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Foozle

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Posts posted by Foozle

  1. On 11/28/2017 at 12:42 PM, EthanKerbman said:

    KSP 1.3 (not touching 1.3.1 yet, not all mods have updated and even when they do, it takes me month to validate my whole install), 18GB out of 32GB at launch (the most I've reached in play is about 26GB IIRC), about 310 mods installed at the last count (plus quite a few custom patches) for close to 7GB of Gamedata, takes about 22mn to load (on a fast system, on NVMe SSDs), up to 1mn to change scene under certain circumstances, but otherwise fluid enough, stable and with no jerkiness.

    So... What did I win ?

    Interesting, how are the periodic garbage collection pauses during flight for you?

  2. 2 minutes ago, NISSKEPCSIM said:

    Lol, that thing's the first part I ever made, before I even knew how to make coupling shrouds! It doesn't have one. :P The nozzle also doesn't rotate during gimballing, which is why its gimbal range is a measly 1.5.

    Hehe, Fair enough.  Might I humbly request a coupling shroud for the revamp?  Um, reasonable gimballing would be nice too now that you mention it.

    I like the Cormorant, because its intermediate size (between "tiny" and "J2") fills a useful niche.  Very handy as the upper stage of things smaller than Apollo but bigger than a breadbox.

  3. 3 hours ago, NISSKEPCSIM said:

    This new mod, reminiscent of TantaresLV, shall contain all the parts needed to build various launch vehicles, and more! The current rockets that I plan to make are:

    All Angara variants (As the fuel tanks and engines will be modular, allowing for the creation of multiple Angara versions) under the name Notangara. This will provide a launch vehicle to the Big Khleb and Bigger Khleb crafts, as well as a modular and reliable rocket platform to launch payloads of various sizes from. A plan to revamp the LV-T33 "Cormorant" cryogenic engine with my new modelling and texturing techniques also fits in there somewhere! I'm also open to suggestions as to other rockets that I should make.

    Ah, that's very good news!  Looking forward to it.

    BTW, I've noticed the Cormorant doesn't seem to have a coupling shroud, at least in my game-- would be using it otherwise.

    Is that a known issue, or just me? (I do use a lot of mods, maybe a conflict somewhere...)

  4. 1 hour ago, shdwlrd said:

    Unfortunately. :( With the upcoming release of 1.4, who knows if the part models will still be viable. We'll have to see when that day comes. 

    If it's like most updates, most part-only mods should be fine.  I am still using some parts mods last updated for 1.05 with success.

    Many of the dll mods will be fine, but some will require a reocompile.

    A few mods will require more in-depth updates.

    Unfortunately, those mods are among the ones we tend to rely on...

  5. 46 minutes ago, Mike` said:

    Is there any info on how these parts' size and weight are scaled compared to real life?
    I was comparing some weights with their wikipedia value and am confused, because some parts seem to be heavier (for example Deep Space 1 [wikipedia dry mass: 373 kg, ingame dry mass: 939kg] Voyager 1/2 [wikipedia launch mass: 825kg, in-game dry mass: 962kg] and Explorer 6 [wikipedia launch mass 64kg, in-game mass 95kg]) while there also are lighter parts, for example stardust (in-game dry mass including capsule 177kg, real dry mass about 300kg).

    Um...

    Kerbal distances and weights are adjusted for playability.  Always have been, from the very beginning.
    They are not a depiction of "real life", though they balance reasonably well.

    If you want real-life weights, gravity, DV, etc, try Realsm Overhaul and the entire related series of  mods developed specifically for that purpose.

  6. 2 hours ago, Jas0n said:

    I think janitor's closet lets you choose which parts to not load.

    It does.  Janitor's closet is a wonderful utility, and a permanent part of my load order.

    JC pruning  does essentially the same thing as removing config files, and is more easily reversible than deleting files.

    Warning: some mods put multiple parts in the same cfg file, so if you disable the file (however you do it) you may get more than you bargained for.
    Part of the reason I tend to delete by hand is that.  Best to read the cfg file first, or you won't know what you're buying into.

  7. 1 hour ago, goldenpsp said:

    In general the biggest offenders are going to be mods with lots of parts.  So the first ting I would do is look at each and decide how often you actually use those parts.  Personally I prefer using the minimal amount of parts mods.  I like the challenge of solving a rocket design with what's available vs just grabbing more parts.

    Along those lines, you can pretty easily remove individual parts from mods.  Just remove the cfg files for stuff you don't plan to use.

    Keep the parts you want, and delete the rest.  It adds up, and can help loading times quite a bit.

  8. 49 minutes ago, JadeOfMaar said:

    Good point. I'm always testing and designing in sandbox. Playthrough activity is rare for me so I don't think of that. :) That aside, I'd recommend DMOS, or not (need to) mention it granted its popularity.

    It you nerf, of necessity, most contracts of  (e.g. "test a booster at 3500km in minimus orbit", what)    it does make sense.

    Oh, just discovered a nerf,

    what = what

     

    I can't seem to say "W."  "T." "F".

    Because reasons.

  9. 21 hours ago, JadeOfMaar said:

    Here's a nice pool of mods to choose from. In no way do I intend or expect you to install all of these. :P But have a blast, man.

      • Not DMagic Orbital Science :P (Too big of a science mod?)

    Or you can lower science rewards in the settings.  I find it to be a "must have" for science variety and "reasons to do stuff"

     I reduce my science rewards by to 50%, and it balances well.

  10. 2 hours ago, Jesusthebird said:

    i only have 16gb Ram. with 10 of it being used on game startup. so im thinking your method may benifit me? i just dont know how to do it. Do you make the game dir a disk image that you virtually mount to play? just poking guesses now


    edit: im perfectly fine with the texture quality hit on parts, would it reduce the quality of the world rendering as well?(say I use Astonomer visual pack and eve in combo?

    It can help, yes.

    I use ImageMagick to shrink dds, tga, and png files and mbm2png to convert mbm files to png. 
    These can be used to shrink (reduce the resolution of) the image files in your gamedata folder, including the Squad ones.  There's no use of compression or disk images.
    You might want to make a copy of your gamedata folder before proceeding, since the image file changes are not reversible.

    Please see my post from Nov 11 in this thread, which contains more details.  It's actually pretty straightforward once you've acquired the utilities.

  11. 20 minutes ago, Jesusthebird said:

    are you using a windows machine by chance? I would like to figure out a way to  do this on windows. maybe just some sort of zip compression maybe?

    I am on a mac.  The issue isn't that I don't have enough RAM-- I have 32GB.  The problem is that KSP becomes sluggish after it grows to 9GB or so regardless of how much extra RAM is available.

    So when I talk about saving memory I'm talking about keeping it below 8-9GB to preserve game performance, not how much RAM my system has.

    The method I described (image file size reduction) should work on windows, but that does come at the cost of reduced texture quality.  It's a trade-off.

  12. 6 minutes ago, Shadowmage said:

    @juanml82Long Version (and lots of fun technical bits):

    <snip, lots of really, really good stuff>

    Will probably make a notable difference in the visuals :)

    Thank you!

    This makes everything much less opaque.
    SO much better than "because reasons".

    -----

    Aso means folks at large are more likely to be able to troubleshoot problems in the future

  13. 1 hour ago, Shadowmage said:

    Just updated TexturesUnlimited with a fix for the explosive staging problems.  Was a fun/interesting bug to track down... but needed to be squashed.

    <snip>

    Please let me know if you guys run into any further problems, and may your JWST launches all go well :)

    Amen.

    And thanks!

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