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ReventonHawx

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Everything posted by ReventonHawx

  1. Hey major, wanna send me that location through PM, maybe we can meet up I'd be curious of this location as well. I'll be in the area watching it but I didn't know you could get that close.
  2. Somewhat off topic but can't you tell a model to use a certain texture file from the config file? Most configs don't have it but I'm pretty sure I've run across a couple.
  3. I never have that issue with the FASA clamps, of course I also had a plugin that claims to fix it. Haven't run into my launch clamps since. But you haven't released them yet Still really looking forward to 'The Real KSC in KSP' when its released.
  4. The question is, is he making the Vandenburg one (the one pictured), SLC-40 one, Pad-39A one, or all of the above? In any case, I'll be happy for specialized launch clamps, haven't seen any since the FASA launch clamps. You got until the 19th KK! Seeing that picture again and the recent pictures of the new 39A strongback makes me realize they built that strongback to work with the Falcon Heavy from the get-go. The SLC-40 strongback, not so much.
  5. @Kartoffelkuchen Sounds good! You know more about modeling than I do, you're previous models have shown that
  6. Looking good so far! I can't quite tell from the picture but aren't the grid fins supposed to be curved a little? Somewhat matching the curve of the booster body. Looks like early progress so far so I won't be too picky
  7. Can't wait for it! I haven't seen any pictures of landing legs yet though. I assume those are still happening, just not being released right away? Sorry if I might've missed something from past posts.
  8. 30 FPS on KSP is decent, especially with RSS and other high-detail mods like EVE and Scatterer installed. You aren't playing a first-person-shooter so you don't need 60+ FPS, even though I'm sure everyone would love to run KSP at 60 FPS
  9. @Delta_8930 @fairy I'm sure it's a mix of all of them, some things affecting performance more than others, sometimes even depending on the person's computer and their build of KSP. The more information you put into the object, the more information the game is going to have to process and some computers don't handle certain objects the same way as others. I guess I didn't really explain what I was trying to get at well enough. I was suggesting that if he wants to continue to make highly detailed parts but also wants to make his mod run well on lower-end systems, maybe he should have a separate download of lower detailed parts to keep people from coming in and griping that his mod makes their game lag. I would say include both high and low detail parts in one pack but then you start having redundant parts that eat up your memory. In the end though, this is all up to KK. This is his mod so he can do whatever he wants with it.
  10. I understand where you are coming from but in my own opinion, I LOVE high detail objects, probably like KK. I have a decent computer so I can't say much for how they affect a lower end computer but I very rarely have slowdowns from detailed parts, it's the number of parts that gets me. If I was making the parts myself, I would make two packs. One with highly detailed parts and one with less detailed parts and people can piecemeal from the two to make the pack whatever they want it to be. Just my two cents though. Loving how well that F9 1.1 is coming together by the way!
  11. With RVE/EVE? I know you can do it with stock but I get wild graphics glitches when I use it with RVE/EVE. I guess I'll have to experiment with it again.
  12. Are you using DirectX 10/11? From what I understand and from my own experience, you cannot force DirectX. OpenGL is suggested if you can get it working.
  13. Great to see you're still working on this! Gotta start following your sketchfab I guess Any sort of ETA for another release? Not to rush you or anything, just really looking forward to your models!
  14. If I were to suggest another rocket, it would probably be the Vulcan and only because it somewhat ties into Atlas V parts, but I'm not. I'm just eagerly awaiting the rest of the SpaceX stuff and the Delta IV and family. I am curious though, does anyone know a decent SLS mod out there? Each one I've followed so far has died.
  15. I'm sticking to 1.0.4 probably until 1.1 comes out. I've put too much work into my 1.0.4 build to have to redo it in 1.0.5 and then redo it again in 1.1. A small setback but at least you'll be more ready for 1.1 when it finally releases. I love your models already so any improvement on them is worth the wait. I'm pretty sure I can pull the new parts from 1.0.5 into 1.0.4 anyways, which is really the only thing I was looking forward to.
  16. I would like to make an argument for the Titan IV (or any of the other vehicles) against the current leader, the Vulcan. As much as I would like a Vulcan model because I am super hyped for that rocket, it uses my components that other modders have put together, mainly the Centaur upper stage for the early models and the AJ-62 SRBs, unless you plan to borrow those models from that individual. In any case, having redundant parts like that does add up on memory. Being someone who mods other's mods for my own enjoyment, mainly config file edits, it wouldn't really affect me but I am thinking about the casual modder who just throws mod packs into their game. Whatever the case, I love your content so I'd be happy with whatever the masses choose. Just my two cents worth Can't wait for that Ariane 5!
  17. Are you using RSS or stock KSP? I dealt with some issues in RSS with the fairings until I grabbed the Realism Overhaul configs and his sep-motor model, always told me "cannot deploy while stowed" . Also make sure you have the sep-motors in the fairing if you're using stock, the saved crafts have them.
  18. First and foremost, best of wishes with your health and I hope for a speedy recovery but take as much time as you need. Might I suggest that you could put your project up on github so others (like myself) could help with things like part.cfg files? I have dabbled a decent amount in making and testing .cfg files, particularly for setting up parts in RSS, and it can get tedious at times but I certainly like working with them more than 3D modeling. I can completely understand if you want to avoid that because as helpful as the community can be sometimes, I have also seen it cause many issues by those who don't really know what they're doing. Just throwing the idea out there.
  19. I did finally get the .25 version working last night/early this morning. Seemed to be working fairly smoothly even though I didn't test it too extensively, needed to get some sleep. You have to go download a couple other mods. I would link them but I'm not currently at my computer. Just saw you updated the README to include the mods you need to get it working. @Felbourn, It would seem that you are working on you "real life launches" series so if you want something so the Earth doesn't seem so bland, I would suggest trying that.
  20. @Felbourn I've had plenty of those issues myself and I believe I have narrowed it down to something related to RAM and/or vRAM. If you watch the debug log as things load, you'll notice it'll fail to load some cloud textures after it claims its out of memory. I pretty much gave up on making version 0.2.2 work in .25 once I saw that a version for .25 was in the works. I've messed around with their early builds but haven't gotten it to work without something not loading or it throwing 'NullReferenceException's at me. You can mess around with the early .25 build in the GitHub if you wish and tell us what you figure out.
  21. Simple answer, yes it will, but RSS itself uses more RAM than stock KSP I believe (higher textures than stock). I believe they are working on getting the memory footprint down in the .25 version though. People want to use SOME mods with their game I probably shouldn't worry too much about it right now but I can't seem to get the .25 version in github working. It appears the atmosphere shaders are there but Kerbin's textures don't change to Earth's and no clouds show up. Am I missing something or should I just not mess with right now?
  22. Out of vRam? I don't have those exact issues, the Earth's atmo also looks odd and I still get "out of memory" errors in the debug log even if I am not out of system Ram. Running a GTX 780 3 GB card by the way. Still too measly on the vRam? I'll have to watch the numbers next time I boot up the game and see what happens. I've only been running RSS 8.2.1 4k textures for Earth and 2k for everything else, and RVE with 8k textures scaled down to 4k as I've been trying to get everything to work somewhat "smoothly". Probably upload some pictures of what I've got going on soon. EDIT: Probably shouldn't be trying to mess with it right now while it appears you guys are messing with the master in github but the atmosphere appears to be working again but no clouds... Yeah, probably should call it a night and mess with it tomorrow.
  23. Thanks for this awesome mod! makes RSS look so much better. I got 0.2.2 to work in KSP .24.2 w/ RSS 7.3 and 7.4, then moved onto .25 w/ RSS 8.0 just to test where it worked quite well as well (after I installed ATM of course). The only things I noticed were, as stated above, the darker sky during the day but I see you've already figured that one out and the city lights looked weird during the day and night in all the KSP and RSS versions I tested. They are white and red/pink. Could that be just because you haven't gotten them finished like you said in an earlier post? In any case, I just reverted back to the 0.2.1 city lights and the look "ok" for now. Oh, also the oceans seemed off. The water doesn't appear to be moving (I honestly can't remember if it did in stock KSP), instead, it seems to be flickering. I might check that one again though and report back, even though that one doesn't bother me as much as the city lights because you don't see the flickering from orbit. Keep up the good work!
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