Dix2lespace
Members-
Posts
69 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Dix2lespace
-
[WIP][1.8.x-1.12.x] Singularity - black hole shaders
Dix2lespace replied to blackrack's topic in KSP1 Mod Development
Hi Blackrack, thanks again for your amazing work on the true volumetric cloud. Do you thinks your singularity black hole shader can works on the KSPI alcubierre drive parts like the alcubierre drive in space engine? -
The server host is the PC of my friend in local network. We installed, yesterday, exactly the same mod. The sharing ship craft work with stock and modded parts, but when I used tweakscale, he can't share me his ship. I'll try with new proper KSP install and I'll try to have help on the Darkmultiplayer forum to. Thanks Lisias for your advices
- 4,053 replies
-
- 1
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
Dix2lespace replied to godarklight's topic in KSP1 Mod Releases
Hi and good year for all, Can we share on darkmultiplayer a craft ship with tweakscale resized parts? My friend made a ship with tweascale and I don't see his ship in orbit. -
Hi and good year for all, Can we share on darkmultiplayer a craft ship with tweakscale resized parts? My friend made a ship with tweascale and I don't see his ship in orbit.
- 4,053 replies
-
- 1
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
Hi, I hope they put a true realistic clouds like that:
-
For the solo playing: The best will be a planet generator, to have a challenge at each new game. Like civilization, at start you choose, the scale, the type of planet or totally random will be fun to. For the multi playing: the same thing, youy choose a server on which you can see the caracteristic of world created and if you are accepted by the players you can join it...
-
The good idea could be to have a life support in option and can be disable for the beginner. After the base construction, we need to make a closed cycle life support with all technolgies, and before we need to resupply the bases. But resupply 10 colony can be a repetitive task, that's why the KSP team must find a solution like a automatic delivery in exchange of money. KSP is a space simulator but it's a management game to. Without management ressource, the challenge to make colony is less interesting. In the USI mod, the most complex things was the ressources management for constructions. Make a closed cycle life support was more easier than the manufactured parts. But in KSP 2, if your can make a rocket or a ship in a new colony, you have to manage a more complex tasks than the management of life support, make a greehouse is not very complex except if there is no water on the planet in this case the logistic can be a little boring). So I hope there will be a true life support in KSP 2.
-
The FPS is not a problem for me, I have a good PC. With KSP forced in DX11 I save 800 mo of RAM. And If I've correctly understood, the new Z-buffer 24bit of scattering is only compatible with Open GL or DX11. My graphic bug is a bug setting with KSPR+ new scattering (I thinks...)
- 3,403 replies
-
- renaissance compilation
- visual enhancements
-
(and 1 more)
Tagged with:
-
yes, with KSP DX11, KSPR and the last version of scatter: the sky is totally white in middle of day.
- 3,403 replies
-
- renaissance compilation
- visual enhancements
-
(and 1 more)
Tagged with:
-
Hi THX-1138, i can see on your last pic the clouds are not over the atmosphere in the planet horizon and you have shadows clouds. How do you make that? With my KSPRC setup, I don't have this. (no shadows clouds and cloud over the atmosphere at the planet horizon) (and sorry for my bad english speaking)
- 3,403 replies
-
- renaissance compilation
- visual enhancements
-
(and 1 more)
Tagged with:
-
hi angel. I've put all files in game data (community, squad, WildBlueIndustries and the module manager 2.6.13.dll) = it don't works The start loading of KSP stop at module manager. Without any other mods, just ksp 1.05 and deep vessel. i thinks module manager can't load any files.
-
Thanks murdox! I've tried to set textures to "Half Res" and it works very good with: -trajectories -dynamic texture loader -dockingport alignement -Karbonite plus -FTT -Warp drive -Kerbal alarm clock -USI kolonisation system -RCS build aid -Karbonite -TAC life support -Chatterer It take me, 3.1 GB of RAM on windows 7 64bit in dx11 (game in 32bit). But as soon as i have tried "full res" in graphic option, the game instant shutdown. So "half res" + dynamic texture loader is perfect. Great thanks murdox
- 3,403 replies
-
- 1
-
- renaissance compilation
- visual enhancements
-
(and 1 more)
Tagged with:
-
Ok thanks a lot Murdox. I go try your advices.
- 3,403 replies
-
- renaissance compilation
- visual enhancements
-
(and 1 more)
Tagged with:
-
hi proot! I want to purpose my experience report of KSPRC. I have the same graphic bug like "bandus" and other users (but maybe we need to fix scatter) and i have instability of ksp 1.05, i can't leave my profil game to the main start menu, the KSP 1.05 instant shutdown. It's only KSPRC + KSP 1.05 in 32bit mode, (with no other mods) After many try to install the game, i can't install the rover dude mods with KSPRC = the start loading don't works. TY for help
- 3,403 replies
-
- renaissance compilation
- visual enhancements
-
(and 1 more)
Tagged with:
-
hi! It don't works for me. The start loading stop at "module manager loading" with KSP 1.05 + deep exploration vessels mod only . Only this mod bug. I haven't any bugs with a couple of other mods. Thanks for helps
-
[1.12.x] Alcubierre Warp Drive (Stand-alone)
Dix2lespace replied to RoverDude's topic in KSP1 Mod Releases
hi rover dude! can you make a variable size of bubble warp with balanced (or exponential) EC and exotic matter demand? -
[WIP] Stand-alone (no dependencies) Alcubierre drive
Dix2lespace replied to RoverDude's topic in KSP1 Mod Development
Hi rover dude! Can you make a variable size of bubble warp? Bigger the bubble warp will be, bigger is the cost of exotic matter demand. We can make bigger ship or have a variable size of ship with the docking assembly (sorry for my bad english speaking) -
[Idea] The Interstellar Collaboration
Dix2lespace replied to Whirligig Girl's topic in KSP1 Mod Development
What is your KSP? 32bit 64bit windows linux? I've tried the same travel but I can't finish it. There was too much bug. -
[Idea] The Interstellar Collaboration
Dix2lespace replied to Whirligig Girl's topic in KSP1 Mod Development
Hi rover dude, I've tried your alcubierre drive with the Star system mod with KSP 0.25 windows 32bit. i've travelled from kerbin to Corbos but there is 2 problems: 1/ After 1/4 of travel, the ship turn automatically, so i stop the ship and after, we can't active anything on the warp drive, i reload KSP and I can't reload the ship. (also, (without alcubierre drive) there is bug with the 2 SAS 5m of the FTT mod) 2/ The alcubierre drive is too slow for the interstellar fight. With KSPI, we can use the warp time simultaneously with the alcubierre drive. And the KSPI alcubierre can speed to 20x the light speed. Sorry for my bad english speaking -
[WIP] Stand-alone (no dependencies) Alcubierre drive
Dix2lespace replied to RoverDude's topic in KSP1 Mod Development
Is it possible to make a warp bubble time like that? -
[WIP] Stand-alone (no dependencies) Alcubierre drive
Dix2lespace replied to RoverDude's topic in KSP1 Mod Development
i like that great idea! Can you add for the alcubierre drive a very expensive new node science? Great thanks for your magic works Rover Dude! I hope the Squad team make a contract with you to add all your mod in KSP like Porkjet You deserve the Squad 'gratitude -
(WIP) (Big Images!) Genoyian Star System!
Dix2lespace replied to uxuser's topic in KSP1 Mod Development
Nice! Can you add a habitable planet?