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kremonia

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Everything posted by kremonia

  1. So you have no problem with switching control from Ranger to docking port and back? Also could you share your computer specs and performance in ksp. OFFTOPIC: Don't know why but performance on 4790K, 32GB, 1080ti is very low. I think the main problem is amount of mods installed (96) most of them parts mods and functional mods like KIS/KAS, etc. As I found not only huge amount of parts and huge textures impacts performance, also 88 simultonously loaded DDLs reduce performance realy quicly.
  2. mono.dll caused an Access Violation (0xc0000005) Not enough memory try to free some. Also you can reduce texture quality in game launcher (run Launcher.exe there is some gear icon for options) It's works fine for me on 1.3 with ~100 mods.
  3. Anyone have an idea where is the problem in switching back from docking port control point back to Ranger. It seems to work just one time when referencing docking port and that's it. I didn't find any reference for any property to define pod's control point, looks like it uses root model axis.
  4. As I know there is some ksp tools package for unity but I didn't dig deep enough. And always have scale problems in Unity while importing *.fbx. There is a huge difference between in-game model and high poly model reference. Imho, it does not make sense for KSP even if you have double GF1080Ti. As i know but not very sure KSP trying to bake meshes when you attaching it in SPH or VAB each time. Less vertices - more performance.
  5. Could you please point me to the discussion? Today I been making researches on this bug in 1.3 with controlTransformName = controlNode but no success yet. As far as I know it works fine in SSTU so you could select particular docking port. And obvious obstacle of a front docking node makes problems to use it with MJ. Also I've made a simple mock up for deep freeze cryo module(Original mod have a lack of this module) for kerbals on a base of habitation module. Works fine as expected but need some IVA and texturing work at least. Particularly I could do it myself but unfortunately I'm not good with blender, only Maya. If you could point me to working maya plugin to work with *.mu files I'll try to do my best. And I think models in this mod need some optimization because it is over 23000 vertices for a single Endurance module. I think it is possible to use normal map for micro details.
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