-
Posts
13,406 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by NathanKell
-
My understanding is this: the Unity 4.x DX9 client will keep shadow copies of textures in system RAM even after they have been uploaded to VRAM and made unreadable-by-software (i.e. told not to keep the shadow copy). This bug does not exist in Unity's OpenGL client, which is why OpenGL mode uses so much less RAM. This has literally nothing to do with loading and unloading of assets; if you unload a texture, it does indeed unload. What is relevant to streaming assets is that stock KSP 0.90 has issues with PNG and TGA loading, and even MBMs still have to be compressed. However, in 1.0 there's DDS support, which should make streaming assets much easier (in terms of lacking loader or leak issues with png/tga, and in terms of not having a 'compress' step or, for PNG, a prior 'decompress' step, so there won't even be a performance hit). Note that all KSP's assets in the "assets" files are already DDS--that's why you don't see a delay while KSP loads them at startup, they load so fast. It is entirely, entirely technically possible to write a streaming loader for KSP, it has been since 0.20, it just has not been a priority for the devs. Speculating about mysterious issues that might technically prevent it is a fool's errand: there are none, as the mod that does this proved.
-
Welcome to the forums! I took the liberty of editing your post so the album would show up--here, one uses [imgur]album_ID[/'imgur] (remove ') where album_ID is the bit after /a/ in the URL. As for the part--looks like a nice start! However, right now all you have is a bell with a plate above it. I'd suggest deciding whether it should be pressure-fed, gas-generator, or closed-cycle, and adding appropriate detailing; I'd also <hobbyhorse> suggest ditching the plate</hobbyhorse>--that would allow someone to use the engine on any stage they wanted to without it looking odd.
-
Changelog: v9.0 * Added notes on tank types to the notes section at the bottom of the readme. * Switch to taniwha's refactor of MFT (should fix a lot of bugs). * Refactor TechLevels, fix longstanding techlevel override bug. * Change so it's not ElectricCharge the resource that costs funds, but rather how much capacity you have. * Fixed bug where an engine that shares FX betwqeen CONFIGs could have its FX shut down. * Removed deprecated StretchyTanks clones. * Add techRequired support for resources and for tank types. * Add gimbal support to modular engines (TechLevel changing or CONFIG changing can change gimbal). Supports only stock gimbal for now. * Cost for engines increases with TechLevel.
-
If you install Custom Asteroids, the config that comes with RSS will give you realistic asteroid populations/locations.
-
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
NathanKell replied to HoneyFox's topic in KSP1 Mod Releases
That sounds more like an issue with controls rather than Engine Ignitor--If Engine Ignitor cuts your engine off, it won't be relighting... -
Thinking about making the switch to FAR.
NathanKell replied to capi3101's topic in KSP1 Gameplay Questions and Tutorials
Jet Isp is meaningless because intakeAir also counts towards Isp. in effect you get 16x the Isp it says you do--which means those 1800s Isp jets are in fact 28,800s (!) regarding the fuel that's actually your own, not the stuff you generate while flying. For this reason, and because jet thrust doesn't decrease with altitude at all, it pays to get as high as you can as fast as you can, and that's why I don't even bother looking at jet delta V, it's basically meaningless. Make sure you have enough LF for however long it takes you to get up to speed, and a bit extra if you miss KSC on return, and that's it. -
There is a launch site for every site that has launched something to orbit.
-
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
NathanKell replied to HoneyFox's topic in KSP1 Mod Releases
Tallanvorr: welcome to the forums! It seems unlikely EI is at fault, since EI would only cut out your engines if for some reason the propellants became unsettled (pretty much impossible while under thrust). It sounds more likely to be TestFlight. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
NathanKell replied to pingopete's topic in KSP1 Mod Development
Welcome back! Trip looks awesome. Finally fixed the camera stuff, btw--though Agathorn and stratochief found that you need to set farclip of the close camera to be equal to nearclip of the farther one (i.e. both 300 or both 2278) or bad things happen. -
Thinking about making the switch to FAR.
NathanKell replied to capi3101's topic in KSP1 Gameplay Questions and Tutorials
To orbit alone? You shouldn't need much more than 1200m/s tops, since you're transitioning at over 1km/sec anyway, and that already leaves a good cushion for deorbiting. 2500m/s is only if you want to, like, go see the Mun first. -
Did Bac9's pull ever get accepted? That should allow it.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
How many module manager patches does ksp load for you?
NathanKell replied to peachoftree's topic in KSP1 Mods Discussions
Any PART[*] patch applies (number of parts) patches. That's what shoots up the count. -
ModuleManager
NathanKell replied to Starchaser's topic in KSP1 Technical Support (PC, modded installs)
Always keep one and only one copy of ModuleManager, keep it in the root of GameData, and keep the newest (highest-number) version for your KSP version. -
Texture links fixed thanks to sarbian, they're now hosted by him.
-
Sorry, too busy coding what you asked about
-
(Solved) Pixelated edges on textures.
NathanKell replied to Enceos's topic in KSP1 Modelling and Texturing Discussion
Enceos: The game converts textures to DDS during runtime anyway (MBM is literally "convert to DDS, then convert to raw again...then convert to DDS again when the game loads") so... -
Low resolution cloud textures.
NathanKell replied to a topic in KSP1 Technical Support (PC, modded installs)
Looks like maybe you got the low-rez EVE pack? Get the regular resolution one. -
Lack, figured you'd get a kick out of this (note all the stats, 100% correct for the V35): Finally got all the parts scaled/statted right for RO, though it took a patch to FAR. Speaking of patches--can you, pretty please, not do things on :FINAL ? Maybe use AFTER[sXT] instead? Or in the Tweakscale case if you want to run after Tweakscale do AFTER[TweakScale] ? If your patches are final, it means RO can't un-patch them.
-
v0.28 DSKY Requires Realism Overhaul 8.3.0 Lots of parts placed and priced by mcirish3 (AJ260s, prop engines, various rocket engines, Transtage...). Agena avionics balanced. Stack goo (bio sample, really) now masses what radial goo does. B9 pWings cost fixed. Avionics now show a message in flight when you lose (or regain) control. Avionics GUI now shows in the VAB/SPH. Can be set to only show if no control (hide if control). ALT-I toggles it back on if you close it. Ported the new parts back to RO. (Some) avionics parts can now be toggled into "low power" mode, where they behave as if the vessel has too much mass (flight controls locked, right-clicking ok). For those cores, they automatically switch to low-power mode during timewarp. Place and price Sputnik 1-3 and R-7 (thanks stratochief66!). Fix altitude record bug (was giving records outside the SoI). Photo by NASA, via Wikipedia
-
Looks like nabaal.net is having some issues. I've poked Majiir.