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Everything posted by V8jester
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Right here http://forum.kerbalspaceprogram.com/threads/54925-1-0-2-ALCOR-Advanced-Landing-Capsule-for-Orbital-Rendezvous-by-ASET-%2805-05-2015%29?p=1975136#post1975136
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
V8jester replied to rbray89's topic in KSP1 Mod Releases
Are you running integrated graphics? Sorry if I asked this already been answering a lot of AVP and EVE questions lately. Since this discussion is starting to sway more toward AVP lets take this discussion over there so we can stay on point. http://forum.kerbalspaceprogram.com/threads/102145-0-25-Astronomer-s-Visual-Pack-Interstellar-V2 -
Advanced Aircraft, Building Techniques And Help
V8jester replied to V8jester's topic in KSP Fan Works
Did you see my post on the last page with a fix to remove the x64 check? It will remove that block and allow you to use those mods. Like I said I have not used it as all my mods work on 64bit already.- 214 replies
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Advanced Aircraft, Building Techniques And Help
V8jester replied to V8jester's topic in KSP Fan Works
Well, I installed EVE and AVP together. I only needed to convert the three textures under clouds/particles to dds. And it ran jus fine. Try that and if you still have issues. Try removing those three to see if it even runs without those three and let me know.- 214 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
V8jester replied to bac9's topic in KSP1 Mod Releases
By saying please. There is a link in several of the devs signature line. https://bitbucket.org/blowfishpro/b9-aerospace- 4,460 replies
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
V8jester replied to rbray89's topic in KSP1 Mod Releases
Will it run if you remove that one image? And you are converting the auroras from AVP correct? If you can't get it to convert I'll see if I can do it again later today. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
V8jester replied to rbray89's topic in KSP1 Mod Releases
Do you run any kind of memory monitor? How much ram are you using before adding EVE? I didn't say you can't do it. I just said lots of mods plus EVE = Hard time. Don't misunderstand me. 32bit will run eve and AVP all day long. But not with tons of mods. To keep the chatter on the graphics and non relevant stuff down on the EVE thread lets take this discussion over to my thread linked in my signature. Too much cross talk here. -
Advanced Aircraft, Building Techniques And Help
V8jester replied to V8jester's topic in KSP Fan Works
All the mods in my mod list run just fine in 64 bit mode. I believe Far won't run, but I don't use it. And as far as stability. I can play for hours with no crashes. What causes a crash in 64 bit and 32 bit for that matter is excessively high part counts like 250+ parts. And bouncing in and out of the VAB. Honestly it is extremely stable. Try it out and see. Just creat a back up of your existing game and go through the steps to create a 64bit install. I wasn't disappointed and I'm sure you won't be. Just keep a 32bit install around for mod issue reporting, so you can try things there before reporting an issue. A lot of modders are very anti 64bit so don't be surprised when they don't respond well to issues with 64bit installs. And if you really want to annoy those 64 bit hatters http://forum.kerbalspaceprogram.com/threads/113069-KSP-x64-Total-Unfixer- 214 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
V8jester replied to bac9's topic in KSP1 Mod Releases
If you can avoid using force oengl that's a good thing. It's really only needed when your graphics card is substantially more powerful than the CPU and you need to offset some of the work load to even run the game. But when you have a substantial GPU CPU combo. You are usually better off avoiding it. Also running in 64bit boarder less Windowed mode with a larger page file helps too. I have more on all that in my thread linked bellow I don't want to clutter the B9 thread with video stuff.- 4,460 replies
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
V8jester replied to rbray89's topic in KSP1 Mod Releases
-opengl and -popupwindow go in the same place. Your shortcut target field. Right click the game shortcut. Click "Properties" And under "target" at the end it should read (KSP.exe -popupwindow -forceopengl) Be sure there is a space between ksp.exe and -forceopengl opengl offsets the work load to your graphics card (you need a graphics card for this to really be any good pop up window Runs the game in boarder less windowed mode so you can fast switch (Alt + Tab) more seamlessly (you must run the game at your screens native resolution or it wont fit the screen) You can convert to win x64 like I did 50+ mods EVE Astronomers Scatterer and still hitting 120fps http://forum.kerbalspaceprogram.com/threads/117224-Windows-64-bit-community-workaround -
[0.25] Astronomer's Visual Pack - Interstellar V2
V8jester replied to Astronomer's topic in KSP1 Mod Releases
No problem bro, just here to help. Also depending on how far you want to take that, here is the updated lightning cfg file with adjusted speeds for all the planets. When 1.0.2 came out it jacked with the speed of the flashes. 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 } } } } Also if you want to show some love for AVP in youtube videos and what not, the steps are the same for the main menu logo from interstellar v1. Just open "sharedassets2.assets" and fallow the same steps. Only this time the asset file is the same so skip renaming the folder. -
[0.25] Astronomer's Visual Pack - Interstellar V2
V8jester replied to Astronomer's topic in KSP1 Mod Releases
The asset file structure has changed from .25 to 1.0.2 First open "sharedassets10.assets" from the astronomers visual "jj abrams" Lens flare. Right click "sun_flare.tex" and click "extract" this is the file you will need. Rename Folder created by unity asset explorer from "sharedassets10" to "sharedassets9" Now back up and open "sharedassets9.assets" from your ksp_data Directory. Right click "Sun_flare.tex" and click 'Import" Save the changes and boom the asset9 file in your ksp_data folder has been modified with the new lens flare. -
[0.25] Astronomer's Visual Pack - Interstellar V2
V8jester replied to Astronomer's topic in KSP1 Mod Releases
X64 allows a much higher memory ceiling. I regularly run stable at 7gb phisical and another 7gb virtual. I increased my page file size from 8gb to now 32gb so the virtual memory portion has a lot more wiggle room. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
V8jester replied to rbray89's topic in KSP1 Mod Releases
When converting are you unchecking flag as normal? I'm one of those guys that doesn't really know how to read a log files so I'm not too helpful there. But, 32bit with mods will have a really hard time running EVE let alone EVE with texture packs like AVP or Renaissance, best suggestion I can give is convert to 64 bit. There is a hack for Windows listed under my mod list in the thread linked in my signature. Currently I managed to get EVE and AVP running with no dds conversion. I only converted them to decrease losing time. Also adjusting your page file size helps a bit. Just google page file increase. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
V8jester replied to rbray89's topic in KSP1 Mod Releases
Yes, it does work as is. And when you use EVE in conjunction with other mods like AVP or Renaissance. It takes a little bit of tweaking some times. If you have the ram to spare and are running in x64 it loads right up. -
8K Planet textures. Just update the names of the planets per the scheme listed on the first page, and place them in the Texture Replacer "default" folder http://forum.kerbalspaceprogram.com/threads/44135-0-22-Universe-Replacer-v4-0/page67
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Are you using the free scale module? It has worked before when I tried this. The big problem is when you revert to launch or save reload. The root part wants to scale back to it's default scale.
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[0.25] Astronomer's Visual Pack - Interstellar V2
V8jester replied to Astronomer's topic in KSP1 Mod Releases
I think it still sounds like a memory thing. The images with EVE are a bit less strenuous than those found in mods like AVP or KSPRC The tricks there are directx11, OpenGL, .dds textures or the x64 hack. The cloud cfg's in Astronomers Visual Pack Interstellar v2 are still the best looking one's I've found. Plus AVP plays really nice with other mods -
Do you mean the lens flare or the moon? Edit: Also I do apologize if anyone else has mentioned this but. I had an Idea. Is it possible to have a settings menu for in atmosphere viewing, and a completely separate settings menu for outer atmosphere viewing? Then an automatic transmission between the two during ascent? It's a simple suggestion that I'm sure has monumental coding mountains to overcome. But the idea would be to tailor what it looks like when you are flying through a planet verses passing over one. I have not been able to find a happy medium between the two. Scatterer makes in atmosphere look breathtaking. But as soon as I enter orbit. It looks like a ball of blue soup. I am sure some of this is my own ignorance in not being able to find a happy medium in the settings menu. I will keep playing with it. And please don't take anything I just said as negative. Scatterer is freaking amazing! And KSP will never be the same again.
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
V8jester replied to Yogui87's topic in KSP1 Mod Releases
Ok, Here are the cfg files to make the DSL Pandora work in 1.0.2 This is by no means "perfect" but its enough to make it work - you still need the original download plus these cfg file tweaks Changes are: All nodes set to proper top and bottom designations Skycrane is no longer an IR component as well as bottom node has been moved You now need two "middle cable" sections placed upside down between skycrane and rover Aero fixes as capsule tried to fly and not fall Better Engine balance (quick run though not perfect) Parachute Aero fix (again a quick run though not perfect) Part category locations have changed https://drive.google.com/file/d/0B8xWfykJ5pY_YzFVUHhldC1yam8/view?usp=sharing -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
V8jester replied to Yogui87's topic in KSP1 Mod Releases
Not sure as I have never used them. (not home yet so I will post those cfg's in a couple of hours)