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Everything posted by Hyomoto
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Hyomoto replied to Galileo's topic in KSP1 Mod Releases
So, my highly unscientific tests yields ~20 fps improvement. On the launchpad I'm getting about 60fps rather than 40. That's certainly better, but I can't help but wonder why EVE is so expensive (other than being awesome). Kerbal Space Program is many things, but graphically advanced is not one of them. I know in the really old versions of EVE the performance impact wasn't quite so dramatic, and if it runs in shaders on the GPU then 9 teraflops should be plenty of overhead. I know KSP isn't multi-threaded but it should still be theoretically possible to make better use of the GPU. It seems like I must have a lot of cores just hanging around doing nothing. That sounded depressing, so let me top this off with all performance is welcome, thank you for caring enough to chase it! -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Hyomoto replied to Galileo's topic in KSP1 Mod Releases
It's certainly worth a try. For the record though I meant if I'm getting lag with a GTX 1080, I don't think it's your work that's causing it. I just did a few basic KSC tests and it looks like EVE is the bottleneck. It's my guess that it's not working as well as we might like in 1.2. I don't have an old version to go do frame rate tests on, but as far as I recall from doing old tests, generally speaking EVE's impact was never 80 fps. I went ahead and used my old cloud configs and it went back up to ~70 so while you probably have denser cloud layers, without flat out getting rid of stuff I'll be interested to see what you can do to help that. Personally I like your cloud layers, they look nice. EVE is a really old mod, and it's likely that it is in dire need of a ground-up rewrite. rBray was clearly very talented, but he mostly just did maintenance updates for the past few KSP versions and it's very likely EVE is starting to come apart at the seams. What can I say other than, good luck! edit- I noticed some of your textures might not be powers of 2, maybe EVE doesn't like that? detailCumulus.dds is 1500^2 -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Hyomoto replied to Galileo's topic in KSP1 Mod Releases
edit - I take that back. I'm getting about 40 fps at the KSC with a GTX 1080 with the medium pack. Then again, I was getting some severe lag with just EVE installed. There might be something going on there, as I believe Waz said multiple layers can be pretty harsh. Pretty surprising when a game like KSP gives nVidia's flagship a gut punch. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Hyomoto replied to rbray89's topic in KSP1 Mod Releases
I'll do a premature 'woo!' while I download, and you can assume it worked if I don't come back and say, "It didn't work, here's the logs." Either way, thanks are in order. This is one of those mods I really always hope gets a stock implementation/always surprised it hasn't gotten a stock implementation. Now that buoyancy, aerodynamics, wheels, satellite communications and airplanes have gone stock surely atmospherics will end up on the list eventually! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Hyomoto replied to rbray89's topic in KSP1 Mod Releases
So, as far as I can tell I'd have to compile Waz's branch? I don't see a compiled version available. -
Kerbal Space Program update 1.1 “Turbo Charged” is now available!
Hyomoto commented on KasperVld's article in Developer Articles
Suhweet! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Hyomoto replied to rbray89's topic in KSP1 Mod Releases
There may be other possibilities. I had a strange issue creep up a few weeks ago where KSP kept crashing as soon as it would load my game. I didn't pick up on the most obvious visual cue immediately, the planet on the main menu had shadows but no clouds, but simply putting a fresh copy of the mod fixed it. I really have no idea why that happened but sometimes deleting the offending mod and reinstalling it is all it takes. -
Well blackrack never originally planned to do the water, at least not in any public capacity I know of, so maybe. I just find it humorous. The people who did Proland had a team, the fact blackrack is trying to implement them into KSP alone suggests mental instability of the most beloved sort—like a crazy painter or the guy who builds Strandbeests. I sort of hope Squad takes notice though, and not in the modding Monday's sort of way, but that perhaps once the transition to 1.1 and Unity 5 is past, perhaps 1.2 will be the beautification update. Did you know KSP has less than 20 sounds, including music? KEEP UP THE GOOD WORK BLACKRACK.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Hyomoto replied to rbray89's topic in KSP1 Mod Releases
Your album is basically a compilation of Scatterer's greatest hits (if the hits were bugs). Rbray89 has definitely been instrumental in helping blackrack with his work, and the two have certainly spent a lot of time making their mods play together, but rbray isn't specifically responsible for fixing issues Scatterer causes with EVE. I'd recommend waiting for Scatterer to be out of development if the bugs bother you. There's a reason EVE is in 'released' mods, and Scatterer is not. -
Well, I did the same research but to me it doesn't seem to 'fix' anything other that a minor awkwardness I'm completely accustomed to and don't mind. The only thing I could consider of minor use is the 'drops the new root' part, but that seems like a heck of a chance to take on the possibility it might cause other issues elsewhere. Perhaps not; perhaps I'm just paranoid. Still, since the old version seems to work okay, the new version doesn't fix any bugs, and the addition of another bit of functionality I'm not necessarily keen on means I might adopt it eventually but for right now I'd rather wait and see if someone else will do the same thing without merging it with another mod.
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I'm probably being cynical but when people say their game runs great with no issues to speak of I don't really believe them. My startup is about 1.8 GB and as long as I don't run it in a full screen borderless window it usually takes a few hours to crash. I could try the -dx9 tag and see if that helps but, though KSP has never been more stable, it crashes eventually on all of my computers regardless of OS, hardware, mod configuration or otherwise. Stock is the most stable but given enough time it'll give out so it's well known that certain mods, such as Scatterer, exacerbate that and can have a detrimental effect but it's hardly an exception. I've had people tell me their computers run flawlessly and watch errors pop up when Windows load, or people play games at slideshow framerates suggesting it runs perfectly fine on their system. Perhaps it's a Pavlovian response but my skepticism runs deep and it seems to be a case of tolerance and familiarity as well. Still, with a 6700HQ and GTX 970M I'm not experiencing any new visual artifacts and the game runs at a healthy 60 fps on as maxed out of settings as KSP can muster. I was able to get it to slow a bit with oceans turned on (among other more obvious problems) but that's about the only appreciable yardstick I could use to test whether or not the tag 'fixed' anything. As far as it goes I'm content to wait for 1.1 and enjoy the heck out of 1.0.5 in the interim. I might try this out before I consider dropping Scatterer but as I suggested before, using 21c with the oceans disabled works great, doesn't ham my performance and looks balls out beautiful with EVE and sidesteps many of the current build's problems minus it makes my game more prone to crashing. So if it comes to that and it works, I'll both come back and click some rep for you and spread the word myself but it's definitely low priority. So low I actually wrote a post about how low it was rather than testing it out. My priorities are all messed up man.
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As an 'in-development' mod, no one comes away unscathed. The best you can hope for right now is to have a tenuous relationship with it. I don't use the ocean effects because of the various visual bugs, and I don't have many mods, and with scatterer it crashes on me pretty often; far more than the base game. So, we are basically signing a waiver when we install it. That said it looks like you might be able to free up memory to help with it. I notice you have USI, which without seeing the inside of the folder I can't know for sure, but his mods are generally pretty heavy in the memory department, and you also have stock visual enhancements which gives this disclaimer: "This mod uses a lot of RAM... I mean a lot. I honestly wouldn't use it unless you play on Linux or can wait until KSP updates to 1.1 for a stable Windows 64-bit version." So depending on any cuts you've already made you might be walking in a memory minefield. I'd recommend you clean out your mods, only install scatterer, and see what type of mileage you get. If it still crashes every other launch then you are doomed, but if it lets up you could probably drop SVE to make a significant difference.
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My question would be would you consider repackaging this. Right now it includes module manager 2.2.0, which is obviously out of date, but it also places it in the CoherentContracts folder rather than the root GameData which while MM is supposed to be able to handle for that, I can't imagine it's the best way of going about it. Also, what is the .DS_store file? Nevermind.
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In my experience I've dropped quite a few mods thanks to Squad's efforts. I don't use DRE, FAR, Better Bouyancy, AJE, Select Root, etc, ect, ect... anymore, and I see it as a good thing. I imagine some people like myself look at many mods as a stopgap for missing or underdeveloped aspects of the game, but as stock catches up it's fair to think some mods will become redundant. Unique to Antenna Range, and a big draw for me, is it's simplicity. It just works, quietly and simply. While I wouldn't mind a bit more complexity to it here and there, I mean this as an honest compliment when I say it doesn't clash with the base game and feels natural. It feels like what a stock implementation of antenna diversity might, and I'd say I turned out to be right because it's possible this stock version might well be plenty for people like myself who looked to this mod for just that. I suppose you'll probably never get a trophy but you can bet this is one of the models they used when deciding how the stock implementation should behave. That said, I'm not really a fan of RoverDude's mods and based on my experience with them I'd be surprised if there wasn't something you could add or change.
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Sounds good. KSP sure is getting a lot of visual love recently. Maybe pizzaoverhead will drop some amazing acoustic improvements to go with all this visual bling!
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Yeah, that's pretty much my experience as well Xavven. I don't think you can use intrinsic knowledge of the games quirks, flaws and interactions as a basis to say there is no hump. I certainly agree with both you and GoSlash, Horseman, that you probably don't experience them anymore because you've become so accustomed to them but from a game design perspective it's not just there, it's glaringly obvious. As a small example, the launchpad upgrade is to 140 tons. You can easily max that out with 30 parts, making the upgrade to unlimited weight very useful and viable. But, as many others have also pointed out, most people don't build 255 part craft, let alone above (and I'd wager those who do are primarily creative players), meaning that initial jump from 30 to 255 is terribly significant. It's telling that most people say they unlock the final tier for action groups, also a highly useful upgrade, rather than for unlimited parts. So yes, more efficient designs, higher skill levels and a general knowledge of the game will certainly make 30 parts less of a restriction, but it won't make 255 parts less of an upgrade for the simple fact it is the most significant upgrade. It would be as if you jumped from 100 points to 1500 when you unlocked the R&D building. Yeah, you'd still need the science for the nodes but it would definitely diminish the purpose of the third upgrade. So perhaps it would be incorrect to link difficulty to part counts but at the same time it's not as if it's without merit and has increasing significance for players the more they lean towards various challenges over calculated efficiency. We'll have to see what 1.1 has on offer in this regard, but it might be interesting to see this made more open to modding. I admit, I haven't looked into it but based on the lack of mods in this category I'm guessing it's fairly obfuscated.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Hyomoto replied to rbray89's topic in KSP1 Mod Releases
Awwwwwwwwww hell yeah. Love it. Too bad I'll be dead. Will post rep from the grave. -
I didn't even know Select Root was around since the whole implementation into the base game but wouldn't you know, it is! I don't think I need the functionality it provides so probably just wait for this one to get updated vanilla or keep using it until it breaks. But thanks for the effort!
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I like this thread simply because it's perhaps the best collection of reasons to play Kerbal Space Program. We all do the same stuff, build and fly, and yet no one really does anything the same.
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Perhaps not but for the rest of us it's either that or close our eyes and pretend real hard like, or maybe I'm the only one who prefers the stable part of the mod! I mean, I didn't even bother trying the mod out until 21 because as pretty as it is, a stable and consistent play experience is far more valuable to me than the extra visual effects. KSP is super fun to play but what it lacks in graphics, it lacks double, maybe triple in soundscape. I have more mods for adding sound to the game than I do visual improvements at this point. To me, Collision FX has done just as much to improve the visuals as EVE or Scatterer but it most certainly gets nowhere near the recognition, and it adds much needed audio to boot! I think I may have drifted a bit there. The atmospheric scattering in 21 seems to work to a degree that means I can leave it on without experiencing horrible experience thrashing bugs, and while the ocean shaders are nothing short of beautiful, they have a ways to go before they are good for much more than pimping screenshots. Mind this is no complaint, I'm glad I can finally try out scatterer.
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While everyone eagerly awaits some more voodoo wizardry I think it's worth pointing out you can roll back to 21c and turn off the oceans to pretty much enjoy scatterer in it's original form. While 215 also broke the atmospheric scattering, the last release was stable enough state to enjoy consistently (though I'd still recommend constant saves as my experience has been it crashes quite often). I know everyone lost their minds with the new water, but given the number of bugs and instability that comes with it, and just in case it isn't well known, disabling it is definitely an option. Might take the edge off of for some of you champing at the bit?
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Hyomoto replied to cybutek's topic in KSP1 Mod Releases
I think the engineer providing KER data is actually kind of neat and gives them something to do other that wait for something that will hopefully never break Anyways, I'm giving bulk feedback! I see reference bodies for everywhere except for Kerbol. Any particular reason? I never gave it much thought before but it seems like missing data, I assume it's because you never take off from the sun but you have Jool listed. Also, the air-breathing engine readouts are variously incorrect. I'm guessing it doesn't deal with the latest fuel revisions for air-breathing engines but here's a simple example. Note the addition of fuel reduces the dV and burn time stays the same. Clearly it's not counting them as part of calculations. Adding fuel lines reveals it's errors! -
There has literally never been a better time to play. Today's mission? Collecting a tiny probe released as part of a Minmus expedition which entered Kerbol orbit and returned with some sweet temperature and goo readings. I think I might start getting a micro-fetish, it may not be fast but this bugger has 2800m/s dV and last I checked, that's almost enough to send it out to Dres (One way of course :P)! It also fits neatly into a 2.5m service bay for both deployment and recovery! Though steering it is a bit of a nuisance, 'forward' is 90 degrees port of the readout so the next iteration will probably have the battery and the probe core swapped.