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Thaua

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  1. Stupid question, but did you guys implemented Real Scale into RSS? I can only find legacy Real Scale and no mentions that the latest RSS is real size. I did find "kerbal sized real solar system" though.
  2. KSP is one of my favorite games ever and I literally can't bear it withouth RS, RSS and RO. Since they added destructible KSC in V1.3 this glitch has been plaguing RO players. You either had to make STOVL aircraft (lots of boosters and a parachute...), stick with V1.2.2 or not use the runway at all. And it seems like some people (myself included) had to deal with very wonky vessel-terrain interactions on top of that, so even landing on the grass was tricky. I've been waiting for years for a fix. Thank you.
  3. YUS!!! NEW VERSION!!! Was it the 1.7 version of the game that had that massive improvement to memory handling? This mod is quite large and could use that optimization. Talking about optimization, I'm working on a thing that prunes out redundant parts. With procedural parts, there's hardly any need for a lot of stuff in the game, which could save people a ton of time loading the game and prevent crashes, but would make sharing vessels a hassle. Currently is only a script that deletes parts on a list. Very similar to AutoPruner, but it deletes stuff instead of changing their names and is aimed at Realism Overhaul. My goal is to eventually make a fully fledged program with an UI that lets people preview the part and decide if they want it in the game or not with a click. Then it moves the part to a separate folder the game won't waste time looking at, so if the user decides he wants that part, he can revert with another click. Problem is I have no idea how to make it. I'm a very noobish coder. So if anyone is looking for an idea for a project, feel free to use mine. For now, the best of my abilities is to manually delete every part I think I don't want and upload the pruned folder somewhere. BTW, is the problem with the bumpy runway fixed on Real Scale? I'd pay good money for an official DLC with the real, to scale solar system. BTW2: Another thing I want to work on is implementing contracts for BD Armory, so you can earn some cash on the side developing military aircraft. Should be simple, really. All I need is a custom contract maker compatible with BDA parts. The parameters are "have X weapon(s) on the aircraft, reach a speed of Y m/s at Z height and a Delta-V of W (a shortcut to estimating combat range)". Perhaps even "weight less than M and cost less than F".
  4. Does the new update fixes the RealScale issue with the runway? That's what's putting me off playing the game. I had a blast rocketing away with the full difficulty of the mod on 1.2.2 two years ago. But once they implemented Facility Maintenance and I upgraded for 1.3.1, I can't launch planes anymore =/. I could always use legacy mods. But it just feels like missing out on so much of the game. Or I could not install RealScale. I tried that, and my very first rocket reached 2,000,000 Km. Well, rocket science isn't supposed to be easy, so I closed the game and never launched it again. That's a KSP issue, I know. So I guess the real question here is if the 1.4.5 update fixed that thing with the runway. Also, using Kerbal Constructs doesn't work. The bumpy runway is the smallest issue here. I'm having trouble taking off from the grass. The wheels seem made out of butter they're so slippery. I've seen people reviewing the 1.6 update and it seems they've fixed that old issue with crafts spawning floating when you load them. Maybe they're using double precision now. That should fix the runway and slippery wheel issues also. The stock game is also WAAAY less memory intensive. The guy loaded a huge craft with lots of parts on KSP 1.5x, then loaded it on KSP 1.6.1 and the memory footprint was halved. And that was not a measely 250MB saved, but a whooping 2 GB. My jaw dropped when I saw that video. Also, we really need an AutoPruner to go with all procedural parts. Last time I used the real deal autoPruner, it only went through the stock parts. I remove them manually and it saves me a lot of memory and time searching for the parts I want. I'd make the mod myself, but unfortunately I'm a very noobish coder. Procedurals make most tanks, boosters and wing parts pointless. And are way more memory efficient.
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