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selfish_meme

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Everything posted by selfish_meme

  1. Yeah, I tried a .625 no wheeled bearing, it's just too sloppy for the heavy barrel, and I am already using a light barrel, the 1.25 structural fuselage would necessitate scaling up the whole thing. I am currently using radiator parts on the turret itself, the structural plates are just too heavy, there is no way a bearing of this size can stay steady when using them. I did try one of Jon144's tanks before, not sure if it has the bearing you are talking about, but the turret sank into the deck.
  2. Got no idea how to get a gif on these new forums, Gfycat has changed and I can't find the gif link, imgur gifv don't work, and the forums don't accept any kind of image url that does not have an image extension it understands. Anywhoo, been working on a tank, after the recent brahaha, found out it's not easy making a turret bearing for a tank, tanks are heavy and wheeled bearings do not like heavy! I modelled it after a T-54/55 and it's about 1:1 scale. I tried a second bearing for the vetical component but it just gets too wobbly and the bearings have to be really small, unless you want to build tanks that are much larger than their real life counterparts. What do you people think, is it worth continuing? is this any improvement at all over the regular bearings? It is useable all the time and does not fall out or through like some turrets I have seen. I have put more hours than I care to admit into getting this bearing solid enough to actually carry the turret, and only then if it is well balanced and not too heavy. See gif below http://gfycat.com/MealyFloweryBlackcrappie
  3. Put a radial decoupler on the pylon if you want to not bring it along. I always thought pylons where backwards. Even contemplated making a mod to reverse it. If you want an example see the Finch in my Kerbalx craft in my sig.
  4. It's only just possible to get 6 in a 3.75m fairing pod, they would never physically fit in a 2.5m
  5. Nope, but alt isn't the mod key for Linux, however right-shift f11 does not work either. I am unsure whether the ui works at all in opengl. I do know not to apply settings in opengl.....
  6. They can fit in, thats what I meant, no tricks they actually all fit correctly
  7. I made a 6 kerbal pod for my stock new shepard replica, you can find it in my sig on kerbalx
  8. It looks a bit small, the capsule is supposed to seat 6 which would need double the capacity of the mk2
  9. I seem to be getting much better FPS than that, there was a Linux issue where a file did not have the right case and caused it to spam searching for it, if you are using Linux make sure you have the latest version. Other than that start turning down AA, detail and removing other mods.
  10. Could you do me a favour, can you remove all mods apart from scatterer and most especially all of Module Manager, turn off overidden AA in the Nvidia Settings Manager and try one last time? You should only have 2 folders in GameData squad and scatterer, no files.
  11. What are your normal AA settings in-game and through the nvidia control panel? I have found that the higher the AA settings the more likely you are to encounter artefacts.
  12. OK last shot, it is working well for me, now to start adding the other mods back Mental note don't add them all back in one go
  13. OK so the fix for Linux on Nvidia (no other mods) seems to be enable in-game anti-aliasing to 2x, in your Nvidia control panel got to anti-aliasing settings and set it to override Application Settings and then set one of the below. (Ignore Space Centre views they nearly all seem glitched, in flight views are OK) So far I have tested it with, :- seems to get better with scene changes. AA Settings 2x MS (no artifacts) 4x MS (no artifacts) 8x (4x MS, 4x CS) (no artifacts) 16x (4x MS, 12x CS) (no artifacts) (used in conjunction with 4x AF below, works really well.) 32x (8xMS, 24xCS) (artifacts, cleared on scene change) Anistropic Filtering (AF) 1x (lots of artifacts in flight, Space Centre View clear) 4x (no artifacts) 32x (8xMS, 24xCS), 16x AF, and Texture Sharpening (some artifacts, barely there)
  14. Turning AntiAliasing on in game seems to have made it even better even if no antialiasing is being done. Might be something there. The black artifacts are gone, just the horizon ones, though I don't have any other mods on, you can see distant mountains through the ocean on the horizon. OK after further reading, forcing OpenGL disables antialiasing in Windows and Linux has to run in OpenGL anyway. Will keep testing but I am running a glitch free (apart from horizon) jaggy game at the moment. OK 2x anti-aliasing seems to be better than 8x? no artifacts in 2x anti-aliasing some in 8x, going to try the overidden AA settings again now. See below for artifact free view in Linux. Edit Also first view you can see the horizon under the water. Edit No Apparent artifacts in 4x in game anti-aliasing either. It is sooo beautiful....
  15. Ubuntu 15.10, KSP 1.05 64bit, blackrack I am not sure you are aware but the antialiasing in KSP does not work on Linux, I and probably most leave it off and override the application settings from the driver console to get it working. I was just playing around and having overidden anti-aliasing completely off makes it work much better in Linux, there are still glitches as in the album below, I also tried disabling Surface FX and Water FX, Suraface FX keeps re-enabling itself. It seems my nvidia GTX 570 card does not support EDGE PPFX as it is greyed out. With Water FX turned off it was much worse. I don't use the steam overlay to take screenshots so any jaggies are really there. Edit oh and the first two shots show it changing between scene changes in and out of the space centre. Edit 2 every scene change seems to bring different amounts of artifacts.
  16. If you dual booted that machine with Linux you could run a very decent 64bit game with all the visual and parts mods you like. Currently the linux version (using intel & nvidia hardware) is what 1.1 will be like for Windows users, relatively crash free and heavily moddable.
  17. Some of the effects I noticed are affected by other mods like Planetshine and EVE, when they are all removed it is only the middle distance borked and some moiring at the edges.
  18. I did not see this in the known issues and not sure whether it causes any problems, I just noticed it running through the log, you get one for every body, Linux 64bit, Ubuntu 15.10 Intel and Nvidia OpenGL [ERR 22:17:51.552] [PlanetShine] An exception occured reading CelestialBodyColor node: CelestialBodyColor { name = Moho color = 124,102,88 } The exception was: System.ArgumentNullException: Argument cannot be null. Parameter name: s at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0 at System.Single.Parse (System.String s) [0x00000] in <filename unknown>:0 at PlanetShine.ConfigManager.LoadBody (.ConfigNode bodySettings) [0x00000] in <filename unknown>:0
  19. I get similar effects and we are are running similar systems, this is after renaming the file mentioned earlier. Funny effects on ocean at distance. Water looks right, close up, going strange into the distance.
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