sumghai Posted June 22, 2015 Share Posted June 22, 2015 I used the DDS2KSP tool to batch convert the textures to DSS, but I was surprised to see the dramatic increase in the file size. The current pack jumped from 12MB to 82MB. so for now i just changed the smaller textures to DDS (all but 3)From what I have seen, anything that is greater than 1024x1024 seems to get bloated in size. It almost makes it seem that it would be better to not use any common texture, and have every part have its own dedicated texture. Though I know people have tested out that using a larger texture atlas give the best in-game benefits.Yes, DDS textures have larger file sizes than their PNG counterparts.My understanding, however, is that with PNG textures, Unity will internally convert them to DDS anyway, resulting in a similar increase in effective filesize / memory usage, plus some overheads. Fully migrating your textures over to DDS will render the internal conversion step (and the associated overheads) unnecessary, resulting in faster load times and also non-trivial memory savings. Link to comment Share on other sites More sharing options...
cxg2827 Posted June 25, 2015 Author Share Posted June 25, 2015 I made a texture similar to the endcaps of the Unity node. Link to comment Share on other sites More sharing options...
AdmiralSirJohn Posted June 27, 2015 Share Posted June 27, 2015 Are the docking ports supposed to be so sensitive? I just had a set explode on capture. (Moving at .01 m/s!) Link to comment Share on other sites More sharing options...
cxg2827 Posted June 27, 2015 Author Share Posted June 27, 2015 Are the docking ports supposed to be so sensitive? I just had a set explode on capture. (Moving at .01 m/s!)I have the crash tolerance set to 10, just like the stock docking ports. Haven't had any explosions during the testing I've done. I've gone in at 0.4m/s without issues.I can increase the tolerance to 15 for them to see if it'll help for the next release. Link to comment Share on other sites More sharing options...
hieywiey Posted June 27, 2015 Share Posted June 27, 2015 (edited) Could you make a hub module like Unity IRL? I think a 1 Kerbal capacity would be good. Edited June 27, 2015 by hieywiey Link to comment Share on other sites More sharing options...
cxg2827 Posted June 28, 2015 Author Share Posted June 28, 2015 Could you make a hub module like Unity IRL? I think a 1 Kerbal capacity would be good.Sure. I actually made a Unity style texture a few weeks back so part of the work is already completed. Link to comment Share on other sites More sharing options...
cxg2827 Posted June 30, 2015 Author Share Posted June 30, 2015 New download. No IVA for the GymHab since I am slowly working on optimizing the existing IVA and prop textures before I move on to the next IVA.Changes:v0.04-New folder structure. Delete the CxAerospace folder prior to dropping in this version.-Remaining textures converted to DDS.-Common Berthing Mechanism (Active/Passive) colliders modified.-Common Berthing Mechanism (Active/Passive) crash tolerance changed from 10 to 15.-Added Part --GymHab Module: Crew capacity 2, no IVA yet. Link to comment Share on other sites More sharing options...
dresoccer4 Posted June 30, 2015 Share Posted June 30, 2015 i really enjoy this mod! had a couple quick questions:1) what are the common berthing mechanisms exactly? docking ports?2) what is the difference between active and passive?3) do they work with the stock docking ports? (i tried to connect them in orbit but they wouldn't have it)i looked through the other pages but couldn't find the answer, so hope this hasn't been asked already. cheers! Link to comment Share on other sites More sharing options...
FlyMeToTheMinmus Posted June 30, 2015 Share Posted June 30, 2015 i really enjoy this mod! had a couple quick questions:1) what are the common berthing mechanisms exactly? docking ports?2) what is the difference between active and passive?3) do they work with the stock docking ports? (i tried to connect them in orbit but they wouldn't have it)i looked through the other pages but couldn't find the answer, so hope this hasn't been asked already. cheers!1) the Common Berthing Mechanism is the larger docking port used to connect the US modules on the international space station, so yes they are docking ports.2) Real life docking ports originally had 'male' and 'female' variants, where the male had a probe that it uses to hook onto the female port like, well, you know. A Common Berthing Mechanism can change between active/male (technically not male because these don't use probes) or passive/female, which means that any CBM port is in theory compatible with any other, and is done by rotating the petals you see coming off the port. The CBMs in this mod can't switch, so what it means functionally is that they're like soyuz docking ports; active ports are only compatible with passive ports, and vice versa. So if you're using the CBMs from these, then one docking ship needs the passive port and the other ship needs the active port. Generally the ship you are docking to ​uses passive.3) No idea on this one but if they didn't work for you I'm assuming they don't work with stock ports at all. Link to comment Share on other sites More sharing options...
dresoccer4 Posted June 30, 2015 Share Posted June 30, 2015 1) the Common Berthing Mechanism is the larger docking port...thanks for the quick reply and thorough explanation! i believe i'm good to go now Link to comment Share on other sites More sharing options...
cxg2827 Posted June 30, 2015 Author Share Posted June 30, 2015 Just to expand on what FlyMeToMinmus wrote,1) Larger format docking port styled similarly to the ACBM and PCBMs on the non-russian ISS modules. 2) There is no restriction to docking a passive with a passive, or active with active. Its up to the users to decide if they want to set a rule for themselves to only dock active with passive docking ports. I modeled both for variety and to implement that rule for my career mode.3) They do not work with stock docking ports. They have a larger diameter mating surface, and use a different node size. They do however work with the Fustek 1.25M IACBMs.The PMA can dock with the stock docking ports. Just attach an IACBM on the larger end and dock it to your station. Then you can move it around as the station gets reconfigured. Link to comment Share on other sites More sharing options...
Andrew Duff Posted July 1, 2015 Share Posted July 1, 2015 Hi,I used the Sleeping Modules to expand my Minmus station from this:to this:5 Kerbal Earth Return Vehicle is also docked up for a crew change. Link to comment Share on other sites More sharing options...
cxg2827 Posted July 1, 2015 Author Share Posted July 1, 2015 Cool station, thanks for sharing! Link to comment Share on other sites More sharing options...
hieywiey Posted July 4, 2015 Share Posted July 4, 2015 Since this pack doesn't have any flags yet, I opened up GIMP and created some. I'm quite proud of them to be honest. Javascript is disabled. View full albumDownload link (with source file): https://www.dropbox.com/s/cvenk4nn41yktcx/CxAerospace%20Flags.zip?dl=0 Link to comment Share on other sites More sharing options...
cxg2827 Posted July 6, 2015 Author Share Posted July 6, 2015 Since this pack doesn't have any flags yet, I opened up GIMP and created some. I'm quite proud of them to be honest. Nicely done . I started on one a month back, but put it on the back burner.the Unity-style hub is starting to come along. Link to comment Share on other sites More sharing options...
cxg2827 Posted July 10, 2015 Author Share Posted July 10, 2015 Texture progress.Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
cxg2827 Posted July 11, 2015 Author Share Posted July 11, 2015 Any interest in either trunnion pins to be added as meshes to the station modules, or made as a separate part so you can add them to modules as you see fit?Also, I'm adding a poll to to see what type of configuration people would like for the larger capacity sleeping module.Reference the picture below for clarification:Option 1 - Capacity (4), Hatches (Front, Back, Top, Both Sides)Option 2 - Capacity (6), Hatches (Front, Back, Top)Option 3 - Capacity (6) Hatches (Top, Both Sides) Link to comment Share on other sites More sharing options...
hieywiey Posted July 11, 2015 Share Posted July 11, 2015 Oh, I forgot to mention, You are free to include the flags I made with this pack and use it on the OP, just give credit! Also, can you make the fitness module have compatibility with KeepFit? Don't make it buff you up too fast, like barely counteracting the deterioration from microgravity. Link to comment Share on other sites More sharing options...
cxg2827 Posted July 11, 2015 Author Share Posted July 11, 2015 Oh, I forgot to mention, You are free to include the flags I made with this pack and use it on the OP, just give credit! Also, can you make the fitness module have compatibility with KeepFit? Don't make it buff you up too fast, like barely counteracting the deterioration from microgravity.cool, thanks!For KeepFit, I'll add compatability to the modules. I was thinking for the sleeping ones I'd set it to have strActivityLevel = COMFY, and the fitness module to have strActivityLevel = Exercising. Don't make it buff you up too fast, like barely counteracting the deterioration from microgravity.So you suggesting making the fitness module have strActivityLevel = NEUTRAL then? Not sure if there is a way to tweak the values besides the (4) states that are listed in the first post of the KeepFit thread.Need some opinion on reducing the textures for the IVAs.The album below shows the full resolution, then reduced x3/4 and x1/2. currently I have the pixel density of the parts to have 1000pix for 1 linear meter (1,000,000 pix/m^2). I'm thinking the x3/4 compression with 750pix for 1 linear meter (562,500pix/m^2) would be best to maintain details on the panel attachment hex bolts. But, if I compress by x1/2 (250,000pix/m^2), then it gets a bit too lossy, though all the other details seem to hold up ok. I could always remove the hex bolts, and replace it with a simple circular dimple at the same spots.Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
hieywiey Posted July 11, 2015 Share Posted July 11, 2015 So you suggesting making the fitness module have strActivityLevel = NEUTRAL then? Not sure if there is a way to tweak the values besides the (4) states that are listed in the first post of the KeepFit thread.http://imgur.com/a/8SBGiOh, just make it strActivityLevel = EXERCISING then. Link to comment Share on other sites More sharing options...
cxg2827 Posted July 12, 2015 Author Share Posted July 12, 2015 New download. Node 1 IVA is going to be easy s I got it started and included as a WIPChanges:v0.05-Common Berthing Mechanism (Active/Passive) textures received minor updates.-Bunk prop texture compressed to 1024x1024-MM configs added for KeepFit compatibility-Added Part --Node 1 Module: Crew capacity 1, WIP IVA. Link to comment Share on other sites More sharing options...
Gaultesian Posted July 12, 2015 Share Posted July 12, 2015 Building my new Minmus space station now....I can wait for the fitness IVA, as these modules are awesome . Link to comment Share on other sites More sharing options...
cxg2827 Posted July 12, 2015 Author Share Posted July 12, 2015 Thanks! Glad you are enjoying them.I'm trying to find a happy medium with the texture quality of the IVAs prior to moving on with the others, so that it makes less work for me down the road.With that being said, the sooner I get some feedback from people about the pixel density of the current NapHAb IVA (post #66), the sooner I'll be getting to other ones . Otherwise I can add another download link with the IVA texture compressed and people can check it out in-game rather than base it off the screengrabs I took. Link to comment Share on other sites More sharing options...
cxg2827 Posted July 13, 2015 Author Share Posted July 13, 2015 Here is replacement DDS files for the IVA and the hatch for lower resolution. Just drop into the KSP folder, and overwrite the (4) files when prompted.Let me get some feedback if the details are starting to get a bit lossy. Or I can change they hex bolts out to be philips screw heads, which might look better at that compression level.IVA Texture Test (x0.5 compression) Link to comment Share on other sites More sharing options...
MK3424 Posted July 13, 2015 Share Posted July 13, 2015 This modpack fits Tantares very well indeed: Link to comment Share on other sites More sharing options...
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