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V8jester

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Everything posted by V8jester

  1. Hmmmm, another thing I did was increase the size of my page file in windows. To allot more space for my virtual memory. Usually your page file is set to around 8gb and I hover around 7gb just for KSP. So honestly I am starting to think the virtual memory is just as much an issue for everyone as the physical memory. Google page file size increase. It 'a pretty easy. I set mine to 32 GB and I run 32GB of pc 1866 ram. Do you have a memory usage monitor installed, so you can see just how much you are using? My mod list is up on my thread linked below, so it can handle a ton of mods in this configuration.
  2. I am not aware of one. and for those of you looking to make this pack work. It does work for for me 1.0.2 win 7 x64 so I do have more memory to play with. But I did have it running on a 32 bit install with OpenGL initially. So all I did was convert the textures in clouds/particles to dds. Also I believe I converted the aurora textures to dds and that's it. I left everything else alone. The other thing is this only works with EVE not EVE Overhaul. The extras folder isn't all usable. Lightning doesn't work but the aurora dust and snow all work (non of which I converted) I have not seen astronomer in a while so I am willing to share my working, modified zip file with updated lens flares and main menus logo. But I don't want to step on anyone's toes or cause any issues.
  3. You can also do the same thing by hacking a windows install with files from unity 4.6.4 making your 32 bit install run in 64bit mode I'm sitting around 7gb physical and another 7 virtual memory. Running EVE, AVP and scatterer (untill proot is done anyway) really looking forward to using Renaissance!
  4. Hey for the MFD's. Try talking to Alexstus about using the code from the ALCOR capsule. It's super clean code and, he has been working with Mihara to add in a few new features in RPM.
  5. I'm so happy to see you posting things like this again. RBI was outstanding, and this looks like an awesome fallow up. Keep up the good work.
  6. You can always just download the WIP update. The engines aren't finished yet but the structural and aero pieces are working now. https://bitbucket.org/blowfishpro/b9-aerospace
  7. Finished updating my old Osprey to 1.0.2 as well as it now uses the new cockpit
  8. Awsome man, thank you. I have a lot to learn about blender and unity. And I've seen these kind of renders before and have been wanting one. I appreciate the help.
  9. Hey I had a question. Will the waves in the water you are working on, affect a floating craft? Or will the craft settle into a static position same as it does in vanilla?
  10. Don't bother applauding just throw money at this man! Blackrack every time I come back to your thread I'm amazed. What SEUS did for Minecraft you are doing for KSP. I can't wait to see the next release.
  11. Hey that looks really good, any chance of a screenshot of your Scattterer settings?
  12. This looks cool! Where are you at as far as mod craft files for render? My thread is linked below with a link to my Osprey craft file, any chance I could get you to have a look?
  13. Wow, little harsh don't ya think? We are all here to spitball ideas for a game we all love. Shooting each other down really isn't helpful. Besides if reaction wheel count is proof of undeserved success. Then my 240+ part Osprey with 8 reaction wheels should be scrapped?
  14. Interested in some feedback here. I have yet to do a tutorial video as I do not own a headset and I'm trying not to act like a know it all (Anti Facebook mentality, what can I say) But if there is enough interest in what I have posted, I'm willing to try and sort that out to help those that are interested. My question to you guys is. If I where to start doing tutorials. What specifically are you interested in learning? Infernal Robotics gun turrets, aircraft, shuttles, part clipping (something I can't even think of right now)? And specifics help me to better tailor a video that pertains to what it is people struggle with and need a hand with. Not trying to say I know everything here, just offering help to those interested. Feel free to post here or on my Youtube page
  15. So, I found an interesting dilemma. I was making a new Youtube video and realized if you F2 the UI away. 1 the reticle for guns (20mm Vulcan and spanners fixed 50cal specifically) goes away. And 2 I couldn't fire a gun until I brought back the UI. Anyone else experience this or find a work around? No biggie just a very minor inconvenience. Also I just realized I tried this while looking though a hullcam vds science cam. I will retry without the cam tonight and see if that makes a difference.
  16. Thank you! Now I finally have a reason to use the stock fairings. I wouldn't touch them for this very reason.
  17. Game crashing is all about game setup and craft size. I can play for hours with over 20 mods eve and AVP. Memory footprint is over 8GB (64x win 7 conversion) but as soon as I start messing with my 250+ part ships. KSP starts drooling all over itself. I wouldn't jump to concluding that any one mod causes the game to crash.
  18. The speed and acceleration are hard set in the VAB. The coding to make stuff move is different between the VAB and in flight. The best thing to do is fiddle with the speed and acceleration in flight. Remember your settings and setup your parts in the VAB to reflect your findings.
  19. Perhaps what you mean is invert a given part so everything in your action group moves forward or backward to a given preset? This is how I made an arm that would park directly above an attachment. every part would revers to a set position and stop at presets along the way and the whole arm would end up exactly where it needs to be. - - - Updated - - - Oh the other icon is the sequencer. It comes with IR now right?
  20. Open the cfg file for said part. At the bottom of the file you will find a module labeled "Input visualizer" Either delete the module, or like I did add "//" in front of all "{}" // input visualizer for video demos. Disable for Release MODULE { //name = FSinputVisualizer }
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