Jump to content

Galileo

Members
  • Posts

    7,298
  • Joined

Everything posted by Galileo

  1. That's not an eve issue. This is an issue with RSSVE or half size RSS. I would go ask there. It looks like the result of a bad Light node in the kopernicus cfgs
  2. Have a screenshot? This mod only adds clouds, it doesn't illuminate anything.
  3. Nope. Just stock, but I have been considering doing thia for OPM. Perhaps in a future release
  4. Caves and caverns aren't possible, unless you could the one on Tylo, but everything else is. Just takes the right pqs mods in kopernicus to get you what you want
  5. Doh! I must have misread that! Ok I guess I have some work ahead of me now!
  6. This is good stuff! I can't wait to add some other KSC's around my planets! Oh yeah, have you given much thought to adding the capabilitY of taggin something as an anomaly?
  7. There is bit of a difference, usually DDS is smaller but not always (depends on the format, image, if you've chosen the best compression format for the image, etc). The big benefit of using DDS is the DXT Compression, which the GPU can work with directly. That means you don't have to decode the color information before you send it to the gpu, and the hardware has to fetch less data, since its using the compressed data (a performance win). Other benefits, compared to using PNG (or similar image formats), I would say is the fact that you can store mipmap level data or store all the faces of a cubemap in a single DDS file. Although, it depends on your needs. Here's a nice little article on DXT texture compression via Shawn hargreaves. Note the last bit of information in that link, not everything looks great with DXT compression...but usually they do. All of this is pretty important in regards to KSP, as KSP depends heavily on the CPU and ram. So, why not get better performance with dds textures by utilizing the power of your graphics card? Hope that helps explain it a little.
  8. There are over 80 different bodies in this mod so that seems right. There are a lot of textures in this pack.. like, a lot. And not all are dds. If the texture is PNG it caches itself on the ram.
  9. In SVT it's on by default. The fps depends on your rig. Only one way to find out!
  10. RSS does and it's a dependency. I assume the mm cfg in there is what is causing an issue. I could probably write another mm cfg and reset the scan height for stock sizes. I think that is possible
  11. KAC is probably confused now and more than likely cant work wit kopernicus time
  12. Switch your clock to kerbal time in the setting on the main menu
  13. No, not by editing a save. You can use kopernicus to relocate the KSC. Here is the information you need to know https://github.com/NathanKell/RealSolarSystem/wiki/PQSCity-and-PQSMod_MapDecalTangent
  14. It's a Unity bug. Happens in stock too. It's made worse when using hyper edit. If you use that, I recommend removing it
  15. What contract packs are you using? You are getting a lot of errors from contract configurator. Only a few contract packs work with GPP. Most will not work. Also., with the amount of mods you have installed, it could be any number of things not playing nice together. Remove all of your mods except for GPP and its dependencies and see if the issue continues. From what I can tell the issue is not with GPP but another one of your many mods
  16. Can't help without full logs. Need more than just a single line from the log
  17. I have no idea how it's set up. I wasn't apart of the development to make GPP compatible
  18. Depends on what mods you have? How can we know if you don't post a mod list? easiest way for you to find out is to remove ALL of your mods and run the stock game. If the issue goes away, it's obviously a mod
  19. Oh I don't care about more downloads. By all means, if you want to include it, go ahead. I was just trying to think like a user. I personally hate big downloads, that's why I have obsessed over fixing the dds and OpenGL problem, which I finally fixed. Now I sleep better at night
×
×
  • Create New...