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Speadge

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Everything posted by Speadge

  1. has been done & tested before - but never released... edit: Found: it was @BahamutoD: https://www.youtube.com/watch?v=jrUpbGvXrnQ - well its even on your wishlist already no chance to get what bahamuto has done yet and complete it?
  2. @Valerian FeatureIdea: would it be possible to check the actual framerate of the game and dynamically activate / deactivate PS?Im not sure if your maths are done in a seperated thread, but if not, it would be nice if i can use my ressources for the basic game first, and the spare ressources for your mod; as long as there is enough delta.
  3. hey @Avera9eJoe, i recently played around with some plane parts and found there is a big difference between the stocks, that are completely reflective on their surface (not just the windows) and other parts i have from some mods. So i wondered. might it be possible to make this up to kinda framework that it gets easy to use for every modder to include it / make default in their part packs? would appreciate that very much as i love those glossy parts. Beside that - any idea why the lights in my MK2 CrewCabin are not working? could it be because of the mod? just asking, havent spend time to investigate yet.
  4. well, you mentioned that the code "has been rewritten and cleaned up" mostly showing that you found some old mistakes and the handling might just be easier now. additionally u mentiones _more_ performance tweaks in your planned features - so i assumed that you did already some - which might fit to my first point Yeah - i read & think (mostly too) much about the picture: wouldnt it been enough to take just one picture per second? i know that the surface might change much faster - but to make changes for milliseconds is a detail I (personally) would cut first for performance...
  5. @Valerian Hi, regarding your expected feedback about the performance it would be nice to know what u expect it to be - should there be a boost compared to the old version? Your devnotes sound as if...
  6. dont think thats about the device size but their age. almost every new device has 64bit already - even your phones. its just for those devices that are still in use since years - and the IoT-version, IIRC
  7. well, thats just you. its 12:13 over here in europe So you should ask yourself if KSP might be bad for your health, after all
  8. half a year a member and spending 20% of your posting for sharing your desperation with us Respect, Sir!
  9. Known error and "soon to be fixed" (IIRC in the current dev already)
  10. hey @rbray89, about the "red line": i had the same problems before when i tried your last dev-version. actually it also happened from time to time with the "default" config. on some game starts it was fine, but mostly the first one after a change lead to the red line for the MainTex-path. I "worked around" it by testing each setting / cfg change with two instead of a single gamelaunch... anything caching there? (i deleted the MM-cache after each try). edit: just in case you want to rebuild it: i tried to get the SVE-config into the rebuilded config-form.... welll - failed miserably Guess I'll just wait for @Nhawks17 to do that. I guess he is kinda smarter for this
  11. "release"-notes: just for a better overview and no tab-spamming @Thomas P. do i understand your notes right, that it will allow i.e to move the particles of a planets dust-ring right when you fly through them?
  12. Hi, for me it was mostly KSP interstellar. I think there was something about the wasteHeat and those radiators. The more radiators (from KSPI, not the 1.04 stocks) i added (to radiate WASTEHEAT), the more stuttering it became. So, if you use them, just give it a try and save your craft without radiators and check again.
  13. almost. let me translate THAT into english: I would like all handcraft to have to see you. can you them soon, please? Guess what you wanted to say is => think we better keep it english in here
  14. 7-04 was the last version for KSP 1.0.4. But as i see it there should be no reason why the new version wont work for 1.0.4
  15. @rbray89 im just adjusting some settings and therefor taking the config in the package u linked as axample. but i found following: Kerbin: OBJECT { name = Kerbin-clouds1 body = Kerbin altitude = 4000 detailSpeed = 0,6,0 settings { _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _Color = 255,255,255,255 _MainTex { value = BoulderCo/Atmosphere/Textures/Clouds type = AlphaCubeMap alphaMask = ALPHAMAP_R } Laythe: OBJECT { name = Laythe-Clouds1 body = Laythe altitude = 6000 speed = 0,50,0 detailSpeed = 0,0,0 offset = 0,0,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _DetailScale = 100 _DistFade = 1 _DistFadeVert = 4E-05 _Color = 102,102,153,255 _DetailDist = 2E-06 } I remember reading your post that the MainTex should be like in the kerbin-section now. did you forget to adjust that for the other planets?
  16. anything available for testing? or do u just mean "its already in the next version coming next week"? one could understand it as "fix has been published already" - so sorry for asking
  17. same here. with 1.04 i had several crashes after about 2-3 hours and with very large crafts. after 1.0.5 it seems to be way more stable - even if crashing after reverting a 1200p craft 4/5 times. but - that would happen on 32 bit as well - perhaps even sooner. Only downside are some loading glitches when changing scenes and the right mouse button not working from time->time. but u get used to that
  18. SURPRISES :)))))))) I love them! well, all i can ask at the moment is a fix for the cloudlayer beeing 1/2 off of the planet - beside that i'm all happy and sure that your new config changes will lead to even more awesome configs in SVE, KSPRC & Co. Thanks for that!
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