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Nsomnia

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Everything posted by Nsomnia

  1. Someone else found it, im not liable that they posted the link im just posting my reddit link, what you do from there is your responsibility. http://www.reddit.com/r/KerbalSpaceProgram/comments/2eesry/0242my_tests_of_the_new_b9_v5_parts_hx_supersized/ Will remove at the request of any B9 Author Edit: Mod, or author of the post with the link deleted it.
  2. There is a folder of ship .craft files, dont know if its from v4 or the new version but 8 of them were updated in the last 2 days so Im guessing new .crafts, I didnt install them. I did zip them up if one of the mods creators wants to post a release or let me.
  3. I dont know the licence on this if someone could enlighten me id post it as a regular mod but I dont wanna upset the authors. Use some ingenuity, and then keep it secret unless told otherwise. This is the license posted on the repository, dont know if it means I can take the repository, bottle it up in a rar and post it. https://creativecommons.org/licenses/by-nc-sa/3.0/
  4. I agree im dreaming of flying up SSTO's to my giant spacebase built from the HK parts and fly into my "hanger bays" to refuel etc. ps the HK docking port is huge. Its bigger than some of my rockets.
  5. I dont wanna release the link without the permission of any of the authors, but with enough google curiousity it can be found. 1.78 gigs disk space of mods. Im sure the old texture reduction pack will be compatilble with old parts, I noticed on github alot of the textures havnt changed, only the .cfg's
  6. This is nice, could make my GPS sat constellations less part heavy and prettier. Bookmarked.
  7. Ran it on 32 bit with SP+,, KW, FS, KAX, KAS, Kethane etc etc and with ATM installed and full graphics settings just over 2 gigs of ram usage, B9 (in its current state) must use half the amount of ram it used to or better. The folder size is only 488mb on disk.
  8. This is correct, I just installed the latest github and every structural peice can be empty, lfo, lf, or mono. The IVA's are BEAUTIFUL. The animations are SUPER BEAUTIFUL. I LOVE the new cargo bays with the new animations, sizes, and everything lining up properly with S2 size. That HXL Reactor is the craziest thing ie ever seen! What are you going to do with that much electricity? Destroy Kerbol? Some of these new extra large peices are 5 tons each.... empty. These HX parts are HUGE and can be toggled closed or open in different ways. Heres a photo album of my 5minutes of fun. I highly suggesst checking out the full res here http://imgur.com/a/T12pk#0 so you can read the changes. Ps. No crashes, every button is working etc. only thing is when I go to mod menu in IVA theres no way to get back out of it since the button labels at the top of the screen dissapear, but they are still clickable so if you remember where mod is you can get back to the mod screen/ Did we have cockpit lights before? What about compressed air thrusters? Either way, beautiful. What do we need (421 e/sec) for though? That is SO much electricity! At a cost of 1.85 million kredits of course... I didnt find the capacitor though. I can honesty fly any spaceplane from iva all the way from takeoff, flight, to touchdown just by using the info panels and windows. The trim info, the glideslope and fuel warnings, everything helps so much, you guys really have been working your asses off.
  9. Downloaded the kine animation dll from bitbucket and it fixed the animation issues i was having using the "intermin b9 fix for 0.24.2" looks ready to launch
  10. So basically, by compressing say model000.TGA (32 bit/channel, no RLE compression=4MB) to model000.TGA to 24 bit/channel w/ RLE compression in Photoshop (which brings it down to 393KB) it doesnt matter anyway because KSP is going to decompress (to no RLE @ 24bit/channel=3MB) the textures anyway and switch them back to 32bit/channel (back to 4MB no gains). So im wasting my time? Even though it reduces B9's disk space usage by 1/4, ingame memory usage will still be the same no matter how many bits per channel or RLE compression I use on the textures in Photoshop?
  11. Heres hoping this worked with 0.24.2 and x64 with all my other mods (ATM, EVE, etc) I just want the parts, and the animations would be nice too (so I downgraded firespitter)
  12. All of my mods that used .pngs and .tga formats for their textures I opened in photoshop and enabled compression with no loss in quality BUT a reducion on average of about 15% filesize (sometimes up to 50% on heavily detailed textures). This has made starting KSP that slight bit faster and RAM usage slightly less and we all know how long it takes to load with mods. The problem I've encountered is a ton of mods use .mbm textures these are not editable in photoshop. Is there a way to either a) open .mbm textures, compress, and save back to original directory with file size savings. convert .mbm to .png or .tga and compress them, then back to .mbm with file size savings. c) convert .mbm to .png or .tga and have the mod use these textures instead, which begs my noob question where is the texture file loaded, in the part.cfg? .mbms make up over 50% of the total size of textures in my gamedata directory. So this could decrease loading times and RAM usage significantly, as well mods with the right fair use policys I could release the compressed textures for those with older computers or laptops (like myself). Thank you. Edit: Found this in some research, if I could convert the .mbms to .pngs or .tgas then I just edit the model.mu to use the new texture "Using a hex editor, I edited the file "model.mu" and near the bottom, changed all the texture filenames from "modelxxx.mbm" to "modelxxx.png". Here's what the text editor looks like after the edit: 0002B7F0 00 08 66 61 69 72 69 6E 67 31 03 00 00 00 00 00 ..fairing1...... 0002B800 00 00 00 00 80 3F 00 00 80 3F 00 00 00 00 00 00 .....?...?...... 0002B810 00 00 01 00 00 00 00 00 80 3F 00 00 80 3F 00 00 .........?...?.. 0002B820 00 00 00 00 00 00 06 65 6E 67 69 6E 65 07 00 00 .......engine... 0002B830 00 02 00 00 00 00 00 80 3F 00 00 80 3F 00 00 00 ........?...?... 0002B840 00 00 00 00 00 03 00 00 00 00 00 80 3F 00 00 80 ............?... 0002B850 3F 00 00 00 00 00 00 00 00 C0 AF C6 3D C0 AF C6 ?...........=... 0002B860 3D C0 AF C6 3D 00 00 80 3F BF CC EB 3E 04 00 00 =...=...?...>... 0002B870 00 00 00 80 3F 00 00 80 3F 00 00 00 00 00 00 00 ....?...?....... 0002B880 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 ................ 0002B890 3F 0C 00 00 00 05 00 00 00 0C 6D 6F 64 65 6C 30 ?.........model0 0002B8A0 30 30 2E 70 6E 67 00 00 00 00 0C 6D 6F 64 65 6C 00.png.....model 0002B8B0 30 30 31 2E 70 6E 67 01 00 00 00 0C 6D 6F 64 65 001.png.....mode 0002B8C0 6C 30 30 32 2E 70 6E 67 00 00 00 00 0C 6D 6F 64 l002.png.....mod 0002B8D0 65 6C 30 30 33 2E 70 6E 67 01 00 00 00 0C 6D 6F el003.png.....mo 0002B8E0 64 65 6C 30 30 34 2E 70 6E 67 00 00 00 00 del004.png.... 0002B8F0 --- model.mu --0x2B780/0x2B8EE------------------------------------------ Could theses tools be of use IE. use MBM2PNG, compress the .PNG in photoshop then use PNG2MBM to convert it back to the origonal texture file called for. Better yet use MBM2PNG (either this online tool or the one posted on the forums I have a copy of) then change the model.mu to use the .png instead of the .mbm for memory, and loading time savings? MBM2PNG PNG2MBM The physical MBM2PNG exe file does this This program converts Kerbal Space Program texture files (i.e. "model000.mbm") into PNG files suitable for editing and use in the KSP game. I also have muedit.exe which is useful This program converts modifies "model.mu" files by changing the internal texture filenames from (typically) "modelxxx.mbm" to "modelxxx.png". This change allows KSP to utilize PNG texture image files instead of the original MBM files. This program is used in conjunction with "mbm2png". Basically am I going to see memory reduction and loading time savings by using compressed .pngs instead of .mbms? Being that Squad, KW Rocketry, and Kethane use .mbms this could be significant file size savings, does this lead to loading time and memory savings?
  13. I have converted all the STS and Apollo files to regular human language and speed, if anyone wants the zip to extract to your gamedata folder PM me. All you have to do is add them in-game using the GUI for chatterer.
  14. I've already started a career mode, I've only got about 5 hours on it so its no big loss but I have a question. I researched some of the tech tree that unlocked some mod parts (ie, MechJeb) Now I added a bunch more mods If these mods had researchable parts in the tree branches that ive already researched, will I have these parts available now, or will I have to start a new save everytime I add more mods if I want to use them in career mode? Thank you.
  15. Getting back into ksp with the 0.24 release ive been absent since 0.21 finally I have endless goals instead of personal goals. Question: If I have already started a career mode save and after I research some parts, then add some new mods, will they be available if they were in part of the research tree i already researched before adding the new mods?
  16. I have been around since at least .17 or earlier I cant even remember, why do my posts have to be approved by a moderator? I cant find a reason in any of the forum faqs or rules.
  17. For some reason I cannot resize the toolbar beyond the stock 1 button size. so i cannot use more than 1 button at a time.
  18. Agreeed that other addon that lists your addons by "/GameData/SomeFolderName/" would show it as "SomeFolderName" and then a pop out window of all the parts within that folder. Instead of areo/utility/sience/ etc.
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