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Everything posted by Galileo
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Consider it done. Thank you for your time and effort!! It’s much appreciated and I know of a few streamers that will be happy to hear the PBC is supported now. Edit: I think the spacedock link you posted to download your mod is not working, unfortunately.
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@BigFatStupidHead @Quickspin @Tyko The BG scatters are supported, but for some reason Squad changed the name of all of the models in 1.7.3 and made some other questionable changes, but it’s nothing we aren’t going to be able to fix. These changes broke the scan points unfortunately. We have some cool changes coming in the next update, but the release of that will be a little ways out.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Galileo replied to Thomas P.'s topic in KSP1 Mod Releases
Can you post your logs here? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Galileo replied to Thomas P.'s topic in KSP1 Mod Releases
What version of Kopernicus are you using? -
KSP should still be able to run at 60fps even with mods. Discuss.
Galileo replied to TimKerbin's topic in KSP1 Discussion
It’s the physics of the game, not the graphics that slow it down. Even the top processors will have trouble keeping up with the physics, mind you, on every single part in game. People that like to build massive vessels with hundreds of parts tend to have a problem with that and have made many threads like this one. Games like star citizen do not simulate physics like KSP does. Can’t compare apples and oranges.- 31 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Galileo replied to Thomas P.'s topic in KSP1 Mod Releases
Ok, man. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Galileo replied to Thomas P.'s topic in KSP1 Mod Releases
@Starwaster performance was indeed brought up in regards to this issue, and I just wanted to make sure people weren’t wasting their time looking for problems that have been explained a few different times. I know I have explained this a few times in the JNSQ and GPP threads. I don’t expect people to go diving back to look for those posts, I’m just making sure it’s posted here so that we aren’t beating a dead horse again. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Galileo replied to Thomas P.'s topic in KSP1 Mod Releases
Regardless of whether it shows the correct name or not in the menu, the settings cfg is loading the correct terrain setting that you chose. So the issue that is being reported here is small and doesn’t make a difference in game. KSP rewrites the settings cfg every single time the game is started from a cache somewhere so you won’t lose your preferred settings, but it does not read the custom settings after loading any time after that, but the choice you make for say JNSQ_X still persists. The names just aren’t displayed properly. This has nothing to do with the performance issues that ppl are having with Kopernicus. Advising people to delete the settings cfg or remove the terrain nodes isn’t going to help anything in that regard. you can create a new issue on github if you would like, but there are bigger fish to fry than making sure a name is displaying properly in the menu settings. -
@Avera9eJoe the issue with the moire bodies may be due to odd texture sizes. Texture need to be multiples of 4 for dds, and also need to be a 2:1 ratio (width:height). If that’s not the issue, there is a problem elsewhere that I’m unsure of (I don’t use KSPRC), but since no one has posted even a screenshot, I have no idea how anyone expects to troubleshoot this. It requires you to set it up. Since you depend on KSPRC, the set up will be a bit more complicated. You’ll need to delete nodes and add new ones via MM. This has actually been in Kopernicus and OPM for ages now. The code was just rewritten in Kopernicus to be more efficient and simple that forced planet modders to add a new cfg node to the bodies cfg. You won’t see major decrease in ram usage, or performance, if anything at all. It is just replacement for useOnDemand = True, which OPM has used for a long time. The greatest “god send” for ram limited people is launching in dx11 or OpenGL or any other launch option besides dx9. if you mean for EVE textures, unfortunately it does not use in demand loading and cannot unless the dev decides to add that.
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You’ll need to be on 1.7.3 or 1.7.1 for Kopernicus to work. There isn’t any other way to do it without Kopernicus. I’ve seen you post and ask about this on multiple different threads. Have you tried principles on 1.7.3? Why would it be broken considering 1.7.3 is such a minor update? You don’t have many options other than to roll back or update.
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Then I’m out of my realm. Maybe @JadeOfMaar has an answer?
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Have CRP installed?
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Delete the JNSQ_Skybox folder
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Looks like another issue with graphic settings. On JNSQ_High, it’s in the ground, right where it should be. Adjusting the terrain detail apparently raises, and lowers the terrain.
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The exe gets compressed more, that’s why it’s smaller. as for why make an installer, why not? Don’t care for it, don’t use it. if you still have stock, you have done something wrong.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Galileo replied to Thomas P.'s topic in KSP1 Mod Releases
They aren’t. Kopernicus is not updated for 1.7.2. If a streamer has a 1.7.2 version of Kopernicus, they either recompiled it themselves or was entrusted by a dev to test an unreleased version. -
I would bring it up with the mod author of the contract pack or with the contract configurator dev. Most devs forget to check compatibility with Kopernicus. The issue is probably due to the fact that we delete Kerbin and rebuild it and contract configurator doesn’t know what to do. @OhioBob we could go back to our original plan of just editing the original bodies instead of deleting them.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Galileo replied to Thomas P.'s topic in KSP1 Mod Releases
The flickering orbit lines are a stock problem. The game was not meant to expand past the distance of Eeloo, so when planet mods do that, you get jumpy orbit lines. ¯\_(ツ)_/¯ doesn’t break the game. -
Doubly so for me lol I made the planets soooooo, hiding them from myself is impossible. I ruin the game for myself by modding
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Is it configurable via MM again?
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Do you have the latest JNSQ? The monolith does not float in the latest versions.