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vanlock

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Everything posted by vanlock

  1. Even on the 2nd pic it looks like the sky is filled with white dust. We're gonna have to ask Neil DeGrasse to step into this thread and help us !
  2. So for your pack we will in fact need RSS & EVE ?
  3. Okay okay okay, don't move don't sneeze don't change anything ! And go get some sleep ! But release it before hopping to bed ^^
  4. Magnificent ! Which jool texture do you use/recommend ? edit : also last post is perfect !
  5. Really cool, i'll test whenever I can ! Thank you !
  6. thanks, so all i'm hoping now is that each contributor won't make changes that overlap each other. Also it would be best if each creates a cfg with only his/her changes.f
  7. Yay another update ! Thanks ! So If I understand correctly, I can organize the configs as such :
  8. Same, Mun is just right. A bit too glowy maybe from low mun orbit, but that's all. Okay, don't touch anything this is perfect in my humble opinion !
  9. Okay, don't touch anything this is perfect in my humble opinion ! edit : okay well Rbray now we are waiting for your update !
  10. Yes, I would like to order : your new Mun Texture (as HiRes and detailed as you can get) with a yellowish tint like IRL, and without the big glow ! New Mun texture makes the craters and landscape more visible which is good. That's really really cool, I look forward to it, you seem to be working day and night on this ! Also I hope you are sharing with rbray and Astronomer in PM your tricks and solutions to the cloud shading, shadows etc ! I don't care who gets credit, all that matters is the stunning visual improvements you guys are producing. Could be called the Rbray Team, or the EVE-RSA (RbraySonicAstronomer) Team !
  11. Ok so now I'm asking that Astronomer and Sonic combine their efforts and release something together ! You both are doing amazing work on top of rbray's essential creation.
  12. Oh My ! That's really really cool ! the layer issue from orbital view is maybe caused by the Unity engine. Otherwise it looks really great, i'm installing it thanks alot !
  13. Yeah, I removed the entire folder for the moment to finish my mission. Thanks Ahaha yeah that was my mistake right there, i'll put the mod back in place and fix the folder structure. Thanks alot ! Thanks for your reply, I'm thinking about either forbidding ATM from optimizing that texture, or i'll try what you recommend: It's a 6kx6kx24bit beast. Banding is also a bit present with stock texture : Maybe I have an issue with global brightness then ?
  14. I've been encountering crashes for the last 3 hours, always after 15-25mn max. KSP uses more and more RAM, then dies. Here's what's in the log, thousands of line of it : Before posting here I removed the custom kerbals textures, then the custome galaxy. The log stopped mentionning those, but still the crashes continue.
  15. Yeah that's what I was now thinking, especially with you also mentionning in one of the last pages. Thanks alot for your quick answer, also again thanks for your work (You TOO GreenSkull ! )
  16. For the Generic Suits, renaming them to OrangekerbalMainGrey.png and BlueKerbalMainGrey.png will work ? Or I keep in separate folders in \Suits ? Thanks for your post and guide !
  17. Ok, what made me really wondering is that with 2.15Basic (and .23 ofc) the cache folder was way bigger, and it cached all the big cloud textures for instance. Also KSP RAM was at about 2.1GB. At the moment the whole gamefolder is at 1.82GB. I think I understand you had to modify the way ATM works, so maybe that's the reason I see different results. Textures compressed to DXT get in that cache folder ? Thanks a lot for your quick answer anyway.
  18. Hey, i've switched to 3.0 and then 3.1 basic, deleting all Boulder and ATM folders. The ATM cache folder is only 8MB. And KSP is at 2.8GB in RAM. So I guess ATM was not initiated at launch...
  19. Hi Guys, i'm using blubbermonkeys' skybox. >> http://forum.kerbalspaceprogram.com/showthread.php?p=903890#post903890 And I get this result, very not pretty banding from the shading off. I've looked again at the huge 6000*6000*24 source galaxy textures in PNG, and when zooming to at least 50% that shadingoff is also visible. I haven't tweaked luminosity in the game, but maybe I missed something. PS : i'm using ActiveTextureManagement at its latest version, it might the source of trouble ?
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