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TheUnamusedFox

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Everything posted by TheUnamusedFox

  1. If you have nearfuture propulsion installed, you need to delete the nearfuture mode cfg in Interstellar's patch folders.
  2. Woo! It's worked for me for about an hour with no bugs, haven't noticed anything. Thank you Ferram, for freeing us of the tyranny of the struts! -edit- 4 hours now, no bugs!
  3. Plugins are broken, yes, but I'm using part only mods with absolutely no issues, with the exception of landing gear. I'm just using the firespitter version from roverdude's mods, and fuelswitching works fine.
  4. How would one go about turning down the volumetric cloud density? It's beautiful, but it makes my 970's fan ramp almost all the way up, and the coil whine when looking at clouds is pretty terrible. I didn't see anything relating to density in the cfg, but I may just be blind. Also, what should I do to keep the volumetric clouds from appearing in a 100x100km orbit? It's barely visible, and just lost performance.
  5. Huh! This mod is actually working mostly fine for me in 1.1, or at least I haven't noticed anything outside of the landing gear being broken. There is some temporary weirdness when pods are in the editor pages, the windows are bright blue or black, but that goes away when you actually select them. Just delete the landing legs from the pathpatches cfg and the squad cfg and you should be golden.
  6. Alright, I'm getting the same bug as those above me, http://imgur.com/ZlmVLlu EVE and Scatterer Just EVE, no visual artefacts Good luck with further dev of this mod, and thank you for creating and maintaining it! Here's a dxdiag, just in case something can be of use
  7. Hehe, sitting here refreshing every 5 or so minutes, can't wait to use this without the volumetric clouds bogging down the physics so badly!
  8. Livefeed is well and truly borked, isn't it? How much work do you think it'll take to get it up and running again? Also, if you didn't know, there's a plugin updating help section in the addon dev section. If you do update this, good luck! I don't know if I'll actually continue playing KSP very much without this.
  9. Yeah, I imagine it would be annoying to constantly fix things, looks like I'm waiting a little while. Thanks for making this mod though, it really is a godsend!
  10. Agh, the 1.1 prerelease made me realize how ugly the stock fairings are, they clash so horribly with other parts... Good luck on updating!
  11. Aaaaagh, 1.1 feels wrong without this! I need this, Filter Extensions, and Procedural Fairings to play...
  12. Tried playing KSP 1.1 without this... Not happening. Everything felt wrong in the editor! Me playing KSP 1.1 now hinges on this mod getting updated,it really needs to be implemented into the game...
  13. It's in the steam beta tab, go to ksp in your library, properties, betas, switch to prerelease, and you're golden.
  14. Hey, is there any chance of a fairing for Procedural Fairings being made? While the stock fairing system is okay, the mod is much more versatile. Right now some of my launchers look kind of patchwork, since resizing fairing bases isn't a thing.
  15. Alright, this has become my all-time favorite part pack, these things are GORGEOUS! I just started a brand new career in my modded to pieces install, and all I can say is wow. These parts fill so many gaps, and look amazing doing it. Thank you so much for making this! A rocket early on in my career, just a few nodes unlocked with Community Tech Tree.
  16. -I'm on 64-bit WINDOWS. Warning, take it with a grain of salt...- I'm getting the exact same effect with 64k, and only with 64k. GTX 970, 4gb vram.
  17. Is this not updated for the current EVE? Installing this breaks my Stock Visual Enhancements and KSPRC amalgamation. Apologies if it is updated, I just don't have the time or inclination to do in depth troubleshooting at the moment.
  18. Stavell, thank you for keeping this mod up to date so well, even when it's in such a popularity rut. Hopefully it will see a resurgence in use, soon.
  19. There aren't any pruners for 1.9, yet. In the meantime, if you haven't tried this already, force ksp to use OpenGL. Create a shortcut of ksp.exe, go to its poperties, go to the Target box. Click directly after the last quotation mark, space, and paste in -force-Opengl Start up using that shortcut. I'm running high resolution Stock Visual Enhancments, Stock revamp, Scatter, KW, AIES, MKS, and assorted small part mods. OpenGL works miracles. Also, Ven, could you make a procedural parts tank texture or two? Pure white is the closest that fits your style, but... well, you can see it's kind of ugly side by side.
  20. You've done an absolutely amazing job on this. These are straight up the best looking parts I've ever seen in KSP!
  21. Loading was like skyrim's level of detail pop-in, when flipping pages or loading craft, it simply loaded a much lower resolution texture in place of the real one, and as you needed them, loaded the full textures. Also, dynamic loading like this can be done very well - In skyrim, with 30gb of mods (Textures mods, model replacers) I rarely ever got above 2.6-2.7 gb used, sprinting with a heavily sped up horse across the map, and texture pop-in wasn't too noticeable. This is on a $30 250gb hard drive. I don't expect that kind of quality from Squad, nor from a mod - that would be totally unreasonable. But just getting LoD back to working would be awesome, especially with Opengl. Oh, I wasn't really hoping for someone to update it before the upcoming update - I was just hoping that a modder might find it an interesting project to eventually resurrect. LoD in a year is better than LoD never. Edit - This isn't too terribly accurate. KSP scene changes often take a while - not at all second-to-second, and there is no need at all to load a hundred+ parts into RAM when your vessel has, say, 30 unique parts. Like LoD does - just load a thumbnail image, when another ship gets within, say, 100km, load the parts it uses. Simple, effective. KSP , in timewarp, uses an on-rail system - it's simple to predict what you need to load. If your trajectory goes near a ship, do as I said last sentence - if it goes within visual range of a planet, load it. The only reason KSP really has the system it does is that it is low effort, and somewhat performance saving, and was implemented in Alpha. Stock KSP does not need a dynamic loading system at all - it goes nowhere near the limit, so I doubt Squad will ever implement dynamic loading, sadly. Unless some miracle happens and Unity 5 has some arcane -make-it-easier-to-load-dynamically magic that I as a non game dev don't understand, I think heavy mod users are up a creek without a paddle, unless LoD gets resurrected, or someone else makes a similar project as time goes on.
  22. Are you running windows 10? I've noticed that it does this, but it usually displays full memory usage under details, or with an ingame memory monitor. I've also seen the task manager memory usage monitor jumping around wildly, so I don't know how trustworthy it is.
  23. Popped over here to ask someone to take up http://forum.kerbalspaceprogram.com/threads/73236-WIP-Loading-textures-only-as-required It was an awesome mod, sadly, however, it was abandoned. If someone could take this up, and improve it, maybe get it to work with Opengl, you would be my, and many others, Hero. As Squad adds in more assets, and doesn't add dynamic loading, large part mods and graphic enhancements are hitting the 4gb limit, and seeing as how stock is fine without dynamic loading, I doubt we'll ever get it. These mod needs to live.
  24. Yes! KLF is back from almost-death again. I think this is the... 4th time? 5th? Over the last couple of months I've realized that KSP just isn't fun anymore without this mod.
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