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sidfu

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Everything posted by sidfu

  1. unless its crashing u have to wait once the loading icon to get ot main screen comes up. more mods=longer time it takes. rbray forgot to mention that it unloads the textures at the firsts loading screen before the main menu so that means it can take a very long time and some probaly think its not working. roughly a 3gb data folder= around 10-15min extra load time to the sstart menu
  2. for some reason i feel llike squad reading this topic and going " damn he beat us to it"
  3. ah didnt phrase that right. what i meant i know the textures missing but only the lander cans are see thru. normal pods dont do it.
  4. well on the windows it made the whole of the lander cans and such invisible and u could see everything inside.
  5. ok did some decent testing for the current buiild for u. 1. Current build gave black sky if had scatter installed. 2. the see thru windows didnt want to work for me i keep getting invisible outer texture of the whole capsule for lander cans and the pods didnt have anything( when this happned i noted rpm thowing a error. didn ttest without rpm thou) 3. when u drop a part back into side to get rid of it in ediot u get a 1-2sec freeze as it unloads. ok next i tested on 3 different ksp buiilds stock,heavy modded, and 64 bit hack(i know not supported i just tested since i have a working install) ram usage (dx-11) all 3 wher roughly the same at aroundd 40-60% ram reduction. load times load times became 4 times longer but on stock(didnt have ATM installed on it) Conclusion Very good work justs neds more tweaking and such. It needs a exclude funtion as i think the issue with rpm might be it cant load the textures right. There is a shader conlfict with scatter but sure u 2 work that out. Way i see it even current form it will give people extended play time on heavy modded builds but down side is when u put ship together u risk sudden ctd in areas u didnt before due to sudden rise in the texture being loaded. My average load times on both my normal and 64bit hack heavy modded where arouond 20min from hitting ksp.exe to start screen.
  6. i would give it a try for u but what do u mean its available in EVE? that lost me
  7. make ssure to upload to kerbalsstuff so can track when updated easier
  8. it was iobit malware fighter v3.2 that said it was malware. maybe that help. it calles it a trojan.dropper
  9. wow was a first to have the plugin .dll come up as maleware when extracting it lol. ofcouse i know its not but its the first time ive ever had it get flaged thou.
  10. anyone got any good settings. i cant seem to adjust it very good
  11. its not a dx11 update its a unity 5 update. please get your facts straight. when its updated to unity 5 every mod every part everything thats a mod will be broken.
  12. realy want ot use this but the mb size of the mod is a little to heavy to use for so few parts. have u thought about havingsome of the simalr pats use same textures?
  13. might want to update your premade ships. for hell of it loaded up 1 while part cleaning (was the one with the 2 white tanks in lander format and a aerospike on bottom). when loaded and launched the outer lander tank would explolde due to heat cause the premade ships probaly havent been updated in your pack. thought i would mention it as something for misc throwing in your next patch.
  14. some real fuel .cfg would be nice also that way u can as u add engines easlity update it without it all being at once
  15. thanks im still learning all the ways to do things. playing arund lets me learn alot.
  16. starwaster which program u guys use to compile the.dll cause i tried it with visual studiuos but due to the .csproj file missing from both it and flight integator there no way i know how to do anything beyound text editing to see the stuff the the .cs
  17. when i get to play ill see how well this works with http://forum.kerbalspaceprogram.com/threads/118189 should work good hopely. now off to tweak my game more to try to get around the damn mem leak they havent fixed.
  18. try learning how to use the mod as u not using it right.
  19. hopely sometime can make it auto/random that way would be like real launch and if wind to strong have to scrub launch till wind dies lol.
  20. read the dev blog and read how they redoing shaders for the unity update to unity 5 and noticed they redoing shaders. hopely it doesnt make to much more work for black and dotn make him have to rewrite large parts of the shader lol.
  21. hopely the size get trimed down as at 40mb for a few cockpits is kinda way to large.
  22. ferram4 I was trying out the combat contract pack and found that when the mission spawns its vessels(only tested the one that spawns right at KSC). Far will tart throwin errors as it trys to figure out its aerodynamics. here u can see the error http://forum.kerbalspaceprogram.com/threads/116245-1-x-5dim-Military-Contract-Pack-v0-4-2015-05-3?p=1961165#post1961165 I have already did some trouble shooting on it. I rebuilt the ship and resaved it then added it back to mod didnt fix the error. Its easy to reproduce. Just accept the very first combat contrat. Before u even leave the contract building FAR will start throwing errors on the plane. Once u take control of the plane the errors stop, but in the 15-30sec to go from contract building to the plane will generate around 8k error messages. Just seems like FAR dont like spawned in vechiles? Havent heard from 5dm about it yet he might move them farther from ksc to see if it will stop far from throwing errors.
  23. take your time. just dont take to much time or squad will update and u be catching up again lol.
  24. looks like this dont work with the new dre and far as it starts throwing errors left and right. its probaly just the craft for the mod doing it not the contract pack itself. not counting if u use say real fuels all planes start with 0 fuel. also real chutes throws errors fom the chutes on the planes. for real chute issue thats easliy solved by instead using the vng parachutes for kerbals. ima try something by putting themin ships folder and seing if i can modify the crafts that they work that may be what people using real fuels far and dre might have to do. get back to u after i test it. update so far so good looks like if u using anything like real fuels,far,dre or real chutes before u use this have to load the ships up hanger save then put saved one. about to test if the resaved ship will work being loaded thru mission. update 2 ok good and bad news good news for those who use fuel mods,dre and real chutes loading up the vechs and saving then overwriting the oringal in the contract folder fixes the nre with all the mods including far. bad news when it spawns in teh vessles for the first mission at ksp far goes nuts. it generates around 8-9k nre in around 30 sec. the nre stop if u go to the vessel thou. NullReferenceException: Object reference not set to an instance of an object at ferram4.FARControllableSurface.CalculateSurfaceFunctions () [0x00000] in <filename unknown>:0 at ferram4.FARControllableSurface.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) update ok here are all the ship files(its just the craft files changed for realfuels,real chutes and far) reemmber if u use far when a ship spawns within phyics range u will get a ton of nre till u take control of that ship. nothingon the ships has changed but loaded fuel and took off and reattached engines so that realfuels works then saved them so they have all the info they need. op u can take and add to the first page for anyone using those mods if u want. https://www.dropbox.com/s/ldzzbmnwx1zzwle/ships.rar?dl=0
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