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KSP2 Release Notes
Everything posted by Beduino
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If you mean your rocket is wobbly, try this: make your root part the main booster tank. http://forum.kerbalspaceprogram.com/threads/98033-Realism-Overhaul-Discussion-Thread?p=1553798&viewfull=1#post1553798 Naultical miles, ow man what a unit. Thanks was scratching my head, since SI seems to be more common nowadays.
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Try RSS with FAR. I can tell you it's a little bit different, but not much really. What's that nm unit? Perigee seems so low. NASA seems to love JAVA. Their ascent curve seems a little bit sub optimal, since the craft loses altitude a bit during the first orbital boost.
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Beduino replied to pingopete's topic in KSP1 Mod Development
I think it happens on both cases, if you launch from ground to space and switch vessels or if you go directly to vessel in LEO and switch. But of course you going to see it on the day side only, the clipping is almost as big as the planet, there's only atmosphere near the edge. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Beduino replied to pingopete's topic in KSP1 Mod Development
Tried to switch to a rocket in launchpad and back to orbit, but still same problem. Really it seems the clipped atmosphere doesn't always occur but instead it depends on the orientation of the orbit and your position in it, so if you time warp the problem comes and goes. Also perhaps it only happens after switching vessels several times while in LEO. PS: Tested between two sats in the same orbital inclination of the moon. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Beduino replied to pingopete's topic in KSP1 Mod Development
It's LEO 200KM above. Yeh, it's like camera clipping issue, but only happens after reloading. I tried to adjust the camera far near planes with that ALT tool but no luck. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Beduino replied to pingopete's topic in KSP1 Mod Development
Tested again. Still that same problem. After launching from ground to space everything looks fine, but upon reloading the atmosphere/clouds disappear in a fisheye like effect under the ship in LEO. Not sure why.. Everything else looks so amazing. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Beduino replied to pingopete's topic in KSP1 Mod Development
ow thanks, tried the github versions again. Everything looks much better. There's a strange problem though, after launching from ground to space everything looks fine, but upon reloading the atmosphere/clouds disappear in a fisheye like effect under the ship. Not sure why.. Also there's that massive blob of white clouds over KSC, not only it's too bright, but it's also too laggy. Impressive. 2GB of RAM and all those mods, is that 64bit KSP or what? All ddsed? Care to give us any tips? -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Beduino replied to pingopete's topic in KSP1 Mod Development
Man this looks so amazing. If you dont feel like releasing at this time at least sync with github so people can try it too. Well github version still displaying a gigantic blob of white instead of the planet. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Beduino replied to pingopete's topic in KSP1 Mod Development
Dude this looks amazing. Im using the git versions of both EVE overhaul and RVE and im not getting a visual anywhere near as this. Specially with the clouds are just bugged out. There's a repeating whitish layer of clouds covering the whole planet and the moon is too bright. Is that released yet? -
The RCS slowdown is due to log spamming something like: Part RCSBlock adding force .... Moon here i come. PS: Screwed symmetry of RCS thrusters at the bottom of CSM. Docking after TLI burn. Arriving at Moon SOI
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Thanks, that helped a bit although the rcs fx slows the whole thing down now. But at least by disabling sas and carefully placing the rcs thrusters around the COM i was able to dock. It needs lots more precision than in stock :/ Now if only i can get the deltav/amount of fuel correct for the CSM/LM.. it seems that ker is bugged, it either doesn't show a thing or it shows a undervalued deltav. Ship gets too heavy and dont have enough fuel for TLI burn. Does MJ work better for deltav readout?
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Do you have any idea why the RCS thrusters fire on both directions? Sometimes even continuously fire without any input. It makes things nearly impossible to dock. Saturn 5 is a beast, but without rcs working i cant maneuver the CSM to dock the LM and get to the moon
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Ow thanks, it totally fixed the problem. Now I got a ship ready with 6k delta v from LEO. So it basically means your main booster tank must be your root part, this should be on the RO faq.
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Ow really? So there's a bug, but using SelectRoot in a part near the center of mass of the whole rocket fixes it? Going to try it right away.
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I kind of feel the same way. I dont see much of a point to remove the auto engine shroud, even if u try to use the procedural base fairing for the interstage it just adds to the complete rocket wobblying thing. The best i have got is to design a rocket that can take a 3 crew ship with little fuel to LEO. If i try to add another stage for interplanetary transfer, the rocket just becomes the flying spaghetti monster. That's using PFairings, PParts, KW, tweakScale. Also struts seem to be useless for some reason, joint reinforcement doest seem to be enough. Im using decouplers as big as the cargo, that weight like a ton.
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No offense this a bit fishy and pointless mod since you can do the same thing just by passing a argument to ksp!
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True that can be done, but what about stock textures, that can be optimized as well and there's still a need to install DDSLoader since it isn't native. There's also the possibility of leaving the modders free to choose whatever image format they are comfortable with and have the script do the not so hard work, which is a better option in my opinion. PS: I was checking that mbm2png tool and it seems so simple that it could be ported directly in python code.. heck i'll probably write the python script myself :/ there i said.
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FYI: I tested nvcompress x86 (because x64 was not working with pngs) to convert the big pngs and the irregular ones into dds and it seems to work fine. PS: Did not test ingame, not sure if it needs to be flipped top to bottom or something fancy, but at least the conversion with cuda is also way faster.
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I was able to squeeze in these mods under 2700MB with dds. KW, Kethane, Karbonite, FTT, B9, Interstellar, MKS, NearFuture, LLL, SXT, Novapunch, Extraplanetary, DMagic, StationScience, StationPartsExpansion, KAS, InfernalRobotics, FAR, DeadlyReentry, RealChutes, KerbinSide, Astronomers Pack and couple of other smaller mods. Pretty impressive, never got so many mods in.
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So it seems that loading is around 30 to 40% faster and memory consumption reduced by around 500 MB with KSP (+nearly 50 mods) sitting at around 1900MB. Some of the big textures failed to convert but they are still being loaded just fine and im not seeing any wrong textures. Normals seems fine to me, even checked that rockomax tank, seems fine. I then decided to put in 2 big mods, KW and novapunch and then rerun the script. KSP is then sitting at around 2050MB, loading times pretty much the same. Not miraculous better, but still pretty good I would say. PS: using opengl since forever
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Thanks for all the details, im in the middle of the conversion right now, script is running. So im going to check load times and memory consumption at least. Im wondering though why have u used the primitive nvdxt instead of the modern version. https://developer.nvidia.com/gpu-accelerated-texture-compression Maybe it would help with some of the problems.