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Everything posted by lincourtl
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CompatibilityChecker Discussion Thread
lincourtl replied to ferram4's topic in KSP1 Mods Discussions
Hah! I swear by pain of having my mainsail permanently deleted that I would never ever complain about bugs in an out-of-date plugin. I hear you. In real life I'm a webdev so I know the frustration well. I also get tired of answering the same three damn questions over and over and over. But I seriously think disabling out-of-date plugins is wrong. That's the kind of thing that causes me to add rules to my firewall to block certain apps from getting access to the internet. I also dislike the idea of this code being implemented in every single addon for KSP since that just leads to bloat. Ideally this would be handled by a separate addon which scans folders in GameData for a specially named text file containing the versioning and repository info. -
CompatibilityChecker Discussion Thread
lincourtl replied to ferram4's topic in KSP1 Mods Discussions
My two cents as a user: While I agree in general, the implementation as described -- literally locking out the plugin -- would make me very angry, since I should be able to decide whether I want to continue using something which may or may not break my game. The better implementation, I think, would be to have a single dialog appear on the start screen (the launcher would be even better but not everybody uses that) listing the plugins that are out of date and a stern warning. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
lincourtl replied to Porkjet's topic in KSP1 Mod Development
Lovely! Could you consider making them workable with Modular Fuels so we can choose exactly what we want to put in them? -
Chaka Monkey - Closed Development Thread
lincourtl replied to YANFRET's topic in KSP1 Mod Development
I agree. These parts are absolutely beautiful. -
Aye, like others I'm seeing a fairly substantial increase in memory usage from 2-9 Aggressive to 2-10 Aggressive using the exact same setup -- 151MB or just about 15% increase. Interestingly the game also loaded faster -- 4 min 30 sec for 2-10, vs 5 min 33 sec for 2-9. Otherwise, all is as it was before. Textures look fine, no sparklies, and KSP runs so much better. It's beautiful.
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OMG! I could kiss you. Thank you! This is what tweakables should have been in the first place, and why I got so excited when they were originally announced. Then Squad came out with their half-arsed implementation. I love Squad, and what they've done with KSP, but sometimes their implementation of features leaves a lot to be desired.
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For what it's worth, adding blank configs for both KSPX and HullCameraVDS solved my problems -- and introduced others. Now the 6S Service Compartment Tubes aren't loading! Incredible mod though. I'm now up to a full gigabyte of memory savings and I still haven't added in a few of my mods yet. Dare I hope to be able to run all of my preferred mods plus B9 in under 2GB of memory? Oh, I can dream. The improvement in my water lag problem is incredible too. Water lag has all but disappeared for me unless I'm looking directly at the ocean now. Which implies to me that Squad could solve the water lag problem if they really wanted to. Grumble, grumble, gripe, gripe.
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Also, I just tried out 2-9 Aggressive, and now I'm being told the ships I've built with the PorkWorks parts are locked and can't be loaded. I'm also seeing parts not being loaded now -- parts which were working fine before, like KSPX and HullCamVDS. Full log's here, but here's an excerpt: [LOG 11:41:15.032] Load(Model): HullCameraVDS/Parts/Telescope/telescope [ERR 11:41:15.382] Unsupported texture format - needs to be ARGB32, RGBA32, RGB24 or Alpha8 [ERR 11:41:15.395] Unsupported texture format - needs to be ARGB32, RGBA32, RGB24 or Alpha8 [LOG 11:41:15.401] Load(Model): HullCameraVDS/Parts/TelescopeLarge/model [ERR 11:41:15.460] File error: Texture 'HullCameraVDS/Parts/TelescopeLarge/model001' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. at (wrapper managed-to-native) UnityEngine.Texture2D:GetPixel (int,int) at GameDatabase.BitmapToUnityNormalMap (UnityEngine.Texture2D tex) [0x00000] in <filename unknown>:0 at GameDatabase+TextureInfo.get_normalMap () [0x00000] in <filename unknown>:0 at GameDatabase.GetTexture (System.String url, Boolean asNormalMap) [0x00000] in <filename unknown>:0 at A..ReadTextures (System.IO.BinaryReader br, UnityEngine.GameObject o) [0x00000] in <filename unknown>:0 at A..ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at A.. (.UrlFile ) [0x00000] in <filename unknown>:0 [WRN 11:41:15.469] Model load error in 'C:\Program Files\Steam\steamapps\common\Kerbal Space Program\GameData\HullCameraVDS\Parts\TelescopeLarge\model.mu' [LOG 11:41:15.473] Load(Model): KSPX/Parts/Control/large_sasModule/model [ERR 11:41:15.516] File error: Texture 'KSPX/Parts/Control/large_sasModule/model001' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. at (wrapper managed-to-native) UnityEngine.Texture2D:GetPixel (int,int) at GameDatabase.BitmapToUnityNormalMap (UnityEngine.Texture2D tex) [0x00000] in <filename unknown>:0 at GameDatabase+TextureInfo.get_normalMap () [0x00000] in <filename unknown>:0 at GameDatabase.GetTexture (System.String url, Boolean asNormalMap) [0x00000] in <filename unknown>:0 at A..ReadTextures (System.IO.BinaryReader br, UnityEngine.GameObject o) [0x00000] in <filename unknown>:0 at A..ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at A.. (.UrlFile ) [0x00000] in <filename unknown>:0 [WRN 11:41:15.525] Model load error in 'C:\Program Files\Steam\steamapps\common\Kerbal Space Program\GameData\KSPX\Parts\Control\large_sasModule\model.mu'
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Cool. So what I want to do is create a PorkWorks.cfg with just this in it? There's no need for the .mbm extension on the normals list? Oh, and do we need to keep the textureCompressorConfigs folder in the BoulderCo folder, or could I move it my PigasusAerospace folder where I keep things like my ModuleManager configs, welded parts, etc.? That would make updating Active Memory Compression easier, since we wouldn't have to worry about saving our configs. Edited to reflect learning how to CTRL-C/CTRL-V properly.
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I just tried out 2-8 Aggressive with my test install of 0.23 (which is rapidly approaching my preferred mix of mods) and it worked great! I did not add any configs, just used the ones that came with Active Memory Reduction -- which for me basically means the aggressive reduction was only applied to the Squad folder. I still saw a savings of 335MB, which is equivalent to PolecatEZ's old Squad Texture Reduction Pack! Granted, the load time was a hair over five minutes, but what I found when I was experimenting with 2-7 is that most of that time is spent compressing the Squad textures. Unless I throw in something like B9, all my other mods only account for about a minute of extra time loading. So while not ideal, it's acceptable for what it allows me to do. Could you refresh my memory on how to address the problem of the weird lighting effects on some parts though? This is Porkjet's OrbitalOrb command pod from his Habitat Pack. Right now, it's the only one I'm seeing it on.
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Protractor - Rendezvous Plugin - Under New Management!
lincourtl replied to mrenigma03's topic in KSP1 Mod Releases
You can add Protractor to all pods and probes with a simple ModuleManager config. Assuming you already have the latest ModuleManager installed, just drop this as MyProtractorConfig.cfg (or whatever you want to call it) somewhere in your GameData. I have my own folder in GameData for things like MM configs, flags, welded parts, etc. @PART [*]:HAS[@MODULE[ModuleCommand]] { //enables Protractor on all pods and probes// MODULE { name = ProtractorModule } } -
I just tried the aggressive 2-7 on a completely stock 0.23 install, and didn't notice any errors or warnings in the log, but I did see a 214MB memory reduction -- wow! However, it also took 4 minutes to load the game -- boo. This is compared with a 2MB reduction with 1-1. I don't know. As I add back in the mods I do use, I can see that load time becoming unbearable, and I only use a handful of parts mods. I'll try out the non-aggressive version of 2-7 next and see what I see, but maybe 1-1 is the best I can hope for on my machine. Again, that's not to minimize the work you've done rbray89, because I think it's just fantastic.
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Great to see this released. Beautiful models!
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OK, I just tried 2-4 and the game fully loaded that time. I exited the game at the main menu, then restarted it as instructed. Unfortunately, things got totally borked. I'd include screenshots, but taking screenshots is one of the things that didn't work. I also had a large number of graphical glitches including: 1) The weird lighting issues others have described up thread. 2) My stock fairings were translucent -- you could see silhouettes of the engines underneath. 3) The navball disappeared and reappeared randomly. 4) Kerbin disappeared entirely, then was replaced by a jagged white circle. 5) My ship disappeared in orbit -- all that was left was a silhouette of it against a white Kerbin with silhouettes of the continents. 6) Finally the game crashed trying to allocate a giant gob of memory. Mind you, this was on an install that was working perfectly prior to installing the latest version of Active Memory Reduction. Sadly, I'm going to have to reinstall KSP and all my mods from scratch. Here's my full log should you want it.