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Galileo

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Everything posted by Galileo

  1. Not to be overly frank and blow off your idea, but I think the users imagination would work best for what you are trying to accomplish.
  2. I don’t think there is a mod that does that. There isn’t enough time in a kerbal day anyway. With the 4 hours you are throwing in there, a kerbal will work and relax for nearly a day and a half, then sleep the rest of the second day. So basically a kerbal sleeps every other day. 4 hours of work + 4 hours of relax/rec time + 4 hours of sleep = 12 hours 12 hours = 2 kerbal days.
  3. Actually, you didn’t. And for anyone wondering, SVE works in 1.4.3, but I am preparing a new version that fixes a few small issues.
  4. Because there are no real changes. Recompiles are not changes and same for removing avc compatibility. You get the exact features as the last release
  5. You cannot cannot compare KSP to the Witcher. The Witcher is not calculating physics of hundreds of parts, hogging your CPU, and is on what I assume is a custom engine. It’s apple and oranges. Let’s not derail the thread, though.
  6. You probably forgot to download SVE_Textures.
  7. I think you too are talking about 2 different things. You are talking about how far out, or the area the volume layers cover at once, he is talking about how far up before the volumetric clouds are no longer rendered. By default, as soon as you get 10km above a volume layer they just pop out of sight. It’s not a gradual thing. I assume he was just trying to avoid the popping in and out, unless he is confused about what the parameter does.
  8. The dev knows, and a fix is coming. Please read back at least a page before inundating the dev with the same bugs over and over. Thanks.
  9. Yeah, I believe so. It’s been a while since I paid attention to it, so I may be wrong
  10. The 43k clouds aren’t really 43k. They are 6 smaller cube map textures that make up a 43k image, that’s why anyone is able to run them. If it was a full 43k image (which unity can’t use, it can only use up to 16k images) nobody would be running it smoothly. And you should be able to change the VisibleRange value and get your volume clouds to render at 100km.
  11. I use MH and haven't had a single issue I can't figure out what is happening in his logs.
  12. Great release @Ger_space. everythingthing seems to be working flawlessly! I only have 1 itsy, bitsy issue, and I don't even care if it gets fixed. The warp to morning is SPOT on. Maybe too spot on lol. In GPP, without KK, the "warp to morning" warps you to 1h:49m, but with KK it warps you to 1h:20m, and you can barely see the sun coming up. Like I said, It's minor and I don't care if you fix it. If anything, the kerbals are just showing up a little earlier for work now!
  13. Scatterers ocean shaders are the hungriest in terms of performance. Disable them and ocean refractions. also, kopernicus currently is causing a big performance issues with mid to low range computers. A fix is being tested however. So if you have kopernicus, it may also be the culprit
  14. The error log doesn’t really help. We need the output log. also, please don’t post your whole log here, it causes issues for the forum. Upload to Dropbox and share the link here.
  15. The ability to move the ksc is some special code that allows it to be moved before the game starts. The other sites are added after kopernicus so it couldn’t touch them. That said, I got into Thomas’ ear and he made it happen can’t move them , but I can delete them which is fine. I’ll be removing the desert launch site. Woomerang is set up and ready to go
  16. Plan on updating SVE this weekend. It includes clouds for OPM now, but there is a small issue I need to fix, but yes, those are all supported
  17. Just to catch everybody up with our progress on the 1.4 update because I’m sure a lot of people are wondering but nobody is asking (we really appreciate everyone’s patience). We have had a perfect storm of real life time consumers pop up which have taken some of the team away from KSP, but only temporarily. In the free time we do have, we have been plugging away, slowly but surely. The update is right around the corner, we just need to iron out some wrinkles and figure out what the heck we are gonna do with the new launch sites Squad has provided. We can’t move them, we can’t delete them, and they happen to be in some really inconvenient places on Gael. It’s testing our patience for sure. So, it sounds like some new islands are necessary, only, I no longer have Gael’s PSD file to go back and edit that means starting over again. There is some cool stuff coming up in the update, but overall the majority of the changes are already in the last 1.3.1 update. Hope this shines some light on our progress. Hopefully 1.4.3 is stable enough to hang around for a while.
  18. It’s not Modular Flight Integrator. Without MFI, kopernicus will not run. It’s the equivalent of you saying “hey my car is making a weird noise. If I remove the engine, the noise goes away and it’s fixed.”, when in fact, you have turned your car Into a giant paper weight and it doesn’t run. The solar panels are broken because there is a cfg in the kopernicus folder that changes them, but it needs kopernicus to work correctly. The issue is that Kopernicus is trying to update something on every frame. The dev is aware and is working on a fix.
  19. Yeah, this exactly. It is so much easier for everything to be contained within BLO itself. That way any issues that arise are my problem and I can fix them.
  20. https://www.dropbox.com/s/hilss93rvcjakib/EVE_2D.cfg?dl=1 Just drop this in your GameData folder
  21. I am able to avoid this with my trees and plants I make in blender by using the correct shadow options. I don’t think the issue is EVE in this case.
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