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Drakoflame

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Posts posted by Drakoflame

  1. @Nicholander: Look at the Sprinkle mod. It adds an iddy biddy moon that orbits Kerbin at a 14 degree incline, with a PE of around 300, and its AP is 500 I think, its only 200 or so meters across, and uses Minmus as its template, basically its a miniature Minmus. It is heavily inhabited by Pudding Krakens, but if you get past the fact that touching the surface of Sprinkle can cause it to explode (literally explode...), its possible to make a planet with a diameter of less than 1k. The funny part is, because of its small size, to be able to give it a grabbable SOI, its gravet ASL is 0.3 which is more than the surface of Duna... its really funny, because if you have a strong enough ship, you can literally roll yourself into orbit, because a 10m orbit hight only takes ~19m/s!

  2. Hate to pester you, but, how's the mod going? I'd love to use this mod and brutally murder my kerbals fry my probes and cause solar panels and batteries to suddenly die. But if all you have is probes "crashing" and something like that, I'd take it... something to make the game a weee bit harder.

    At the moment I actually CAN'T run KSP with a manned crew, only because I loose all my frames due to rendering the Kerbals and the IVA. So probes, for me, are pretty much the only thing I can do ;n;

  3. Hey, I'm glad I could help! That sounds really rough. I've never had problems that bad before; my only problem is never getting more than about 25 FPS unless I'm in deep space with a low-part-count craft, even on every lowest setting and memory reduction mods. Have you looked into DDSLoader? It sped up my boot time by about 7 minutes at least & it looks better than the compressed textures from ATM.

    I think I will take a stab at finishing up at least the series of probe cores this week (if not the eye). I have an approximate ass-ton of lab reports to write for my chemistry classes though, so I don't feel comfortable promising anything. Really, it won't be a whole lot of work except making new textures and orienting the brains at nice angles in Blender. Most of the basework is done, but I'd like there to be an obvious improvement with each tier of probe both visually and performance-wise.

    We'll see how it turns out and if I haven't said anything else by Friday night, assume 1) it was too much to do and 2) I'll try to have a better estimate of when it'll be done either Saturday or Sunday.

    Alright, I'll be keeping my eye out. And how does the DDS loader work? I mean, I've downloaded it, and I've even downloaded the DDS converter. I have DDS loader because I use KopernicusTech, and DDS loader is a requirement for it now, as some of the planets use DDS textures to help save on memory

  4. That was my understanding of this- I've kept this thread open in a tab on my phone since I entered. I opened this tab while I was booting up Kerbals and I was surprised to see there were more posts.

    Oh goodness I definitely don't have the know-how to do that. I think it'd be a cool idea for sure though! If I did do that, I'd probably just end up copying all the files for the camera and replacing the mesh. As for future plans, I did have a goal a while ago to make a series of probes with a different number of brains in each to allow for different sizes. The two brain model would fit 1.25m parts and the 3 brain model would fit 2.5m. I started working on the model for the 1.25m, but this competition lost steam and I never got feedback, so it never got done. It is spring break now for me though, so maybe I can start working on it again? Just depends on homework/life outside of my computer.

    As for wanting it.....(slight intermission while I go derp around)...... BAM download link. This is what I've been using in my game so far. Haven't found any major bugs or shortcomings on my machine yet.

    omg! thank you so much! I totally will use this! My computer is crappy, my processor is clocked at 1.3gHz, so I have a hard time running KSP, but It is playable. The only down side is that I can't really use Kerbals to do anything, because my game has to render the kerbal, and the IVA... so I've migrated over to Probe based mods... and this mod lets me do a crew report! I do have 2 other mods that let it happen, 1 lets me do surface samples, and has a part that lets me do a one time crew report, and the other allows me to do an EVA report. I've also got a MM patch that comes with one of the mods that makes it so EVA reports are like crew reports: Landed at location, Flying over Kerbin, Low Atmosphere, High atmospehre, Low space, High space. Basicly, I don't need to be hanging a kerbal out the side of a ship while flying 1km/s over the ground for every biome. Now I just need to do it once :3. But, the thing I like, is that I can do a crew report in low space for all the biomes, removing the need to send a kerbal out and possibly have him go flying off because of the Stock bug that does that xpx

  5. The firespitter dll in the first post is out of date however and has bugs that have since been fixed. A fixed one have been posted recently in this thread or can be obtained from RoverDude's USI addons.
    You are welcome.

    For me it worked. As I remember I got the DLL from the B9 as mentioned. Maybe I updated it from this package (I do really can't remember now)

    You should easily strip down the latest release and shouldn't have an error just because of the parts "missing" these are not related for each other in this way on the other way around you should have problems because of the missing functionality.

    I also use the dll-s capability for my own mod without problems (In fact all my problems are just I don't know how to use them properly :D ) But that is not related to the fact it is stripped down, nor that where the dll is from. :D

    Okay, so I downloaded Firespitter.. and that wasn't waht I was looking for... I'm looking for the thing that lets you switch what is in the fuel tanks. I think its called FSFuelSwitch. Thats what i'm looking for, if someone could help me please xpx

  6. Uh, there are no other stars.

    sometimes I wonder if your intentionally a jerk... but, I'm talking about Kopernicus Core, remember that thing? You were the one who "made" it... and I'm pretty sure that you also made another star... so, how are there no other stars? Right...

  7. In this way as I can understand, you must have already installed the firespitter.dll If a mod is depend on it. For example B9 has it already inside it's package. So look for it inside the gamedata folder and also in the mods dir if you don't have the firespitter directory there already.

    But if you get the newest download (There should be a link in the front of this thread), you can use just the dll itself (or the plugins directory) from the zip and extract it into firesplitter/plugins/ directory inside your gamedata.

    The firespitter parts are not needed for just using the functions(modules) from the dll.

    Alright, thanks for the Help Ricardo, I'll see if that works!

  8. he probably ment the edge of KSP's skybox (the moment when the game says "Kerbol Escape: ... days" never changes)

    oooooh I thought that you could escape the SOI... darn! so I guess when it comes to other star systems in your save there isn't any Interstellar space, its all withing Kerbols SOI, but you get pullled int by a stronger well when your close enough to another Star...huh

  9. I want to know if there is a download somewhere hidden within the thread for a download of the FSFuelswitch .dll or whatever it is. I want to use the switching part of it, but I don't want to have to download the whole Fire Spitter mod to be able to use the one function. I've already butchered KSPI so I can use just the Waste Heat function, and I get an error telling me that not everything is there, and that the game might not work right because not all the parts are there. So far I havn't had any problems, but I'm just worried about picking apart something like Firespitter, mostly because I have a few other mods that are dependent on it

  10. How hard would it be to put something literally on the edge of Kerbols SOI? I mean like, the planets SOI itself extends a bit out of Kerbols SOI... that would make it difficult because if you accidentally went to far past on the night side of the planet... better hope you gosta good engine to get you out of interstellar space and back into some kind of gravity well!

    Also, how is "Super Moho" coming? I'd love to try and land on a KopernicusTech Ablate :P

  11. Thank you man! See? That's why the Kerbal comu ity is the best! :) I anyway planned to convert to dds. Also, do you know a way to make a texture much more hight quality? Next update: an oblate Potatos, .dds conversion and a load of other things!

    kumm... I think to make the textures a higher resolution you just make them at double the default size xpx but don't quote me on that... ask CaptRobau

  12. Wolfgang, your brain in a jar... I want it... I love it! You know... something that you could maybe do after this is done, and you win because you seem o be the only one who's got something presentable (no offense to the others who have something, but he's got ingame pictures), Maybe you could add another part that's a little eyeball sort of thing that can work with RPM's external camera, but it it can also do an EVA report because, its an eye! Or maybe instead of adding the eyepart, you can have an upgraded brain in a jar that has eyes that float around, allowing you to do EVA reports

  13. Yes, if one .cfg is "corrupt" at one point, Kopernicus won't load.

    Thomas

    I could kiss you man!

    I went to the OPM thread, downloaded the normal version (I use lite because I have a slow connection and a crappy computer :P), took the Ovok_normal from that one, put it into the location it was missing from, and then booted it up. And now I have OPM planets!

    I went over to OPM's thread and let Capt. know, and hopefully he'll fix it in the next udate or maybe he'll patch it :3 again, thank you man!

  14. CaptRobau: it apears that in the Lowres textures, there isn't an Ovok normal.dds file in there... I think that could be the reason why I'm not getting your planets... with the lite version.

    Yes, if one .cfg is "corrupt" at one point, Kopernicus won't load.

    So, i'm downloading the normal version that you have on KerbalStuff right know and I'm going to check if its there, and if it is i'm going to splice it in and check to see if it works then

    Update: Hurray!! Its working now! SO! now I need to tell you Capt, the low res-res textures DOES NOT have the Ovok Normal.dds, and that prevents it from working properly. If you could fix that in the next versions, that would be appreciated :3

  15. - - - Updated - - -

    I have a bug I encountered wile I was testing today some better surfaces for my mod: shadows are not displaying corectly on the moons! Like, there should be day on that moon but in map mode and hight in orbit the place where it should have been day is now terminator zone! Help, only happens in map mode and hight over orbits.

    Common bug, convert your textures to DDS, for 1) it loads alot quicker and 2) it auto fixes that by converting one of the textures (not sure which one) and gives it a 50% transparency, and that fixes the rotated shadows in Map view

  16. This is what I got from the log:

    [EXC 09:17:54.834] Exception: Texture "OPM/KopernicusConfigs/SarnusMoons/Textures/Ovok_normal" not found

    Could you please check whether the texture file is exist? It should be in DDS format.

    Le Gasp! Its not there! Could that be the reason why none (like... none) of the planets show up? if so then I'll just download the highres pack and add it myself

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