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Everything posted by V8jester
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
A trick with any IR part and docking ports is time delay. As well the direction of IR parts in relation to said docking port. For instance inchworming an arm could lead to upside down parts. But that aside allow a 2-3 second delay from undocking one connection and docking another. Here is a demo video of what I mean. http://youtu.be/0ZaTFBVZwyU -
I posted this on another thread but I believe the process should be the same. To get the lens flares working in 1.0.2 you will need to extract the sun_flare.tex files there old asset file and place it in the new 1.0.2 asset file in the KSP_Data folder using Unity asset explorer. Back up your 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 mod asset file. 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 Unity asset explorer .exe) Now back up and open "sharedassets9.assets" from your ksp_data Directory. 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.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
V8jester replied to rbray89's topic in KSP1 Mod Releases
Well, I appologize for my crass post. Must have been having a bad day or something. I don't even remember saying that. So, in answer to the post that was in respons to. Yes EVE 7-4 is compatible with KSP 1.0.2 32 bit. I needed to convert the three textures under boulderco/clouds/particles to .dds and it loaded just fine. A limitation a lot of players are running into is that on board graphics aren't keeping up. Or thy are running too many mods for eve to load as well. It does take a fair amount of memory to run these visual mods. I posted more recently instructions to get EVE AVP and x64 all working with over 50 mods. I don't intend to come accross as a know it all and to smash those that ask a repeat question. So again Sorry about that last post. repeat of my instructions: My EVE AVP Secrets 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 -forceopengl. 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. 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 Help 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. v1.0.2 x64 is far more stable than .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 Help I've been getting a ton of questions about how to get EVE running. Plain and simple. 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 to run 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. First try installing some kind of memory monitor to see just how much 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 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 Help 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 1.0.2 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 1.0.2 asset files in the KSP_Data folder using Unity asset explorer. Back up your 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) Now back up and open "sharedassets9.assets" from your ksp_data Directory. 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 I believe the file is "main_logo_red.tex" - Will revise with proper name later The lightning does not work in 1.0.2 without cfg editing. Here is an updated 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 } } } } -
[Showcase] Showoff Your Rep-Worthy Crafts
V8jester replied to Redrobin's topic in KSP1 The Spacecraft Exchange
No pictures of my revised osprey but.... -
Looks really nice. Are these photoshoped? or is this a combination of mods in game?
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
V8jester replied to bac9's topic in KSP1 Mod Development
I couldn't help myself All P-Wing airframe I built around a cockpit in .90 before the update. Next up rebuilding it again..... Still totally worth it! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
V8jester replied to rbray89's topic in KSP1 Mod Releases
Yes I'm using 7-4. I had issues getting the WIP plugin working correctly the last time I futzed with it. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
V8jester replied to rbray89's topic in KSP1 Mod Releases
I'm not sure on that one. -
[WIP] Bavarian Aerospace: Tubes! (update9|20|14)
V8jester replied to onkelsiebdruck's topic in KSP1 Mod Development
Cool I'm not the only one interested in this one So when 1.0.2 came along it now has a more strict node system like 0.0 is up -0.0 is down and so on so to fix nodes you need to open the cfg file I suggest notepad++ https://notepad-plus-plus.org/download/v6.7.8.2.html Example: node_stack_top = 0.0, 4, 0.0, 0.0, 1.0, 0.0, 1 Notice there is no (-) in any of the last 3 segments node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1 Change to = node_stack_bottom = 0.0, 0.0, 0.0, -0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 The numbers are broken down into two sets and a node size. The first 3 sets of numbers determine node location. While the second set of numbers determine node orientation. and the last number determines node size So add a (-) for down and remove it for up. Edit: This is only for the node fixes. Engines will be very over powered as well parachutes aerodynamics will be wonky and pod aero may also me a little messed. I have been looking for an excuse to mess with the cfg's for this mod as I miss it too. I will take a look later today / this weekend. If I get it working I will post a new cfg files here for the masses. Edit: I messed with the tubes and that will be a nightmare. Honestly for now to build something in the SPH just press (alt+f12) and check non strict part attachment. This will be a beast to get working properly as well as with KIS...yeah Try These for the Bubble You must enable / disable rcs from GUI - (Have not checked reentry heat) Bubble CFG PART { // --- general parameters --- name = ba-ebub module = CommandPod author = Onkelsiebdruck MODEL {model = Bavaria/Parts/bubble/BA-ebub} scale = 1 rescaleFactor = 1 INTERNAL { name = BA-ebubiva} // --- node definitions --- node_stack_side = 0,0.10514,-0.49625,0,0,1,0 // chutenode node_stack_bottom = 0, -0.6, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0, 0.5, 0.0, 0.0, 1.0, 0.0, 0 //Node{ name = top transformName = dockingNode} // --- editor parameters --- TechRequired = advExploration entryCost =800 cost = 800 category = Pods subcategory = 0 title = emergency Bubble 0.9 manufacturer = Bavarian Aerospace description = A lightweight emergency Pod with integrated docking port. // --- attach parameters --- // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,1, // --- standard part parameters --- mass =0.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 40 breakingForce = 200 breakingTorque = 200 maxTemp = 3200 fuelCrossFeed = True // Schwerpunktverlagerung CoMOffset = 0,-0.15,0.03 // Bubbleholder MODULE { name = ModuleJettison jettisonName = stuetze bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 0 0 1 } // Dockingport MODULE { name = ModuleDockingNode //referenceAttachNode = dockingNode referenceAttachNode = top nodeType = size1 } // --- pod/rcs parameters --- CrewCapacity = 1 MODULE { name = ModuleCommand minimumCrew = 1 RESOURCE { name = ElectricCharge rate = 0.015 } } RESOURCE { name = ElectricCharge amount = 74 maxAmount = 74 } MODULE { name = ModuleReactionWheel PitchTorque = 3 YawTorque = 3 RollTorque = 3 RESOURCE { name = ElectricCharge rate = 0.15 } } // MODULE { name = ModuleSAS} MODULE { name = ModuleRCS thrusterTransformName = RCSthruster thrusterPower = .2 resourceName = MonoPropellant atmosphereCurve { key = 0 260 key = 1 100 } } RESOURCE { name = MonoPropellant amount = 40 maxAmount = 40 } //fx_exhaustFlame_blue_small = 0.0, -0.03, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue 0.0, 0.0, 0.0, 0.0, 1.0, 0.0,running fx_exhaustFlame_white_tiny = 0.0, 0.035, 0.0, 0.0, 1.0, 0.0, running // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_mini = running sound_vent_soft = disengage sound_explosion_low = flameout vesselType = Lander MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust =18 heatProduction = 20 fxOffset = 0, 0, 0.019 PROPELLANT { name = MonoPropellant ratio = 0.9 DrawGauge = True } atmosphereCurve { key = 0 290 key = 1 110 key = 7 0.001 } } MODULE { name = MechJebCore // only smart ass for retrogade burst and landingpart active //blacklist = MechJebModuleTranslatron MechJebModuleAscentAutopilot MechJebModuleAscentGuidance MechJebModuleAscentPathEditor MechJebModuleDockingAutopilot MechJebModuleDockingGuidance MechJebModuleRendezvousAutopilot MechJebModuleRendezvousAutopilotWindow MechJebModuleRendezvousGuidance MechJebModuleRoverController MechJebModuleRoverWindow MechJebModuleNodeExecutor MechJebModuleSpaceplaneAutopilot MechJebModuleSpaceplaneGuidance MechJebModuleAttitudeAdjustment MechJebModuleNodeEditor MechJebModuleThrustWindow MechJebModuleWarpHelper // blacklist deactivated } // special effects // RCS Animation MODULE { name = ModuleAnimateGeneric //animationName = RCSmove animationName = RCSmove startEventGUIName = "deploy RCS" endEventGUIName = "retract RCS" toggleActionName = toggle RCSmove } // takes only effect with deadly reentry or a big bad engine pointing on it MODULE { name = ModuleAnimateHeat ThermalAnim = grisu } MODULE { name = RasterPropMonitorComputer } MODULE { name = JSITransparentPod transparentTransforms = Scheiben } MODULE { name = ModuleHeatShield direction = 0, -1, 0 // bottom of pod reflective = 0.60 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 0 0 // start ablating at 650 degrees C key = 1000 32 0 0 // peak ablation at 1000 degrees C key = 3000 40 0 0 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 0 0 // begin ablating at 300 degrees C key = 500 480 0 0 // maximum dissipation at 500 degrees C // was 64/80/360 } } RESOURCE { name = AblativeShielding amount = 60 maxAmount = 60 } EFFECTS { pumpen { AUDIO { channel = Ship clip = Bavaria/Sounds/aufpump2 volume = 0.0 0.0 volume = 1.0 0.8 pitch = 0.0 0.7 pitch = 1.0 1.0 loop = false } } abpumpen { AUDIO { channel = Ship clip = Bavaria/Sounds/abpump volume = 0.0 0.0 volume = 1.0 0.8 pitch = 0.0 0.7 pitch = 1.0 1.0 loop = false } } MODULE { name = ModuleTestSubject environments = 15 useStaging = True useEvent = True } } MODULE { name = FSanimateGeneric animationName = pump startEventGUIName = "inflate collar" endEventGUIName = "deflate collar" toggleActionName = Toggle collar availableInEVA = false playAnimationOnEditorSpawn = false moduleID = 1 startDeployEffect = pumpen startRetractEffect = abpumpen } MODULE { name = FSbuoyancy buoyancyForce = 23.0 // the force applied to lift the part, scaled by depth according to buoyancyRange buoyancyRange = 0.4 // the max depth at which the buoyancy will be scaled up. at this depth, the force applied is equal to buyoancyForce. At 0 depth, the force is 0 // .15 buoyancyVerticalOffset = 0.25 // how high the part rides on the water in meters. Not a position offset inside the part. This will be applied in the global axis regardless of part rotation. Think iceberg/styrofoam. // for subs you could play with that value to make it think you are at sea level buoyancywisse at an entirely different depth. You could even change this value at run time to create the whole up/down code (Using your own code I mean) maxVerticalSpeed = 0.2 // the max speed vertical speed at which there will be a liftng force applied. Reduces bobbing. dragInWater = 1.5 // when in water, apply drag to slow the craft down. Stock drag is 3. debugMode = True // enables buoyancy control context menus waterImpactTolerance = 125 // For sea planes, any part in the water during take off should have a resistance high enough to withstand take off speeds. forcePointName = liftpointer1// you can set an alternate transform name to set up multi point float. Optional //forcePointName = liftpointer2 //forcePointName = liftpointer3 //forcePointName = liftpointer4 splashFXEnabled = True // on by default, creates splashes even deep under water currently... } // ende } Bubblechute cfg PART { // Kerbal Space Program - Part Config // Generated By KSP_Config Create (Script) // --- general parameters --- name = bubblechute module = Part author = Onkelsiebdruck // --- asset parameters --- MODEL {model = Bavaria/Parts/bubble/bubblechute} scale = 1 rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, Node Size node_stack_bottom = 0, 0.0, 0.0, 0.0, 1.0, 0.0, 0 // --- editor parameters --- TechRequired = advExploration entryCost =800 cost = 800 category = Utility subcategory = 0 title = bubblechute manufacturer = Bavarian Aerospace description = A Docking Port with a Door. If you place it on Parts with no free Space behind the door....don´t use the door! // --- attach parameters --- // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,1, // --- standard part parameters --- mass =0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 3 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 3200 fuelCrossFeed = True bodyLiftMultiplier = 0 MODULE { name = ModuleParachute invertCanopy = true autoCutSpeed = 0.5 capName = schirm canopyName = chutes semiDeployedAnimation = fall1 fullyDeployedAnimation = fall2 stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 500 minAirPressureToOpen = 0.01 deployAltitude = 555 deploymentSpeed = 0.5 semiDeploymentSpeed = 1 } MODULE { name = ModuleTestSubject environments = 4 useStaging = True useEvent = False } MODULE { name = ModuleDragModifier dragCubeName = SEMIDEPLOYED dragModifier = 0.33 } MODULE { name = ModuleDragModifier dragCubeName = DEPLOYED dragModifier = 4 } } -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
V8jester replied to rbray89's topic in KSP1 Mod Releases
Did you happen to see the video I posted a couple pages back? I run Scatterer along side AVP and EVE just fine. And all the tweaks are in the help files 2 posts up. Are you wanting to just trim down AVP and EVE so there are no auroras, no lightning and so on? I would say just delete the cfg files / textures for the things you don't want like dust storms and what not from "boulderco" Also only install the portions of the mod you want like don't install Better Atmosphere as Scatter does the same thing but better. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
V8jester replied to bac9's topic in KSP1 Mod Releases
I appologize I am away from my gaming box so I can't see for myself. But is this a fresh install of the latest dev version? Looks like a line in the cfg for the node definition for that part is all wonky. I assume someone will beat me to it, but I will check the cfg for that part when I get home.- 4,460 replies
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
This has something to do with active texture management. The textures are black because of an issue with ATM and texture sharing. Glad you got it sorted. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
Ah ha! Fresh meat! Those are Zodiousinfuser's rework parts. There are some issues with it and Active texture management. They can help you with that on the thread. http://forum.kerbalspaceprogram.com/threads/65365-WIP-MSI-s-Infernal-Robotics-Model-Rework-%2828-04-2015%29-On-Hiatus -
Hey that's really cool! And its amazing how much we take the offset tool for granted now.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
V8jester replied to rbray89's topic in KSP1 Mod Releases
Thanks Joe, I figured I'd save as many as I could the headache it took to figure all that out. I have never used RSS so I am not sure on this one. But as a starting point. Do the names of the planets change when using RSS? If so my thought is you will need to change the names / dimensions of the overlay for the clouds to work. So it would be a lot of copy and pasting names and dimensions. Like if jool was renamed to Saturn. Jool is still the reference planet in the cloud cfg, but since jool is now abscent...... This is only a guess. Edit: Also it doesn't look like you asked this on the RSS thread. Ask there too and double your efforts http://forum.kerbalspaceprogram.com/threads/55145-1-0-x-Real-Solar-System-v10-0-1-Jun-16 -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
V8jester replied to rbray89's topic in KSP1 Mod Releases
My EVE AVP Secrets 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 -forceopengl. 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. 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 Help 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. v1.0.2 x64 is far more stable than .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 Help I've been getting a ton of questions about how to get EVE running. Plain and simple. 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 to run 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. First try installing some kind of memory monitor to see just how much 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 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 Help 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 1.0.2 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 1.0.2 asset files in the KSP_Data folder using Unity asset explorer. Back up your 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) Now back up and open "sharedassets9.assets" from your ksp_data Directory. 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 I believe the file is "main_logo_red.tex" - Will revise with proper name later The lightning does not work in 1.0.2 without cfg editing. Here is an updated 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 } } } } -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
V8jester replied to rbray89's topic in KSP1 Mod Releases
EVE 7-4 I have setup instructions for eve apv and x64. If you still need some help feel free to message me. -
Visual Test Mods used: Scatterer Astronomers visuals pack v2 and v1 AVP Lighting - Custom cfg AVP Lens flare - Custom Asset File 8k Planet Textures - Modified to work with TR Rareden's Real 8k Skybox Texture Replacer All mods are linked in my thread bellow if you are curious
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ha! a Twheel! Cool http://external.ak.fbcdn.net/safe_image.php?d=AQCAwPnN-NwbB1Bl&url=http%3A%2F%2Fplatform.ak.fbcdn.net%2Fwww%2Fapp_full_proxy.php%3Fapp%3D115463795461%26v%3D1%26size%3Dp%26cksum%3D16f412f8627af7f9dc23f832b0aa5b0f%26src%3Dhttp%253A%252F%252Fi1.ytimg.com%252Fvi%252F4jYcX_D09ig%252Fhqdefault.jpg
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
V8jester replied to rbray89's topic in KSP1 Mod Releases
This works now. Just try converting the three textures under clouds/particles to .dds. Just that one change and it worked just fine. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
V8jester replied to rbray89's topic in KSP1 Mod Releases
if you want to run all those mods and visual mods, and if you're on Windows. It can be done. I run over 50 mods eve scatterer and AVP. Honestly I sound like a broken record here but.... 64 bit is your friend. There is a mod that will remove the 64bit check and allow you to run those mods that will deactivate in 64 bit. It's called ksp unfixer. I have all the info for game setup and 64bit setup in my thread linked bellow. If you still have questions just holler.