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Nitrous Oxide

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Everything posted by Nitrous Oxide

  1. Nope, MOAR ASSETS!!! Is it too late for a refund?
  2. Can't wait to see how horribly unoptimized they are as well. Because the first thing a game that is unstable for at least 30% of players due to RAM limits needs right now is more assets. Also, should I start the push for trans-gender Kerbals now? I mean, equality and all... don't half ass it when you can go all the way.
  3. Nice, I think I'll build something with this. Suggestions... how about a HotRockets config?
  4. AFAIK, stock is actually really bugged in that regard... I used to try that (even had them set in action groups), but the game would always lock out one antenna... at least with RT I can reliably extend them all every time... just throw some more batteries and solar panels to mitigate the drain... As far as being able to edit that... pretty sure not. At least not without doing some re-compiling of the plugin yourself.
  5. I've noticed that too... KSP doesn't seem to be grabbing the full 3.5GB anymore... And this is Windows, so the issue is OS-independent it seems. 0.25 I could load a GB of mods in full res, now I have to set it to 1/2 res just to make it through load... and that's with ATM... any way to make full use of this 2GB VRAM I have?
  6. True that, at least we know it isn't ATMs fault so we can stop bugging rbray about it now. I'll confirm that I'm running at 1/2 textures as well, so it seems KSP is acting a little strange.
  7. > Have ship with 3.14SP panels > Install 1.2 from 1.1.1 > Enjoy your ship being corrupt Pretty easy really, Seeker89 lost some Kerbals because no one bothered to issue a warning...
  8. That's probably what I figured... guess I can only hope for Unity 5 one of these days.
  9. I get these exact same graphic glitches too, but only when forcing DX11 (-force-d3d11). Unfortunately, that's pretty much the only way I can play with full resolution textures, having nearly 1.5GB of mods (most of which don't like Win-64 forcing me to play Win-32). I don't think it's a hardware/driver issue... I've only got 3 or 4 drivers, circa 2012, that work on my laptop for the card (never buy a Dell kids), and I've tried them all. I also don't have an Nvidia card. Windows 7 Home Premium 64-bit Intel i7 2.1GHz 8GB RAM ATI/AMD Radeon HD 7730M Let me know if you need some logs on my end as well.
  10. Hmm, well the example is writing a biome to a stock planet, right? Maybe it's possible to reset the templates original biomes through the same method? Get Kopernicus to set the biomes on custom planets and the stock template... just maybe in theory it'll work... don't take my word for it though, just an idea. However, I kind of think it's related to the same thing as contracts... ie when you get to Explore Minmus contract, you'll risk getting every planet that uses Minmus as a template and it bugs up the contracts (clearing your archive, resetting them, etc.)... I'm avoiding Kopernicus until this is fixed, because it's rather game-breaking for someone actually trying to play out a "story mode"...
  11. Right then, guess I should pay more attention... coulda sworn I never saw lights in .25, but maybe just the remodeled KSC made me pay attention to things I never noticed before, aha. Before that, I hadn't played since 0.18 so it's all a blur to me...
  12. Any plans to update KSC++ with night lights now that the stock buildings have them? Currently looks a little out of place in the nighttime...
  13. FYI, there's also a Tantares config bundled with RealChute that could use some love as well.
  14. Derp, would be useful... lol. @LameLefty: There's 3 icons, I don't think in theory that replacing the wildcard entry with 3 separate entries linking directly to the files will change anything... unless you've got a working config for RealChute, then by all means, please do share. Either way, here's the config I've been using (it works for every other icon, just not the 3 RealChute icons)... ACTIVE_TEXTURE_MANAGER_CONFIG { folder = RealChute enabled = true OVERRIDES { RealChute/Plugins/PluginData/.* { compress = false mipmaps = false scale = 1 max_size = 0 make_not_readable = false } } } I've had that in my ATM_configs folder, the RealChute folder and the RealChute/Plugins/PluginData folder... same result. It ain't workin'.
  15. It's a little bit of column A, a little bit of column B really... if Chris moves his icons, my config I'm using for the rest of them work... if Chris doesn't move his icons, something needs to be changed with ATM. Anyways, I suppose it's worth mentioning that I've tried my config in the RealChute folder as well... no dice. I'll give that global setting a try though, that's a good idea.
  16. Except can you read what I'm trying to say? I don't mind writing exclusion configs for every icon, that's not what I care about. I'm a programmer by trade, a 10-line config file isn't exactly intimidating... What I'm saying is that this icon here, this RealChutes icon, it's not supposed to be compressed by ATM because of the exact same exclusions I have for every other icon (which clearly works). The problem is that I'm not sure it's being handled properly, because it's still getting compressed. Unlike every other icon that is in modfolder/textures or modfolder/icons, the RealChute icons are in modfolder/Plugin/PluginData. My point is that modders should be using a consistent folder for their icons just like everything else. Flags have to be in a /Flags folder, why can't we apply the same concept to icons to avoid things like this? And here's what was said in the RealChute thread... Now do you understand why I'm here?
  17. The issue with the icon in particular is not that it's the wrong size or anything, it's the fact that it's in a /Plugin/PluginData folder and ATM isn't treating it the same way as all the others. As you can see, the rest of my icons are clear because I have configs for all of them. The same config that isn't working for these RealChute icons. I feel that, that's what I had to do as well. Thus, I reiterate my first post... why can't mod makers just use a /Icons folder? It's logical and the rest of us don't have to go digging...
  18. It does actually... This is actually with the exact same exclusion config as every other icon on the bar...
  19. I'm looking at a 51kb icon, so that's not exactly a catch-all. Bunk, I have all my icon-exclusion configs in GameData/ATM_configs and they work fine.
  20. Well that's strange... ATM is definitely making the icons pixelated... Edit: Same deal in the VAB/SPH. My above exclusion method is working for those other icons...
  21. Except the biggest problems is that every single modder sticks their icons in a different folder... Come on guys, /Textures? Since when is a toolbar icon a texture? How hard would it be for every modder to just use a /Icons folder...
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