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NovaSilisko

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Everything posted by NovaSilisko

  1. Solar panels, lighting, stuff like that. Would require rewriting how the lighting works...
  2. Reading a ~120mb reduction in RAM usage mmmmmmMMMM No longer has to keep heightmaps loaded in memory. But, it does have to load them for a few seconds to grab the data off them, so the 120mb reduction won't help prevent any out-of-memory crashes... Edit: Added a GUI to the main menu to make configuration easier.
  3. Man, I shouldn't have opened my big mouth... now I've gone and accidentally derailed this poor man's thread.
  4. Working on reducing the RAM usage of the mod. Nuking the old heightmaps and scaledspace textures, just in case they're still left loaded despite being unused.
  5. Good to hear kethane works. Does kerbal engineer report transfer windows correctly for the new layout?
  6. I wonder what happened to that toolbox part shown off a while ago? That could've been useful for hauling up spare experiment equipment.
  7. Can add another to that list if I ever get my game off the ground and functional!
  8. I haven't encountered the spawn-in-space bug once in this new version I'm working with, so fingers crossed!
  9. Yeah the problem is Jool's moons are the equivelent of if Earth was orbiting Neptune... that, and the biggest moons are sort of in an imperfect laplace resonance. IIRC Tylo's longitude of ascending node is off by 180 degrees or something, so there's a massive gravitational kick on stuff that would quickly help destabilize everything. I would be interested in seeing this same simulation run for Alternis though...
  10. Nah, it's the Vesta engine from KW. The sats have their upper stage integrated, also functions for orbit trims.
  11. Alright after considerable nagging encouragement I'm making a CFG option to pop bop in Kerbin orbit and shrink it down to a glorified boulder, for those of you that want something nearby to Kerbin to land on. For those that (like me) will yell about how such a configuration would only be stable for a few years at best, it can be kept off. I do like being able to have a CFG for settings now, lets everyone have the best of both worlds.
  12. It's alright, you can continue making it! Your English is fine, it's just me being dumb with my wording of the license and not making it clear that I want permission asked before releasing. I look forward to seeing this finished up and polished. It's a shame we can't make separate solar systems outside of the base one, though.
  13. Going to at some point release a specific branch of the Visual Enhancements mod (or just a CFG/textures for the existing mod) for Alternis, with specific configs and textures for it.
  14. I want to put forward that after installing RemoteTech I don't think I can ever go back to a version of KSP that lacks it... it just adds so much substance to the game, and succulent complexity - requiring planning, forethought, proper execution. Missions have meanings and restraints now. I have stepped out of the darkness and into the light. This is a new age!
  15. You definitely sanity checks on your orbit positions. You have SOIs potentially intersecting (especially anything near Jool), and things just going generally haywire... pure randomness is not what you want to do for things like this, as FlexGunship said you need to have the mod control how far things are taken. Planets need to be spaced incrementally outward so that their SOIs never touch (or never can touch), since that's tremendously bad news with how the orbit system works. Edit: Also, I think I worded it a little poorly in the Alternis license, but I would've liked if you had asked permission before releasing this mod...
  16. Working on a new update. Hopefully fixes the solar orbit bug. Also adds a config file for optional increased timewarp values, global comet brightness, as well as enabling/disabling the mod (so you don't have to uninstall the mod if you want to go play on the vanilla system in another save) I'm too scared to try, from the magnitude of the detonation that would likely occur upon doing so...
  17. Right, the mods we have in common are the Firespitter DLLs, Joint Reinforcement, HyperEdit, and the 6S Tubes... I made a minor tweak to the mod just now and haven't gotten it since, but that doesn't necessarily mean it's gone.
  18. I really wish I could get to the bottom of that solar orbit bug. It never did that until recently, so it has to be something changed recently. But, now, I can't get it to happen anymore despite not having changed anything in the mod... Edit: I just HAD to say that
  19. Yeah, I'm just setting up a new mod folder in GameData called AlternisKerbolVE and changing all the texture paths, then including the dlls and cfgs in there. Edit: Actually I think I need to compile a bit of a homebrew for this, since it tries to find common.cfg in BoulderCo, so I need to change that path I think. Edit2: Okay it's actually ALL of the cfgs, so for now I guess I'll just name the folder BoulderCo Edit3: Why's this thing going on about userCloudLayers? That file isn't included in the zip, and I can't just make an empty one unfortunately, it makes the whole system go haywire. Edit4: Okay the last thing was just me being dumb, disregard.
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