed, but it's doable.
  13. There is a recent commit which addresses this issue. Do you have the latest version from Github?
  14. Nice work Given the massive loading time and memory savings, could you release the next version with DDS textures?
  15. An alternate explanation is that the CoM is so far back that you don't have enough pitch authority to raise the nose and actually generate lift. If you're falling but not stalling that means that you're unable to maintain the required AoA for level flight. You could try adding some canards at the front which would both reduce the pitch moment required to lift the nose and increase your available pitch authority. What you have now is basically a lawn dart.
  16. There is a smoothing setting which acts as a difficulty scale - the more smoothing that is applied to your craft, the less that strict area ruling matters.
  17. You need to install from the link in the OP and then overwrite the relevant parts from Crzyrndm's link.
  18. You need to provide output_log.txt, otherwise no one will have any clue how to help you.
  19. Any chance you could distribute the textures as DDS now that they are supported in stock? I know how to convert myself but plenty of others don't and it will save them significant memory and crashes (and for the rest it will save a minor annoyance on each version update) .
  20. I don't think compatibility with that mod is supported.
  21. It should work without it, as long as you have an updated dll.
  22. NuFAR had the same issue previously. Perhaps this commit might shine some light on the problem?
  23. The next version of FAR is experimental right now, though many people are using it even without a complete release. The new stock aero isn't even close to the level of detail and accuracy that the old version of FAR provided, let alone the new version (much better than old stock though). As far as 1.0.2 stock aero compatibility goes, it should work but you need to replace the dll in the main download with Crzyrndm's patch (in his sig). You don't need the Procedural Parts mod for this to work.
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