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Everything posted by rbray89
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Hmmm... that is VERY odd. I'll have too look into it. There should be a Button for every mod that you have a config for, and an additional "unmanaged" button for mods that don't have a config. When selected, the button should indicate the amount saved per folder, with a display below indicating the total amount saved. The weird thing here is that only the squad folder showed up. WHY? Hmmm... very interesting/confusing. I Just looked and found the reason why you get the indexOutOfRangeException, As for why you only have the one folder for squad I don't know. Do you have any of the "default" mods that there are config files for?
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Looks like you are running out of memory: DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory! Trying to allocate: 178956976B with 32 alignment. MemoryLabel: Texture Allocation happend at: Line:388 in Memory overview May I recommend: http://forum.kerbalspaceprogram.com/threads/59005-0-23-Release-2-15-Active-Texture-Management-Save-RAM-without-reduction-packs%21 -
hmmm... If you want, you can try an interim build out, just replace the dll in the folder with this one (click "raw", it will let you download it): https://github.com/waka324/TextureCompressor/blob/master/GameData/BoulderCo/Plugins/TextureCompressor.dll has the GUI that will display on the main menu and allows you to check how much memory should be saved by each folder.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Yeah, the config in the next update will now use altitude, as the "radial ratio" was a bit difficult for people to use. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Yeah, One thing that always bugged me was that the clouds didn't "run" into the mountains. Even when they should. This will fix that. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Do you have the log file? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Errmm... Hmm... City lights works, but the clouds don't? Usually when something like this occurs, I recommend trying to remove all traces of the plugin and perform a clean install. The folder tree should be something like: KSP_mac/GameData/BoulderCo/... -
1 - I am actually not sure on this one. I'm not sure how squad performs the scalling. I assume it is through the unity render engine, which would scale textures in render, rather than in memory. I would probably recommend using my mod to manage textures, simply because I know how well the scaling algorithm works. 2 - I do believe the settings would stack. 3 - Yes, this is what I would do. The KSP settings would be applied on top of the mod settings. 4 - PC SYSTEM memory would be used. The graphics card driver would allocate more memory from the system in a driver and hot-swap it in. This of-course is MUCH slower than on-board graphics memory. However, the algorithms tend to keep textures in memory that are being used. Ie. You could a gigantic ship in LKO, and JUST be at the memory limit of your graphics card. If you switch views to a station orbiting Jool, the Jool texture would be loaded into memory, and likely bump the Kerbin texture out, so it would have a one-time frame hit while that texture was loaded out of system memory. B - It would free up a bit of system memory, but you probably wouldn't notice it, and it wouldn't effect the number of mods you could use. 5 - No, there are no real differences in loading times. All of KSP's textures are loaded into memory at-runtime. That is why it uses so much ram. However, smaller textures and compressed textures (DXT format) do RENDER faster, so frame-rate is positively impacted. MipMaps also help with this too.