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V8jester

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Everything posted by V8jester

  1. Hey did you go thru the hassle of inverting the nodes on the parts? I've been toying with just doing it as Laztek has been absent assumedly due to RL stuff. Ad I'm really starting to miss these packs.
  2. Spams subscribe button, breaks finger...... Spams with remaining index finger.
  3. Bummer, oh well it was worth a try. These renders look amazing!
  4. Hey can you do renders with mod parts? The download for this with its mod list is on my thread linked in my sig if its possible.
  5. Well it may work in some scenarios and playing style. But this may not work for everyone and every scenario. Just a thought.
  6. The wheels are from Zodious's Rework pack and are in the Utility pack. Currently it has not been updated to 1.0.x as it has several dependencies. But if you download it and do some tweaking you can update the plugins like KF with the newly released ones. https://kerbalstuff.com/mod/677/Infernal%20Robotics%20Model%20Rework%20-%20Utility%20Pack
  7. Thanks for all the hard work BD. I know all these new features must have been in the works for quite a long time. We really appreciate everything you've done.
  8. As mentioned above try this first My system specs intel i7 4790K 4.4 GHZ GeforceGTX 970 4 GB 16GB of pc 1866 ram Raid 1 on 2 7200 rpm drives KSP doesn't like fast switching (alt-Tabing). To make it fast switch smoothly as well as gain a minor FPS boost. -popupwindow allows you to run in borderless windowed mode. You'll need to turn off "full Screen Mode" in game. Be sure to set your screen resolution to your monitor / TV's native resolution, or the window won't fit. To run in Borderless windowed mode add " -popupwindow" to the end of your shortcut target field. A trick that often helps computers with good dedicated graphics cards (sometimes onboard graphics) but not so great processors, is OpenGL. OpenGL allows you to transfer more of the work load from your processor to the video card. Be aware that this is affected by the amount of dedicated memory and the speed of your graphics card. Mods will affect this limit. To run in OpenGL mode add " -forceopengl" to the end of the shortcut target field. Now Popupwindow and OpenGL can run together. Just don't forget the spaces, your target field should look like this (KSP.exe -popupwindow -forceopengl) Lastly I do not use it but many people have had good luck forcing DirectX 11, to bring down there memory footprint. KSP Natively runs using DirectX 9 which is more universally accepted by everyone's hardware. But if you want to give this a try place -force-d3d11 in the shortcut target field in place of OpenGL. KSP Settings Max physics delta time per frame: 0.03 - This helps a ton Max Persistant debris: 25- This helps a bit when you don't have the memory to burn Terrain detail: High SM3 Terrain Shaders: Enabled Scatter Density 100% Render Quality: Fantastic Texture Quality: Full Res Fallback Parts Shader: True Aerodynamic FX Quality: Normal Edge Highlighting (PPFX): Enabled Surface FX: Enabled Screen Resolution: 1920x1080 - Set to native res Full Screen: Disabled Anti Aliasing: x2 V-sync: Don't Sync - This is the biggest performance hog Frame Limit: 180FPS Pixel Light Count: 8 Shadow Cascade: 4 Windows 7 Page File Settings - Mine is set to 32GB http://windows.microsoft.com/en-us/windows/change-virtual-memory-size#1TC=windows-7 Configure Memory Usage Monitor to auto start with -opengl and or -popupwindow using one shortcut. - Only works up to 1.0.2 Create a shortcut for memory usage monitor. (Memory monitor linked in mod list) in the shortcut target field apply either / both (KSP.exe -popupwindow -forceopengl) When opened, Memory usage will automatically search for "KSP.exe" to auto run the game. If you have hacked KSP to run in 64 bit mode the file you will have created will still be named "KSP.exe" So this still works with the x64 hack Then you can rename and re icon the memory usage shortcut if you so desire. You will now have a single icon to launch memory usage and KSP with OpenGL enabled all at once, with one shortcut. 64 Bit Windows If you want to run massive amounts of part / visual mods, and you have at least 16GB of RAM and a 64bit system (majority are). 64 bit mode will allow you to surpass your 4GB memory limit imposed by a standard 32 bit install. Now when you convert to 64 bit, Do not inundate the mod Devs with bug reports from your 64 bit install. Keep a 32 bit install around to test mod issues before submitting a bug report. I have yet to truly find a bug that was not repeatable in 32 bit with a properly updated mod. There is a reason Squad held back a 64 bit release this time around, and that's because bug tracking was a nightmare. As far as stability, I can play for hours without any issues. But when you start building 250+ part ships and bouncing in and out of the VAB and flight. It will crash eventually, but so will 32 bit under the same circumstances. v1.0.x x64 is far more stable than v.90 x64 ever was. If you want a kitchen sink mentality with mods, as well as not compress your textures to the resolution of a postage stamp. This is by far the best option. Now that that's out of the way. Linked bellow is a walkthrough on how to convert to 64 bit. As well as a mod utility that will remove the 64 bit block from mods (warning I haven't used Unfixer as the mods I use don't require it - and Sarbian will hate you) 64bit Hack http://forum.kerbalspaceprogram.com/threads/117224-Windows-64-bit-community-workaround 64bit Unfixer http://forum.kerbalspaceprogram.com/threads/113069-KSP-x64-Total-Unfixer Environmental Visual Enhancement 7-4 I've been getting a ton of questions about how to get EVE running on 1.0.x. Plain and simple x64 Windows runs with no modifications. In 32 bit I only converted the three images under Boulderco/Clouds/Particles to .dds And it ran just fine. Integrated graphics are having a really hard time running EVE. This is due to the fact that KSP is a CPU hog. And when you want your CPU doing double duty running the game and better visuals. At some point it just can't keep up. So far from what I have seen, anything bellow intel HD 4400 won't cut it. Also if you are running a large amount of mods already you may be hitting the 4GB ceiling. Hence the 64 bit fix above. You can also try increasing the size of your page file to allot more virtual ram as that may be another barrier you are encountering. First try installing some kind of memory monitor to see just how much RAM and virtual ram you are in fact using. If you are hovering around 3.5 - 3.7GB on a 32 bit install a crash is immanent. Memory Usage Monitor http://forum.kerbalspaceprogram.com/threads/99494-0-90-MemoryUsage-v1-20-2015-02-19 - Only works up to 1.0.2 GC Monitor http://forum.kerbalspaceprogram.com/threads/92907-1-0-x-GCMonitor-1-2-6-A-graphic-Memory-monitor-(June-18th) - I Haven't used this before You can also try increasing the size of your page file Win 7 Page File Adjustment: http://windows.microsoft.com/en-us/windows/change-virtual-memory-size#1TC=windows-7 If you are bellow the memory limit and you have integrated graphics intel HD 4400 (preferably a dedicated graphics card) or better, and are still having issues. Then message me and I will try and help you out as well as further revise this help file. Astronomers Visual Pack Interstellar v2 AVP takes a little (but not a ton) of tweaking. The core mod works with EVE 7-4 I converted the three images under Boulderco/Clouds/Particles to .dds as well as the aurora .pngs to .dds and it loaded in 32 bit. To get the lens flares working in 1.0.x you will need to extract the sun_flare.tex files one at a time from there old .25 asset files and place them in the new 1.0.x asset files one at a time in the KSP_Data folder using Unity asset explorer. DDS Converter http://forum.kerbalspaceprogram.com/threads/98672-WIN-KSP-to-DDS-texture-converter Back up your original asset file first! Unity Asset Explorer http://www.nexusmods.com/pillarsofeternity/mods/27/? Using Unity asset explorer 1.3 or newer First open "sharedassets10.assets" from the astronomers visual "jj Abrams" Lens flare. Right click "sun_flare.tex" click "extract" this is the file you will need. Rename Folder created by unity asset explorer from "sharedassets10" to "sharedassets9" (folder will be automatically created in the same directory as the asset explorer .exe file) Now back up and open "sharedassets9.assets" from your ksp_data Directory. In Asset Explorer Right click "Sun_flare.tex" and click 'Import" (It will Import from the folder you already created and renamed) Save the changes and, boom the asset9 file in your ksp_data folder has now been modified with the new lens flare. The same process can be used for the AVP main menu logo from interstellar V1. Repeat the above process with "sharredasset2.assets" and the file you are looking for is "logoFullRed_alt.tex" Lightning The lightning does not work in 1.0.x without cfg editing. Here is an updated .cfg file, just replace everything in the lightning .cfg with this. Using notepad++ or equivalent. Notepad++ https://notepad-plus-plus.org/download/v6.7.8.2.html CLOUDS_SETTINGS{ GUI_KEYCODE = N } CLOUD_LAYER_PACK { CLOUD_LAYER { SAVED { body = Kerbin altitude = 7500 volume = False color { r = 20 g = 20 b = 25 a = 10 } main_texture { file = BoulderCo/Clouds/Textures/lightning scale = 1 offset { x = 0.3052678 y = 0 } speed { x = -2.5E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/lightning scale = 0.1 offset { x = 0.3052678 y = 0 } speed { x = 0.0133333 y = 0.1 } } scaled_shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 1 } shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Duna altitude = 10000 volume = False color { r = 20 g = 20 b = 25 a = 10 } main_texture { file = BoulderCo/Clouds/Textures/lightning scale = 1 offset { x = 0.3052678 y = 0 } speed { x = -2.5E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/lightning scale = 0.1 offset { x = 0.3052678 y = 0 } speed { x = 0.0133333 y = 0.1 } } scaled_shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 1 } shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Laythe altitude = 6250 volume = False color { r = 20 g = 20 b = 25 a = 10 } main_texture { file = BoulderCo/Clouds/Textures/lightning scale = 1 offset { x = 0.3052678 y = 0 } speed { x = -2.5E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/lightning scale = 0.1 offset { x = 0.3052678 y = 0 } speed { x = 0.0133333 y = 0.1 } } scaled_shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 1 } shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Eve altitude = 7750 volume = False color { r = 20 g = 20 b = 25 a = 10 } main_texture { file = BoulderCo/Clouds/Textures/lightning scale = 1 offset { x = 0.3052678 y = 0 } speed { x = -2.5E-05 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/lightning scale = 0.1 offset { x = 0.3052678 y = 0 } speed { x = 0.0133333 y = 0.1 } } scaled_shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 1 } shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0 minimumLight = -0.4 fadeDistance = 5 rimDistance = 0.0001 } } } }
  9. Ha! Look what you've done Angorek Nice one M.R.S. Never ceases to amaze me what some people can do with stock parts
  10. All stock and your cockpit lights up too. I say that's rep worthy Did you manage White Knight 1 with stock parts too?
  11. Hey, forgive me if this was addressed. I admittedly have not been fallowing the thread and only recently started using procedural parts (I'm hooked now by the way) I don't know how I built anything before. My question is. Would it be possible to either add a slider for tank tip offset? Or add an offset part with scalable sizes at both ends?
  12. You need to edit in the texture using asset explorer. Instructions are in one of my posts a few pages back or on my thread linked in my sig
  13. Angorek Inspired me to build a copy of his replica.
  14. On Kerbalstuff you can download any version you would like just click "changelog"
  15. Tweakscale it just add the module to the cfg. If you need help feel free to ask.
  16. Here you go http://forum.kerbalspaceprogram.com/threads/118824-WIP-Never-Enuff-Dakka-A-BDArmory-expansion-Release-3
  17. Are you using struts to hold the wings solid to the fuselage? I used several invisible struts between the fuselage and the wings / pylons. B9 has the invisible struts. I would assume nova punch does as well.
  18. Ok I think I finished mine Dude you rock! Thanks for all the inspiration. So I wound up using more mods in mine so props to you for needing less than I did. I also Think you used fewer parts so mine will be a bit of a memory hog at 150 compared to yours. I Also Cheated with the engines by clipping in a second set of engines so it can climb like crazy now. Mods Used: Adjustable Landing Gear B9 B9 Procedural Wings Procedural Parts Tweakscale Infernal Robotics IR Rework KW Rocketry Mechjeb Quantum Struts Continued Download: https://drive.google.com/file/d/0B8xWfykJ5pY_Qjdzay14RzZLa2s/view?usp=sharing
  19. Angorek, I loved this craft so much I decided to reproduce it in my own way (but still using many of your ideas) I don't mean to steal your thunder but on the contrary you inspired me to try and reproduce what you had done. I was curious what is the ceiling of your white knight? I'm having issues with scaled down engines getting above 1,500 - 2,000M which in turn limits Spaceship One's ceiling. Also I was able to get the tilt wing working on mine if you would like the craft I'd be more than happy to share. (It's not finished but is very close) edit: Wow, I just had a realization.... It's got to be air starvation. I only have two intakes on it and it very quickly looses power as I climb. That must be my issue. I'll ad more intakes when I get home and see if that's my issue. Guess the ceiling of the real plane was 16k meters, with a ceiling of 112K meters for SS1, so that's what I'm aiming to replicate. Again, Really great work on your replica. the wing design on your SS1 lead me in a whole new direction I hadn't thought of before. Thanks for the great ideas.
  20. I was inspired by Angorek With his replica of Spaceship One. So I couldn't help myself and make one too ~http://i1077.photobucket.com/albums/w475/v8jester1/KSP%20Spaceship%20One/screenshot1_zpscjj87trs.png~original' alt='screenshot1_zpscjj87trs.png~original'>
  21. Tweakscale can be your friend Add this line to the cfg file for the part you want rescaled. Works great with the ABL and Vulcan for me. MODULE { name = TweakScale type = free }
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