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Rodger

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    Bottle Rocketeer
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    Canberra, Australia

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  1. This mod shouldn't effect it at all. It's possibly due to installing Deferred and not updating CD.
  2. PackedMetal is one of the shaders Beale made for Resurfaced, where each channel of the metal texture can contain a different metal map, and then the material can specify which channel of the texture to use for the metal map. So if you use all 3 channels of the metal map for different materials, you save having two extra metal maps, and the 3 channel metal texture is the same size as a single metal map texture (due to bc1 dds compression). I don't know if there's any difference to memory use in-game.
  3. The metal map will generally be half the file size of either the main or bump textures, so in general only 25% more texture memory per texture sheet (not per part), and that's without using some of the other optimizations available such as the PackedMetal shader (multiple textures covered by one metal map file) or downscaling, which BDB does make use of in many cases. If by performance you mean in-game fps, I haven't noticed any difference personally
  4. The PBR shaders allowing reflective surfaces means we can play around with the normals on the solar panels a bit too, but it really needs some videos to show off the effect. So here's some of the BDB probes I've converted so far! https://i.imgur.com/6DMqp3s.mp4 https://i.imgur.com/V6fW64o.mp4 https://i.imgur.com/ydiJvjB.mp4 https://i.imgur.com/ihSiLAH.mp4
  5. The 3rd kick stage upgrade has caused issues once before, but should have been fixed a few years ago, weird. I double checked the E1 upgrade too but it looks fine. Were you just removing that one part, instead of trimming the Engines folder? That will break the E1 upgrade, but maybe that causes issues with unrelated upgrades too. The stock upgrade system is notoriously buggy so I wouldn't be surprised. I would highly recommend installing KSPCF too, it fixes bugs with the upgrade system, as well as just reducing load times in general
  6. Thanks, though you'll just need to set that file to public so I can view it. And I'd also first recommend a clean install of dev branch, deleting the one in gamedata and copying in a completely fresh version, just in case.
  7. Would probably need a log to see what's happening. Missing upgrades would pop up a B9 warning on launch too, NREs may be something else.
  8. Seemed like a good idea, it's in dev now. Along with merging the Surveyor lander/orbiter cores, and all the omni antennas, into single parts. Also a slight re-balance of the Surveyor parts in general, mainly trying to lighten it up as much as possible to make the STAR 37 more effective, to have a more realistic descent profile. It still doesn't get enough dV from the STAR and requires a long burn from the (already OP) verniers, but it's slightly better than before. Another thing to note if you aren't planning on making a new save for 1.14, is some generic science parts have the internal partnames renamed to bring them inline with the standard BDB naming scheme, so the old named versions have been soft depreciated. I mention this in particular because they're slightly more risky to remove from the OldParts folder on existing saves, as they're very likely to exist on space probes that remain in-flight long term (the Radek-716 Geiger Counter, SWD-CCCP Hemispherical Ion Trap, COS-B3N3T Quadrupole Mass Spectrometer, and P1NG-0WW Micrometeoroid Detector). They'll probably remain soft-depreciated for more than one whole version due to this, but for people not making new saves in 1.14, definitely take note and be wary of removing the OldParts/Science folder in particular if you choose to trim soft depreciated parts. Existing craft with these parts will continue to be usable if you just don't trim the depreciated parts from the OldParts folder. I figured now's the best time to fix their naming though with all the other parts that are also getting soft depreciated this cycle.
  9. There is a rare issue, that I’ve been unable to recreate, where heat shields don’t occlude as they should. Have you installed KSPCF? If not, it may help. Also make sure if you use Tweakscale that you use the Rescaled version. Otherwise I think there’s a field I can try tweaking to boost how much the heat shields occlude, but not having the issue myself makes it very hard to test. Edit: Doesn't look like there's an occlusion modifier field, so not sure there's much that can be done about it.
  10. @Morphisor made the contracts, so might know more, but the fact the tech nodes have been renamed makes me suspicious. If the base nodes (not just the display names) have been changed I'd guess the contracts are incompatible with whatever tech tree mod you're using.
  11. Yeah the feature unfortunately didn't work, B9PS just can't set SAS level, it would require an update to B9PS which is unlikely at this point. There's multiple Lunar Shelter craft in BDB, that one is the "Early Lunar Shelter" with 3 crew capacity, but there's also "AES LM Shelter" which is the one based on the Ascent Stage with two crew capacity. Then there's also Shelter/Laboratory too lol
  12. Once you select the dev branch, check for the x15 folder in parts. It should be a pretty fast swap, it doesn’t need to redownload everything. Or you can press “fetch origin” to make sure
  13. On the main github page, select open with github desktop from the green Code button then once cloned, in GH Desktop select the branch here: Shouldn't need permissions to access it, you just won't be able to push to any of the branches. That would require forking your own copy of the repo which you can edit, then make PRs from.
  14. haha, honest advice for wanting to play with dev branch is use GitHub Desktop (or similar git client) and clone the repo on your PC, so you can update your copy easily anytime there's small updates, without having to redownload the whole thing. You can even symlink the Bluedog_DB folder from the Github location to GameData and not even have to copy it over manually when it updates. (I recommend using Link Shell Extension for easy symlinks on windows)
  15. Fixed, the integrated sep motor was preventing the fuel switch patch getting applied. Make sure Kopernicus is up to date, and make sure your planet packs, or parallax, are installed correctly.
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