Jump to content

Tanya Sapien

Members
  • Posts

    127
  • Joined

  • Last visited

Reputation

21 Excellent

Contact Methods

Profile Information

  • About me
    Mad Scientist

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Reviving thread to point out broken scripts. I came here after I couldn't get a mashugina imgur album to parse only to discover that the instructable for it itself is broken.
  2. Well after three days and 10,683 module manager patches applied, I finally got all my mods playing nice together on 1.3. All the gizmos and gadgets are nice and all, but TheMaster401 I have you to thank for the frosting on that cake. It wasn't until my first field mission, setting up a seismometer in the mountains, that I was able to truly appreciate just what this graphics mod brings to the game I only wish SVT wasn't incompatible, then I'd truly have everything, but that's just me complaining the cake has 99 sprinkles instead of 100.
  3. Nailed it. "Terraced Housing" and to a lesser extent "Apartment Building". Specifically it's the shadow calculation that's bogging down, which would explain why the 10 series cards feel it so hard. Tested by spawning and deleting multiple instances of various potential culprits on various graphics settings and culling distances. Looks like it's just the sheer number of objects in close proximity to one another and casting shadows on each other that's overloading what the engine can readily handle. I'd suggest swapping the models for some low-poly versions. Until then my stopgap will just be to just cull them from my game; I've never fully filled one apartment complex, much less four so it won't be an issue for me. PS: slight afterthought, the one person who submitted their modlist had EVE in there, which I also have. That mod is quite shader-intensive, so it might just be too much load on one specific module, in this case shadow calculation. I dunno, really just speculating at this point and too busy to test into further detail.
  4. chiming in to verify some lag around KSC. Specifically the kampus. Any time it's on screen I get major FPS dips. I'm running a FX-6300 CPU and a GTX 1050Ti GPU and have very few other mods running Side note, I've noticed all the other people who reported this issue were on 10 series Nvidia cards as well, connection maybe? Side side note, I keep load graphs visible on my second monitor at all times and during these FPS dips I checked the graphs and the CPU was at 80% load and the GPU at 70%. Neither was peaked yet FPS was plummeting. Not sure what exactly that means, but it's something. I'm going to run a test build and start cropping some buildings while checking load and FPS, I'll report any findings or lack thereof in an hour or so.
  5. could you start posting changelogs again? the list on the page only goes up to v1.16 and I'm the kind of person who really likes to know what bugs exist, no longer exist, and were never there to begin with. To say nothing of added features or removed ones.
  6. After giving it some thought, I thinking about blowing the dust off something. Ages ago, Snjo was helping me to work on a steampunk mod. I ended up getting overwhelmed, but I retained a lot of the lessons I learned along the way. With community resources, and now vanilla Ore, the land is fertile, and two things in this thread got me thinking. That sail boat prototype and the airship boat delivery system. I'm thinking Guns Of Icarus style steampunk airships. I'm feeling an itch to get back into working on that mod. I originally had visions of throttle being tied to boiler flame, with the heat of the boiler dictating steam flow and therefor thrust, meaning that your speed response would be on a delay and running the boilers too hot would make them explode. After some thought I've decided this is needlessly complex. Your approach, however, looks interesting. I was thinking if Infinite is too busy, I could step in and help a bit. I'm not making promises, it's been two years since I even touched the code of this game, and I remember having a lot of difficulty in getting the Squad code to inject properly into the parts, but if I could come up with some functional hardware, it needs branding, and I was thinking having it be a parts pack for your mod would be a good way to do it. With your permission, I'd like to get to work on making some steampunk hardware. Related note, I don't know what the fix for V hulls is you were mentioning, but a quick and dirty fix I can think of, which is what I had in mind for mine and how I stabilize my taller ships; keels. Just make a mesh variant of the compressed water holder that's flat and semi-cylindrical and with a far higher crash tolerance. So yeah, I think I'm gonna go reinstall blender and poke around my old folders to see if I can find my old data. EDIT: Damn. I knew I lost some data, I just didn't know the project files were among it. All of my work on the old steampunk mod was lost, I'll be starting completely from scratch. EDIT 2: I've never been happier to have a poor organizational system. I found a few files I'd moved to a different folder to work on. I was able to recover the mesh and textures for the MkI boiler and the mesh for the flux turbine. everything else is still gone, but at least I have something to start on. EDIT 3: a month and a half of work. and that's all that remains of it
  7. I feel a presence...a presence I haven't felt since...
  8. I saw that a little while back, but it wasn't done yet so I didn't grab it. Nice to know it's in a functional state now. I'll definitely be getting to work on some proper vessels. In the meantime, I leave you with my hydrogen tanker. It carries exactly 5 million units of liquid hydrogen, worth $135,000. Working alongside my drilling rig which also uses the ships mod, it's a nice method of steady non-cheating career mode money
  9. Hey, Fengist, I just wanted to let you know I'm having a lot of fun with your mod. I combined it with some stuff from BD Armory and Infernal Robotics and made a neat little battleship. You have my permission to use, blah blah, legal stuff, NEED MORE SPLOSIONS
  10. conventional SAM, you're absolutely right, but there is a kind of missile called an "auto swarmer" (not to be confused with the Twisted Metal "Swarmer Missile")that is capable of overshooting and doubling back, they're designed for taking down large numbers of aircraft by sheer air saturation, and in the event that one misses, the computer controlling all of them reassigns a new target for the one that missed, or if none are available plots a return trajectory for another swipe at the original target. They're really nasty little buggers.
  11. considering that he works with Snjo (the firespitter parts guy) I can easily see this being a thing
  12. turret controls are in the Readme. I use Xpadder and map the controls of an XBOX360 controller to them. also make sure to select the context menu option "control this" while operating the vehicle before attempting to move them around.
  13. ah, so it's a hybridized approach. I just know that RAM is a huge concern for people not using Linux. I know for people like me who have upwards of 800 parts (887 on my install, plus utilities and plugins) RAM starts to become worth its weight in gold. Even using the reduced textures for KSPX and B9 Aerospace, and dumping some Firespitter configs from internals, I still run into RAM choking. I can't wait until 64 bit becomes available for windows an mac users, it'll revolutionize how much people can mod their games
×
×
  • Create New...