bulletrhli
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KSP2 Release Notes
Everything posted by bulletrhli
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Download either the basic or aggressive version and put the BoulderCo folder from the archive (ZIP file) into the GameData folder. Run KSP. The first load will take a bit more time as it is creating cached files. What this means is it is doing its compression, and saving the smaller compressed files to the disc (used to just save to ram but this was changed recently). So, for the next time you load the game, it will load a lot faster and you benefit from the compressed files.
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
bulletrhli replied to toadicus's topic in KSP1 Mod Releases
Just updated to the new version and the void button in both the blizzy toolbar and without have no logo for it.- 577 replies
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- plugin
- orbital parameters
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(and 1 more)
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[Airships in 1.12.3] HooliganLabs Mods
bulletrhli replied to JewelShisen's topic in KSP1 Mod Releases
Hey Jewel, I tried the Drone Airship v1.1 and I was getting texture errors and it caused the game to hault loading at your drone parts. I didn't think to screenshot the error but it was a texture reference error which produced a null result. I don't know if anyone else has had the issue but if you need more information let me know. -
We need to complete more of this everyone! So many things are missing aha
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This was my first time trying the mod and I started a new career mode but I had no capsules or anything to launch from to accumulate any science at the start. I am not sure if I am missing anything but I do have all the essentials besides life support. I do have KW and AIES. Edit: Sorry, I saw that when you click the first node it says to unlock the node above it.
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Okay, so I started up everything and it all loaded fine. I got to the main menu and noticed in the debug console that it was spamming the 000_Toolbar.tcfg does not exist. It was a nonstop spam fest (mmm spam). I reloaded KSP at an attempt to fix the issue. At first I thought it fixed it but as soon as I opened up the TC menu I got spammed. Now I know it is an issue because I clicked through the folder buttons in the menu and it spammed according to what I have selected.
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
bulletrhli replied to damny's topic in KSP1 Mod Development
You can save your maps to a PNG after you scan them once. -
AFAIK, I was under the impression he still was, should that not be the case, then I hope to hear from him soon as to where his life is headed with the KSP community. Thank you, I realized this after I posted my question. I noticed in the WheelSounds mod I have (part of the Sound Pack to bring more life to KSP) that it uses a specific config file just for the parts and extra info that usually would be in the part cfg so I put the text file in the B9 pack and renamed it accordingly and it works As a test, I made unrealistic locations for the parts to make sure I didn't mess anything up.
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Since he is working with the KSP devs now, tbh, I don't think he has time to put much effort into B9 anymore. I also do not think anyone could replicate his style of art (at this time) for a knockoff of B9 to come out for the time being. But man, would I love more B9 parts, or at the bare minimum, performance improvements without sacrificing quality as i am sure a lot of others are waiting for.
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Definitely use the aggressive version as the basic version has a 30% or so increase in memory due to the mipmaps and some other changes. Also, depending on the specs of your computer, that may play a factor. (No need to go and say I have a beast computer if you do, I am simply stating a fact that in most cases play a factor). Also, one thing to try, load up the KSP Launcher (not KSP.exe, load Launcher.exe) and open the settings. Everything can stay max in most cases besides anti aliasing, resolution, and v-sync, but change the Texture Quality setting to Half Res. You won't notice much change in quality but it SIGNIFICANTLY reduces your memory usage. That and this mod Rbray has been so kind to make drastically improves overall memory and game performance even with the limits of the Unity Engine.
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Tbh, I wasn't sure whether or not anyone else would be interested in trying the iterations. I feel like this mod needs a dev page like Mechjeb has where they have daily builds and what not. Just a thought Rbray, will you be posting the iterations in the OP or just like a little while ago? Links below incase no one has an idea what I am talking about. http://jenkins.mumech.com/job/MechJeb2/