GavinZac
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Everything posted by GavinZac
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... marry me?
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The development build is working fine. If it's not working for you, you've done something wrong.
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[0.21.x] ReflectiveShader Plugin (Version 1.2)
GavinZac replied to Razchek's topic in KSP1 Mod Releases
I immediately thought: whoever made those masks and glasses for Kerbals in EVA using KAS, could they make a reflective mask for the front of the Kerbal's helmets?! -
[0.21] Hooligan Labs - Airship, Submarines and More
GavinZac replied to Hooligan Labs's topic in KSP1 Mod Releases
It tended to happen at a certain point away from the KSC - I was trying to get it on top of the hill next to the island run way (it's an observatory, it likes the dark and hills!). I picked it up (after many failed attempts with a helicopter) and carried it out over the sea. It is basically a helicopter, with the rotor removed and replaced by the envelope, and jet engines stuck on the side. I thought it might be a speed issue, so I did it a few times, at 30m/s, 20m/s and finally 10m/s. All suffered from a sudden explosion centred on the envelope, in which only the envelope exploded (though obviously, 1000m above sea level is not a naturally tenable position for an observatory). Eventually I canceled the flight, which is a pity. Should I try with a different balloon? -
Don't forget to back up first, KSP likes to delete ships with missing parts.
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[0.21] Hooligan Labs - Airship, Submarines and More
GavinZac replied to Hooligan Labs's topic in KSP1 Mod Releases
I don't think that's it. -
[0.21] Hooligan Labs - Airship, Submarines and More
GavinZac replied to Hooligan Labs's topic in KSP1 Mod Releases
What would cause the big envelope to explode suddenly without (apparent) warning? -
You don't appear to have a working texture folder.
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[0.21] Hooligan Labs - Airship, Submarines and More
GavinZac replied to Hooligan Labs's topic in KSP1 Mod Releases
What would cause the big envelope to explode suddenly without (apparent) warning? -
What is the likelihood that it will affect a save-game, and apart from backing up, is there anything that can be done to prevent it affecting a save-game? I've only used one so far, and yes, Jeb exits through a blocked port and sort of squeezes himself between the two modules until he pops out. Perhaps the Kerbals *are* amphibians.
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http://kerbalspaceprogram.com/cp-airbag-system/ It's not updated for the latest versions, but you can update it yourself: just add PART { to the top of the file and } to the bottom.
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Sirkut, a polite request: would it be possible to make rotating docking ports? I know I can stick a rotatron under them, but it looks silly, and when I scale it up just by doing "rescaleFactor = 3" or whatever, it obviously doesn't affect the shape and/or silliness. Nice flat rotating docking ports would be useful as ports AND as rotatrons (and would let me fix some off-angle connections). Just an idea if you're playing around with models for this.
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It works as a temporary fix. You can also try removing some parts from the GameData folder if you no longer use them. I removed my Squad IVA internal views (the 'Spaces' folder) which saved me 250mb of RAM and got me back to decent graphics.
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I wonder, when all the code is done and the new Bogy's floating around everyone's Mun's... how many crappy retextures are going to be on Spaceport? But no, this sounds very exciting. Not as exciting as new official planets, but interesting nonetheless. I think there's something dark and ominous orbiting between Tylo and Laythe...
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Made an observatory It's like a game of 'how many mods can I fit on a building?' But it works! More of Franklin's adventure at the KSC Observatory here.
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It's not supposed to work - it's a quote of an old post. Read the thread instead of just scanning for the download link. The instructions of where to download the current working version are in the second paragraph. If you read things more carefully, you'll find what you want very easily.
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Is your game crashing because you thought ISAMap, Kethane, KWRocketry and B9 Aerospace were all essential? Maaaan they take up like 250mb! You know what else takes up 250mb? The stock internal views! (IVA). I never use these. I removed them (safely), and bam, my game is loading again. Even the other stock parts are ridiculously large compared to what most mod providers give - 8mb models, where a 1mb model would do, and so on. I wish Squad would either optimise those parts, or release a 'low-q' version, because I'm really not seeing a quality difference between the stock and mod engines, apart from filesize. If there are Squad parts you no longer use, try removing them. If there are any you need, the game will simply tell you at the tracking station. Back-up before you do this, obviously.
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[0.21][Parts Pack]Deep Space Mission Pack - Now open source!
GavinZac replied to kockaspiton's topic in KSP1 Mod Releases
I really like this pack, but it's currently the second largest folder in my GameData, despite not really having that much stuff in it, compared to, say, B9. For example, the Ion engine is 2 models at 4mb each - 8mb. For comparison, the AEIS Moghul engine is 2 models at 768kb each - a total of 1.53mb, or roughly 5 times smaller. Could it be optimised a bit? -
Not just them, but Unity in general. There is no working 64-bit version of Unity, which is disappointing. We're spoiled in this day and age with having the game simply loading raw models and textures at the start as if CPU and RAM were nothing, but while 3.4GB is a lot compared to what we used to have, it's nothing compared to what we could have.
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The "memory leak" is not a memory leak. It is a memory "hog". The images are loaded in OnFlightStart() (if I recall the code correctly) - that is why it's happening when it is for you. In this day and age, Squad should try to migrate to some kind of Unity x64. By the time the game is actually released the chances that it will be appearing on x86 machines is pretty slim.