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Everything posted by ufindbatman
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[1.2.2] E.T. - Extreme Textures (RSS)
ufindbatman replied to ufindbatman's topic in KSP1 Mod Development
I've finished the ram front plate and gpu housing (make sense when I post pics) also the front and back of the case. Today I will be working on the psu housing, the mobo mount, and cutting slots for wires. I still need to make the main fan mount and casing, the mobo armor (maybe), mirror polish the aluminium, and make the custom pipe wiring and sleeving. A lot of this will make sense when I post pics, I might post some later today. No real finish date yet, but won'r be too long. Edit: I can't spell for poo. -
[1.2.2] E.T. - Extreme Textures (RSS)
ufindbatman replied to ufindbatman's topic in KSP1 Mod Development
@Galileo How do you find navigating around? it's not really an issue, just something I know will be a little different, and take some time getting used to. Also sweet, I hate Win 8, I have it on the laptop I'm using. Ultimately I see no real negative to win 10 at the moment for me, I don't play much games the main thing is that I'll probably be using google a bit to help me get used to a lot of advanced options. Also I have a win 7 key and can always switch back if I want. -
[1.2.2] E.T. - Extreme Textures (RSS)
ufindbatman replied to ufindbatman's topic in KSP1 Mod Development
I agree with all, I find windows 10 will probably not be friendly to me, mainly due to what @JeeF said " All the big icons and crap added, all the advanced settings and tools removed or hidden away" I know a lot about windows 7 and can navigate around everything easily, windows 10 will take some getting used to. The performance like @Galileo said, I find can go either way, but that makes sense, windows 10 is Microsofts baby at the moment, and windows 7 is all polished and simple to use. Win 10 "was" crappy and buggy at first but it seems to be a lot better now, also since it's microsofts baby it will no doubt get better over time where as win 7 will be left in the cold. The main reason why I shifted over is because some people are having problems with the mod using windows 10, I'm not saying that win 10 is the problem, but I thought I might as well build my pc to be as close to theirs to help fix the issue. Hahahaha TPB, you dirty pirate Jeef. I already have a win 10 key and the software, but what I don't have is a blank disc or an 8gb usb to put the software on and boot my pc off of. Also nice work on setting up a temporary install with RVE, gives me a little relief to know your not suffering in the dark without E.T. lololol Hey, don't expect my case build to be a masterpiece lolol. I'm trying to build it as cool as possible, but most likely it will have a few rough edges. @JeeF Awww yeah, those desk builds are cool, it will be a great feeling if you go for it and finish it up. Definitely post some pics of it if you do decide to build. I will post pics of mine as well. -
[1.2.2] E.T. - Extreme Textures (RSS)
ufindbatman replied to ufindbatman's topic in KSP1 Mod Development
Hahaha Well, well, look who decided to throw some humor my way. I'm scratch building my case out of aluminium, the case is about halfway done. So It actually does take a long time per bolt. I have to cut the aluminium, drill and thread the hole, before a bolt can be put through. XD. I also don't have windows 10 for it yet, I need to go in to town and get a disc, or an 8gb usb to put the iso image on. I understand (in your eyes) this is probably the worse time for me to be building a case from scratch. Before I did my own visuals, I remember waiting for proot to update his mod. It physically hurt my body, I desperately wanted the mod like a young boy wanting a cotton sheet between him and his grandmas itchy wool blanket. Yet he had things to do, and so do I. I don't have a vehicle or a way to get into town, for a few days. That's when I'll be able to get the last bits I need to boot it up. I'll also post some pics of my case when it's done, I thinks it's going to look the bees knees. -
[1.2.2] E.T. - Extreme Textures (RSS)
ufindbatman replied to ufindbatman's topic in KSP1 Mod Development
A few people are having problems with the 1.2.2 update. I'll try to sort it out in a few days, I'm still in the middle of building my new pc. Cheers. -
[1.2.2] E.T. - Extreme Textures (RSS)
ufindbatman replied to ufindbatman's topic in KSP1 Mod Development
Wow, that's amazing. I will definitely check it out when I get my last parts for the build. Good news is, my parts are arriving early, within the next two days. Yaaay. Nope, you keep the RSS-Textures folder. Thanks for the info, it may be something to do with the new twinkling lights as that's the only thing I've really added in 1.2.2. I'll have to look into it. In the corner of the vid below it shows what I get with a 50-70 part rocket. It's in the 1.1.3 update and with my old pc (i5 4460, gtx 970, 16gb ram, win 7) but the 1.2.2 update should be not much different fps wise. My new set-up is an i5 6600k, 16gb ram, gtx 1070, with win 10, So it should be very similar in performance to your set-up. Like I said above, my last part (ddr4 ram) will be arriving within the next two days, then I will be able to help you out properly. Right now all I have is a medium laptop which can't run my mod, so I can't really test fps. I beg to differ. Edit: note that the video above was on a single 1080p monitor, recorded with shadow play, max settings, fps lock at 60, physics delta time set to around 0.05. Cheers. -
[1.2.2] E.T. - Extreme Textures (RSS)
ufindbatman replied to ufindbatman's topic in KSP1 Mod Development
Ahhh wow, your system is great then. Yep, your fps should be booming, especially with only 97 parts, that's amazing. You could delete the EVE or E.T.O folder to run it with scatterer, no clouds or ground textures, or try removing the scatterer folder and use only the big boy textures. It will look ugly, but for fps testing it will be great, especially for me, I wanna know what's going on now. If you do mess around I'd love to hear your results. I can't really fix cloud issues until my pc parts arrive, I made the 1.2 update semi blind, as I sold my gaming pc and only have a mid level laptop at the moment. No problemo amigo, if it makes me seem any cooler, I woke up at 4am in the middle of cyclone debbie to answer your question. Tossing in my sleep I woke up yelling "SOMEONE NEEDS ME!!" I then rushed to my lappy top and went to gmail for my ksp notification. I saw it... "MY BOY JeeF NEEDS HELP!!!" I whispered quietly. Over powering my first thing in the morning session of mastu... stretching. yoga. I logged into the forums to answer your question. Bashing the keyboard and studying your issue for probably no less than 3 hours, maybe even 5 hours cause I'm a proper good person. I came up with that answer. I'm glad I satisfied your needs. (NOTE: story may have some minor exaggerations) -
[1.2.2] E.T. - Extreme Textures (RSS)
ufindbatman replied to ufindbatman's topic in KSP1 Mod Development
Cheers, I love seeing videos. Gemfx works with 64bit, there is a version with a menu for adjustments, which includes the option of applying gemfx to a 64bit game. It requires a lot of fiddling around to get it looking good, it does darken the blacks and brighten the whites so some stars tend to disappear into the inky black, while other stars can really pop, gleaming white. I'm not a fan of gemfx at the moment, at least not until I mess with it to get it looking more suited with e.t., it seems to be something more suited to making videos. As for the clouds, the fps drop can be normal depending on your system specs, mainly your cpu. Especially at launch where the physics calculations are all kicking in. I'm guessing the rocket in your vid is around 200+ parts, for my old system I was getting 17 fps at launch with that number of parts, rising maybe 10fps-15fps max after uninstalling mods. RSS, EVE, and scatterer all contribute to the fps drop. Also that 17 fps on the launch pad would slowly increase as I got higher in altitude.(higher altitude = less gravity pull and aerodynamics = less intensive physics calculations on every ship part = more fps) Ksp relies heavily on cpu single thread performance, using very little of the gpu (because of the unity engine) A hyper threading, multi core, cpu beast doesn't really help much when it comes to ksp, which is why I can get away with adding such high res textures having little effect on fps. So what's your specs? Also I removed cloud volume for now, as EVE is heavy (another 3-4fps drop) when it comes to making clouds fluffy to fly through, so what you experienced on re-entry is normal. I will add them back soon, but I'm waiting on my ddr4 ram to be delivered for my new pc build (I have no gaming pc until then). Hope that helps answer your questions. Also post your specs so I can tell you if it truly is normal, and feel free to ask anything else you want to know. Cheers. -
[1.2.2] E.T. - Extreme Textures (RSS)
ufindbatman replied to ufindbatman's topic in KSP1 Mod Development
UPDATED: Here's the link for 1.2.2 update (built on top of rssve), I added twinkling 32k city night lights which kick in around 160km, I also added some height to the auroras (still need work). I sold my pc a little while back and am in the middle of building another, so thanks for being patient, however if there are problems I most likely won't be able to help until I get my parts. Cheers -
[1.2.2] E.T. - Extreme Textures (RSS)
ufindbatman replied to ufindbatman's topic in KSP1 Mod Development
Absolutely, that card is top dog. I can run this on a 970 no problem (less than the 1060) so your 1070 will be the bees knees. -
[1.2.2] E.T. - Extreme Textures (RSS)
ufindbatman replied to ufindbatman's topic in KSP1 Mod Development
The AMD Radeon R9 M370X is a nice card that will play most games smoothly, but may not be so nice for E.T. -
[1.2.2] E.T. - Extreme Textures (RSS)
ufindbatman replied to ufindbatman's topic in KSP1 Mod Development
OOOOOhhhhh Boy oh boy. I think your pc power will be lacking. You can't stroll up to E.T. with a macbook mate, what do you think this is, A GAME!!!. You can try it, but I won't be surprised if I hear screams of agony coming from a pc, somewhere in distant lands. But what do I know (sips tea) I don't have a macbook. I'm working on a lighter version as well. If you can't run ultra, shift down, if you can't run that, you'll have to look at RSSVE. Cheers. -
[1.2.2] E.T. - Extreme Textures (RSS)
ufindbatman replied to ufindbatman's topic in KSP1 Mod Development
I really appreciate your comment, it's nice to hear an offer for help. I will set up my pc today at my brothers, and start working on it now rather than next week. I'll see if I can get that 1.2 update running for you. Cheers. -
[1.2.2] E.T. - Extreme Textures (RSS)
ufindbatman replied to ufindbatman's topic in KSP1 Mod Development
It's got everything, I understand how people can get messed up with all the "go here, go there, download this, then that ,NOT THAT!". So I bundled it all up. Just shift the folders in and you're good to go. Edit: Forgot to say, I will try to get 1.2.2 out as soon as possible. I'm at my brothers place until next week, then I'll start on it. Shouldn't take long. -
[1.2.2] E.T. - Extreme Textures (RSS)
ufindbatman replied to ufindbatman's topic in KSP1 Mod Development
Yeah, that's what I made it for. Your set-up is really strong so you will still have a lot of wiggle room, but don't worry, I'll take care of that and get your pc melting in no time. In the next few updates I'll add a little more things to eat at your gpu. -
[1.2.2] E.T. - Extreme Textures (RSS)
ufindbatman replied to ufindbatman's topic in KSP1 Mod Development
I do most of my editing in Gimp with the dds plugin. For more serious textures I use Photoshop, but I still save it as .png then finish and convert it to .dds in gimp. I don't have the dds plugin for Photoshop and I'm not sure how well it runs. -
[1.2.2] E.T. - Extreme Textures (RSS)
ufindbatman replied to ufindbatman's topic in KSP1 Mod Development
"np is fine you not need to be sorry is a [WIP] project is Jeb fault like always for everything what it happen in KSP " Hahaha, Once again thank you for looking in to the problems with E.T.O. I will definitely look into your suggestions, and will work on getting a cube-mapped 8k version out. I have heard 1.2.2 is different, I haven't tried it yet. Cheers. -
[1.2.2] E.T. - Extreme Textures (RSS)
ufindbatman replied to ufindbatman's topic in KSP1 Mod Development
Thank you very much for this info, I have updated the OP with a warning. Sorry you had to be the crash test, it seems like your specs met all the requirements yet it was my fault for not listing them properly. I didn't realize people wouldn't be playing with Dx11 so I left that part out. 10800 x 10800 absolutely is overkill, my earth textures are 16200 x 16200 which is beyond overkill. This overhaul is not for an average pc, which I'm sure you already know, however I do have a med setting which uses textures 8k textures, but still has the same amount of detail (if not more than E.T.O). it has a bug, not a bad bug if you know your way around it. What I don't have is a 4k downscale of my med set-up. For something like that, you will need to find another visual mod as 8 x 4k is required for my med settings. Also for texture problem, those are 16k x 16k .dds Dxt5 textures. I used an 84k image in photoshop, then had to cube-map it through blender, requires 16GB ram to run. Finished it off in gimp from .png to .dds conversion since I didn't have the .dds plugin for photoshop. The earthcolor.dds texture is 16 x 8k, also finished in gimp. Someone else messaged me about this problem as well, If the textures still work in game it's not too bad, if they don't, I better get working on a fix. I have already downloaded the E.T.O folder and can open all the textures in Gimp (with .dds plugin) Honestly I'm not sure what is happening. I will check it out with one of my testers and see if he can open them. Cheers. Yeah that transition is not very nice, it happens between 160 - 170km. It's the transition into scaled space textures, it happens on stock ksp with clouds, however it's not very noticeable since you are increasing in altitude so quickly. In RSS you stay in the 160 - 170km zone for awhile so you notice it a lot. It's something I'm not quite sure how to fix. -
[1.2.2] E.T. - Extreme Textures (RSS)
ufindbatman replied to ufindbatman's topic in KSP1 Mod Development
redactor? -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
ufindbatman replied to Waz's topic in KSP1 Mod Releases
Perfect lol, That's what E.T.O. is all about. I will definitely test it out. -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
ufindbatman replied to Waz's topic in KSP1 Mod Releases
Thanks for the info. I have an Idea, please tell me if you think it would work. To get my 64k textures in game I use EVE clouds cubemaps. All my land textures are is a cloud layer, which appears once you reach scaled space. For my cloud shadow, it's just a second layer of my cloud texture colored dark grey, and it sits just above the earth textures. If I were to add a city lights map/main, cube-mapped 16k texture as a main cloud layer and have a texture with 100s of lights as the detail. Do you think I could have it sit above and make it bright along with @Wazs uv noise, get the effect of twinkling. The layer would activate at scaled space. -
[1.2.2] E.T. - Extreme Textures (RSS)
ufindbatman replied to ufindbatman's topic in KSP1 Mod Development
Updated the download. I shifted over to github. Hahaha yep it's slow, my brother came over with his cell phone internet. Took a few hours. -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
ufindbatman replied to Waz's topic in KSP1 Mod Releases
Wow, Brilliant!! That makes sense. Is that how the city lights actually work, two spheres? or is that an educated guess. I always wondered, but I don't see any fault in what you've said, it's a smart way to do it. Also I had another question. Is there a feature in eve clouds to make them bright on night side? for auroras, if so how bright can they go? -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
ufindbatman replied to Waz's topic in KSP1 Mod Releases
What I noticed with my old overhaul is the bug was always there, it was on one side of the planet at a time (if the glitch was on the dayside, the nightside would be glitch free and vice versa), except It's very difficult to tell it's on the night side. I could bring up the glitch by orbiting to the dayside of the planet and clicking apply on the cloud or city lights gui (can't remember which one) same thing for night side. Do you think rbray added it in, so on the night side the city lights wouldn't disappear behind the clouds and became always visible. Except sometimes it glitches and activates on the wrong side of the planet? I'm just throwing out idea's, I'll have to load it up and check it out more.