FuzzyMeep TWO Posted May 13, 2017 Share Posted May 13, 2017 15 hours ago, TheWanderer05 said: I found a bug where rings on Niebos flicker about while the HUD is on. I'm not sure if this happens on other bodies yet, but I'll let you know if it does. Edit: Yep, other rings flicker too, even while not in atmosphere. While you're there write your observations in the crew and eva report sections of the science definition sheet (or whatever else you feel like filling out). I have filled in most of what is filled in, but can only visit so many planets at a time. It would really help.https://docs.google.com/spreadsheets/d/1KFyW00RYYT-LUMb3_mV1jNM19knurAzFA0ZnDhh4b9Y/edit#gid=542708389 Quote Link to comment Share on other sites More sharing options...
TheWanderer05 Posted May 13, 2017 Share Posted May 13, 2017 3 hours ago, FuzzyMeep TWO said: While you're there write your observations in the crew and eva report sections of the science definition sheet (or whatever else you feel like filling out). I have filled in most of what is filled in, but can only visit so many planets at a time. It would really help.https://docs.google.com/spreadsheets/d/1KFyW00RYYT-LUMb3_mV1jNM19knurAzFA0ZnDhh4b9Y/edit#gid=542708389 Sure thing. Quote Link to comment Share on other sites More sharing options...
Bungthebadger Posted May 13, 2017 Share Posted May 13, 2017 Hello there! I've been enjoying the mod so far with the new planets and pleasing aesthetics. But I have one (or two.) problems with this mod. I can't load the game anymore since the addition of the three new planets that replaces Kerbin, Mun, and Minmus. Kerbal Space Program also took about 4-8 minutes to load before the addition of the three new planets when I had the mod installed. My specs: I censored BIOS and System Model because I can. I'm playing on Laptop and my RAM is 8GB. Output log: https://cdn.discordapp.com/attachments/284847953364123649/313035506109906944/KSP.log My mods in KSP: Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted May 13, 2017 Author Share Posted May 13, 2017 (edited) 13 minutes ago, Bungthebadger said: Hello there! I've been enjoying the mod so far with the new planets and pleasing aesthetics. But I have one (or two.) problems with this mod. I can't load the game anymore since the addition of the three new planets that replaces Kerbin, Mun, and Minmus. Kerbal Space Program also took about 4-8 minutes to load before the addition of the three new planets when I had the mod installed. My specs: I censored BIOS and System Model because I can. I'm playing on Laptop and my RAM is 8GB. Output log: https://cdn.discordapp.com/attachments/284847953364123649/313035506109906944/KSP.log My mods in KSP: I've seen your reply, I'm looking at your logs now and I'll reply shortly! EDIT: Found your problem: [EXC 14:29:38.424] MissingMethodException: Method not found: 'GameDatabase.TextureInfo..ctor'. DDSLoader.DatabaseLoaderTexture_DDS+<Load>c__Iterator0.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <LoadObjects>c__Iterator4A:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [LOG 14:29:38.437] Load(Texture): BoulderCo/Atmosphere/Textures/detaileve1 Delete BoulderCo! It's trying to apply clouds to kerbin, but kerbin doesn't exist anymore! The mod introduces clouds back to Laythe and Duna, meaning you can remove BoulderCo. It might also be worth using the scatterer folder I provided in the mod download, as it will fix some issues with the ocean. Edited May 13, 2017 by Gameslinx Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted May 13, 2017 Author Share Posted May 13, 2017 37 minutes ago, Bungthebadger said: Hello there! I've been enjoying the mod so far with the new planets and pleasing aesthetics. But I have one (or two.) problems with this mod. I can't load the game anymore since the addition of the three new planets that replaces Kerbin, Mun, and Minmus. Kerbal Space Program also took about 4-8 minutes to load before the addition of the three new planets when I had the mod installed. My specs: I censored BIOS and System Model because I can. I'm playing on Laptop and my RAM is 8GB. Output log: https://cdn.discordapp.com/attachments/284847953364123649/313035506109906944/KSP.log My mods in KSP: Just test-pinging you. Hope this helped Quote Link to comment Share on other sites More sharing options...
FuzzyMeep TWO Posted May 13, 2017 Share Posted May 13, 2017 (edited) Fume is showing the biomes for Laythe. Thought i would let you know You also might want to increase the visible height of the atmosphere. You hit the atmosphere at about 160,000M but the cloud layer starts at 15,000-ish Edited May 13, 2017 by FuzzyMeep TWO Quote Link to comment Share on other sites More sharing options...
Bungthebadger Posted May 13, 2017 Share Posted May 13, 2017 2 hours ago, Gameslinx said: Just test-pinging you. Hope this helped Thank you for the help! I'll edit this post if it works or dosen't work. Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted May 14, 2017 Share Posted May 14, 2017 (edited) 4 hours ago, Bungthebadger said: My mods in KSP: Why do you have DDSLoader installed? According to its forum thread, it hasn't been updated since .90 because it is now a stock feature. EDIT: Also what is "Sources"? Edited May 14, 2017 by TheRagingIrishman Quote Link to comment Share on other sites More sharing options...
FuzzyMeep TWO Posted May 15, 2017 Share Posted May 15, 2017 (edited) Some screenshots of Fume and Volux It is very hard to leave Fume. Things like to light on fire and break. Edited May 15, 2017 by FuzzyMeep TWO Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted May 15, 2017 Author Share Posted May 15, 2017 1 hour ago, FuzzyMeep TWO said: Some screenshots of Fume and Volux It is very hard to leave Fume. Things like to light on fire and break. Yeah. Fume definitely needs a good looking at. I'm going to work on that next, thanks Quote Link to comment Share on other sites More sharing options...
FuzzyMeep TWO Posted May 15, 2017 Share Posted May 15, 2017 1 hour ago, Gameslinx said: Yeah. Fume definitely needs a good looking at. I'm going to work on that next, thanks Hard to leave isn't a problem. I was warned. I had the nuclear turbojets, which burn atmosphere so it wasn't anywhere near impossible. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted May 15, 2017 Author Share Posted May 15, 2017 8 minutes ago, FuzzyMeep TWO said: Hard to leave isn't a problem. I was warned. I had the nuclear turbojets, which burn atmosphere so it wasn't anywhere near impossible. True, but its atmospheric height is way too high, it's 150,000 if I recall. It's been a long time since I touched Fume at all, and I'm going to reduce its atmosphere to 80,000 and decrease its pressure, since the drag is immense there. Quote Link to comment Share on other sites More sharing options...
FuzzyMeep TWO Posted May 15, 2017 Share Posted May 15, 2017 6 minutes ago, Gameslinx said: True, but its atmospheric height is way too high, it's 150,000 if I recall. It's been a long time since I touched Fume at all, and I'm going to reduce its atmosphere to 80,000 and decrease its pressure, since the drag is immense there. You light on fire before reaching the sound barrier. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted May 15, 2017 Share Posted May 15, 2017 Dropping by, I noticed in the OP that CustomAsteroids support has been discontinued. Now CA is out for 1.2, do you want me to have a go at writing some CA cfgs for the pack (with a few 'I want this here' pointers)-assuming CA support wasn't intentionally removed? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted May 15, 2017 Author Share Posted May 15, 2017 34 minutes ago, voicey99 said: Dropping by, I noticed in the OP that CustomAsteroids support has been discontinued. Now CA is out for 1.2, do you want me to have a go at writing some CA cfgs for the pack (with a few 'I want this here' pointers)-assuming CA support wasn't intentionally removed? CustomAsteroids has been dropped for the timebeing because it causes too much lag when at high timewarp speeds, no matter what the spawn-rate of asteroids are. Thanks for the offer, though, but CA will not be returning as I can add asteroids using Kopernicus, which is much lighter on performance now. Quote Link to comment Share on other sites More sharing options...
KerbolExplorer Posted May 16, 2017 Share Posted May 16, 2017 On 7/5/2017 at 1:29 PM, PixelStory2 said: I need a better computer to look at pretty things like that ;P Pfff i need to wait 30 minints for the game to load Quote Link to comment Share on other sites More sharing options...
Meta Jonez Posted May 17, 2017 Share Posted May 17, 2017 I wanted to drop some memory usage numbers, and get some feedback as to whether this is expected: Un-modded game, Sandbox mode, idle at KSC screen: 1494 MB in use by the game. Modded Game, GPO and it's dependencies only, Sandbox, idle at KSC screen: 5706 MB in use by the game. Is this normal? This mod and it's dependencies add ~4GB RAM usage? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted May 17, 2017 Share Posted May 17, 2017 3 minutes ago, Meta Jonez said: I wanted to drop some memory usage numbers, and get some feedback as to whether this is expected: Un-modded game, Sandbox mode, idle at KSC screen: 1494 MB in use by the game. Modded Game, GPO and it's dependencies only, Sandbox, idle at KSC screen: 5706 MB in use by the game. Is this normal? This mod and it's dependencies add ~4GB RAM usage? This is normal. GPO adds several, several worlds with highly detailed hand-made textures. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted May 17, 2017 Author Share Posted May 17, 2017 18 minutes ago, Meta Jonez said: I wanted to drop some memory usage numbers, and get some feedback as to whether this is expected: Un-modded game, Sandbox mode, idle at KSC screen: 1494 MB in use by the game. Modded Game, GPO and it's dependencies only, Sandbox, idle at KSC screen: 5706 MB in use by the game. Is this normal? This mod and it's dependencies add ~4GB RAM usage? Unfortunately for your RAM, yes. This is normal. There are ways to decrease this (in which case, drop me a PM here on the forums). There are 31 'things' added by the mod, and each require 4k textures - some have to use 8k textures to look good enough at close distances. Quote Link to comment Share on other sites More sharing options...
Meta Jonez Posted May 17, 2017 Share Posted May 17, 2017 34 minutes ago, JadeOfMaar said: This is normal. GPO adds several, several worlds with highly detailed hand-made textures. 27 minutes ago, Gameslinx said: Unfortunately for your RAM, yes. This is normal. There are ways to decrease this (in which case, drop me a PM here on the forums). There are 31 'things' added by the mod, and each require 4k textures - some have to use 8k textures to look good enough at close distances. Thank you for the replies. I knew there were very detailed textures, and quite a few planets added by the mod, I just wanted to be sure I did not have some memory issues going on, as the increase in RAM usage was more than I expected. Quote Link to comment Share on other sites More sharing options...
TheWanderer05 Posted May 19, 2017 Share Posted May 19, 2017 (edited) I just want to check if this is intentional or not to be prepared, but is the pressure curve on Niebos supposed to be this way? As soon as I hit the atmosphere at about 1,900 m/s (65,000 meter high), the craft splits up and overheats instantly. I also checked the config and saw that the pressure spikes up at 63000 meters compared to values around that altitude. Again, I just want to know if this is intentional or not so I can be prepared for next time Edit: As I exit the atmosphere of Niebos, I notice that there is intense pressure for a split second on crossing the edge of the atmosphere. I'm not seeing anything in the config file that would do this, but my plane flames up on that moment, while it was at a low temperature on the way up. Edited May 20, 2017 by TheWanderer05 Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted May 20, 2017 Author Share Posted May 20, 2017 (edited) 20 hours ago, TheWanderer05 said: I just want to check if this is intentional or not to be prepared, but is the pressure curve on Niebos supposed to be this way? As soon as I hit the atmosphere at about 1,900 m/s (65,000 meter high), the craft splits up and overheats instantly. I also checked the config and saw that the pressure spikes up at 63000 meters compared to values around that altitude. Again, I just want to know if this is intentional or not so I can be prepared for next time Edit: As I exit the atmosphere of Niebos, I notice that there is intense pressure for a split second on crossing the edge of the atmosphere. I'm not seeing anything in the config file that would do this, but my plane flames up on that moment, while it was at a low temperature on the way up. Oooooo that's not supposed to happen. I 'squashed' the values for its atmosphere when reducing its height so that the pressure gain is the same, but ramps faster. I'll take a value out and do some experimenting so it's more like Kerbin. Thanks EDIT: This has to wait until the next update, which might be a hotfix sometime in the week. Mainly because I have to adjust a few more atmospheres than Niebos for similar but less extreme purposes. Edited May 20, 2017 by Gameslinx Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted May 20, 2017 Author Share Posted May 20, 2017 Fume has received an overhaul, bringing it up to scratch. It now looks like I've wanted it to look like for a while, with 8k terrain and a thick atmosphere similar to Eve's, but 80KM in height. Quarta has also got a new look, as nobody actually really visited the last one. Its lava will burn those who try to swim in it. I said earlier that Niebos would be the last rework, but then I decided to add the planet separately as Dreidos. Quarta now bears this rework. I don't think any other planets in the pack really need much more of a brushover apart from perhaps Verdina and Telos, but they will keep their respective looks and compositions. This update will most likely land soon, I'm not sure on whether it will be today or tomorrow, but I've managed to iron out a whole ordeal of bugs I found rooting around with Fume and Quarta Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted May 20, 2017 Author Share Posted May 20, 2017 Change log of 1.97 IMPORTANT - Major changes to Fume and Quarta Reworked Quarta completely Revamped some terrain on Telos Updated Telos textures Updated Fume completely to bring it up to what I wished it was ages ago Updated thelai textures to 8k Did some ring optimisations Added a small moon around Dreidos, Dreidiss, WIP Revisited Fume atmosphere config Fixed bugs with Fume's atmosphere and ocean through Scatterer Updated Fume's atmosphere visuals Fume now has a visual radiation cloud Gaia terrain scatters added Gaia trees added Changes to atmospheric pressure for Fume Added glows to Gol, Gullis, Quarta and Fume MANY MORE FIXES AND THINGIES Quote Link to comment Share on other sites More sharing options...
TheWanderer05 Posted May 21, 2017 Share Posted May 21, 2017 (edited) I didn't really notice this until I exited Nievis' SOI, but there's a graphical bug that seems to take place below the surface - not sure what the object at the center looks like either. Edit: This update is also causing my ksp to crash and have loading times over ten times as long as the previous update. Sorry about sending so many reports, I feel like I'm spamming. Edited May 21, 2017 by TheWanderer05 Quote Link to comment Share on other sites More sharing options...
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