Jump to content

Ph34rb0t

Members
  • Posts

    226
  • Joined

  • Last visited

Everything posted by Ph34rb0t

  1. Thank you so much for this! This even fixes some other mods (ScienceAlert; KerbalAlarmClock 3.x)!
  2. H/U for those running ScienceAlert and the stuff from Tarsier: Hubertnnn did a quick workaround fix for the .dll. http://forum.kerbalspaceprogram.com/threads/62941-v0-24-Tarsier-Space-Technology-%28v4-5c-Now-with-GALAXIES!!!%29?p=1515634&viewfull=1#post1515634 ScienceAlert loads now and even KerbalAlarmClock now correctly saves any alarms.
  3. What has changed in v1.1? -E: Thanks for these parts, btw! Couldn't live without them.
  4. Can the hotkey be made user-configurable at one point? At the moment, it collides with FinalFrontier's.
  5. KASA food must be extremely bad because my Kerbals don't seem to want it. I've added Snacks to an existing savegame and the vessel in question is idling in orbit around Kerbin, so the lack of hunger might just be a limitation regarding Snacks and lack of vessel-related SOI updating(?). (Or the Kerbals just refuse to give up their regular photosynthesis.) Just wanted to ask if this behaviour has been recorded before and if it has the prospect of going away when I launch my next crewed vessel. Disregard that. They just had some and didn't puke. Hooray!
  6. Try OpenGL mode. Should cut memory use quite a bit. http://forum.kerbalspaceprogram.com/threads/84203-Less-memory-usage-by-using-OpenGL
  7. Space plane patch: http://forum.kerbalspaceprogram.com/threads/68429?p=1308280&viewfull=1#post1308280 Thanks for that! The disintegrating nosecone during reentry had me bit worried. The rest of the shuttle is surprisingly tough though.
  8. Okay, I'll try to yell them away then. Just kidding. PNG time!
  9. "i.e. the test "should volumetrics be created" will always return true, not "you will see no volumetrics" " I.e. volumetric clouds where there should be none? Is that what you mean? Because EVE's internals read the cloudmap's alpha channel to determine where to render clouds or something? Can I at least convert the cloudmap from that disgusting .tga format into .png? Or I'll shout them away. http://i.ytimg.com/vi/3ujqoc6Rzuw/maxresdefault.jpg
  10. Because of "HIGH QUALITY ULTRA HD 8092 RESOLUTION TEXTURES ON A 52 INCH SCREEN SUCK IT LOSERS" video quality harlots?
  11. I've done some reentry and landing tests with KSOS yesterday and remember passing through a thick cloud layer. I'm not sure if these are the volumetric clouds you're referring though, but even if they aren't, I take 'em.
  12. I know, but since I've posted about a potential conflict between EVE and PS here, I wanted to put the resolution here as well.
  13. Umm...the cloudmap from 7-4 got converted okay and I have clouds over Kerbin in the menu, in map view and in-game okay. *Shrug*
  14. Fixed my problem with PS and EVE! http://i.imgur.com/XTnist4.png Short solution: Convert EVE's .tga textures into .png (or DDS).
  15. HA! Got PlanetShine and EVE 7-4 to work together. http://i.imgur.com/XTnist4.png And guess what was the cause. Right, those dreaded .TGA textures. Either convert EVE's textures to .png or go full on awesome and go DDS.
  16. Note: EVE 9-2 works well with PlanetShine, but has some other bugs, especially regarding KSOS. And after removing PlanetShine, city lights are still broken. GAH! Back to the EVE thread.
  17. You can still use both, as long as you don't need city lights (delete CityLights.dll from EVE).
  18. Umm...isn't Astronomer's stuff just working on top of EVE? Removing CityLights.dll is a workaround indeed, but takes away much of the...interestingness of the night side of Kerbin.
  19. Doesn't work. I'm taking about this bug, by the way: http://forum.kerbalspaceprogram.com/threads/55905-0-24-7-4-Sep-9-2014-EnvironmentalVisualEnhancements?p=1481835&viewfull=1#post1481835 http://forum.kerbalspaceprogram.com/threads/55905-0-24-7-4-Sep-9-2014-EnvironmentalVisualEnhancements?p=1477868&viewfull=1#post1477868
  20. Planetshine 2.1? Note: I'm talking about EVE, PlanetShine and KSOS. I didn't have any problem with other ships, EVE 9-2 and PlanetShine.
  21. PS 2.1 breaks EVE 7-4's city lights for me. Everything else works. Will investigate a bit more.
  22. Anyone using EVE 7-4, 9-2 or post-9-2 in 0.25 with KSOS? Whenever I load a savegame and jump into KSOS, I lose the cloud and city layer on the currently visible side of Kerbin. City and lights return when crossing the terminator, but crossing it again into daylight only yields clouds over land. I also get significant slowdowns once in a while. This doesn't happen with other currently active ships (tested with stock and HGR) and switching to one of these other ships and back to KSOS is the only way to get the entire cloud layer back. I'm not sure whether this is due to one of KSOS' modules conflicting with EVE, KSOS' huge texture load or simply because of a broken savegame. - Edit: It's not the savegame. Started another sandbox game, launched KSOS to orbit, quit, loaded and the problem recurred. - Edit²: 7-4 loads correctly, but displays the night side shading bug. - Edit³: The latest EVE Overhaul build from GIT exhibits the same behaviour as the 9.2 one. Plus abyssimal framerates. - Edit4: 7-4 works perfectly, as long as PlanetShine isn't installed.
  23. I've converted all the textures again from scratch, this time including the .mbms. (Thanks for the amended script, Urgante!) Main loading time doesn't seem to have decreased, but the in-game loading times are even a wee bit faster than before. RAM Usage with about 50 mods is 2.2 GB in OpenGL (KSP Win x86) mode. This involves "manually" converting all files in the GameData folder and thus altering mods directly while ATM basically does it automatically for you upon game launch without affecting the source textures in the mod directory.
×
×
  • Create New...