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Kerbin Side Remastered [1.0.1] [1.7.3]


Eskandare

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Posted (edited)

NEWS!:

 

Currently looking to see if we can get the "Grass" texture to operate with Parallax. I hope once this is done we can unify some of the textures on all the KK mods using MM patches. This is so that mods the use a compellation of KK mods to make a bigger KSC use the Parallax shader and the unpaved ground look all the same.

Also once I get my development computer running again, I'll be able to release the updated stock alike structures for KSR.

Edited by Eskandare
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  • 2 weeks later...

I am currently working on HDR compatibility for KSP by using TUFX, and I would love to see Parallax compatibility! The current KerbinsideRemastered textures appear to have no normal map, so they appear rather flat, especially now that the sun has the correct brightness in HDR

3cqNpxF.png

You can see the taxi ways with the flat textures come out a bit strange. I'd love to see that improved!

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  • 2 weeks later...

I have a problem. I have 2 computers. One of them, KS works fine. Great, actually. The other, KSR doesnt work. #2 (which KSR doesnt work on), i normally run 2-300 mods on, but even with the bare minimum (quite literally KK, Preflight Launch Checklist, MM, and KSR) it still doesnt work. I do not know which kind of .log you need, but i can get it. What could be the problem? I’ve tried damn near everything. Reinstall, save deletions. Even sifting thru the files for just the statics (the real thing i want from this mod. The bases are plenty nice too.) now either the game just freezes at end of the loading menu when the orbit wheel is going before the main menu, or the CTRL-K menu doesnt open. I know, lot of text. But any help?

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18 hours ago, Elite_937 said:

I have a problem. I have 2 computers. One of them, KS works fine. Great, actually. The other, KSR doesnt work. #2 (which KSR doesnt work on), i normally run 2-300 mods on, but even with the bare minimum (quite literally KK, Preflight Launch Checklist, MM, and KSR) it still doesnt work. I do not know which kind of .log you need, but i can get it. What could be the problem? I’ve tried damn near everything. Reinstall, save deletions. Even sifting thru the files for just the statics (the real thing i want from this mod. The bases are plenty nice too.) now either the game just freezes at end of the loading menu when the orbit wheel is going before the main menu, or the CTRL-K menu doesnt open. I know, lot of text. But any help?

have you tried reinstalling the KSP install?

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20 hours ago, Elite_937 said:

I have a problem. I have 2 computers. One of them, KS works fine. Great, actually. The other, KSR doesnt work. #2 (which KSR doesnt work on), i normally run 2-300 mods on, but even with the bare minimum (quite literally KK, Preflight Launch Checklist, MM, and KSR) it still doesnt work. I do not know which kind of .log you need, but i can get it. What could be the problem? I’ve tried damn near everything. Reinstall, save deletions. Even sifting thru the files for just the statics (the real thing i want from this mod. The bases are plenty nice too.) now either the game just freezes at end of the loading menu when the orbit wheel is going before the main menu, or the CTRL-K menu doesnt open. I know, lot of text. But any help?

Are you running a planet pack that replaces Kerbin?

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No, just kopernicus for Paralax and yes i have reinstalled ksp several times.  Gonna try smth new, i’ll tell yall if it works.

 

edit: didnt work :(.

is there anything else i can do?

Edited by Elite_937
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2 hours ago, Elite_937 said:

No, just kopernicus for Paralax and yes i have reinstalled ksp several times.  Gonna try smth new, i’ll tell yall if it works.

 

edit: didnt work :(.

is there anything else i can do?

Well, i did some digging thru my files, and the crash and regular log dont say much. But task manager says, game does the little orbit loading spinner thing, it stops, and my memory keeps increasing till about 97% and then it crashes. Gradually, percent by percent. Now my computer has had memory problems previously, but not ever with ksp and i have a hard time beliving my computer cannot handle ksp with 4 mods, when it has proven doing that with over 200. 
also sidenote from perviously: my testing mod folder (to see if ksr works) and regular mod folder are very different. My normal has a whole hell of a lot of mods, 200+. Damn near everything. Including a few other KK packs. My test folder is just KK, KSR. CPFLC, regular squad stuff, and some times BADTkonstructs. The other kk packs are not the problem, as it doesnt even work with my test folder. any ideas?

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  • 3 weeks later...
13 minutes ago, SergeantBlueforce said:

I've noticed when using this mod that I get a pretty big performance hit when near structures added by it. Is this to be expected?

To a certain extent, yes. When close the the game has to render all the details of the complex models. I believe when you are further out that Kerbal Konstructs (that which is making this mod possible) has a method of rendering a simpler version of the models, because you are not close enough to see fine details. So there is less of a performance hit when you are further than 2.5 km away.

Edited by ColdJ
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I've done a tad more testing and I've actually found that performance degrades when flying anywhere on Kerbin. Once you stop (e.g. by crashing) the performance stabilises to normal levels.
Might this be a problem with kerbal konstructs itself?

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On 7/30/2021 at 3:22 PM, Eskandare said:

Here is a preview of what will be added to the next version of Kerbin Side Remastered.

I present the Ocean Odyssey Launch Platform. This model was originally in the Oceania addon for the original Kerbin Side mod.

J3OfBXp.png

aKEASe3.png

VwXKXE9.png

Hello, I am struggling to find the Sea Launch platform depicted in the post above.

I cant tell if this is a KerbalKonstructs static or a Kerbinside base, and I haven't found it in either place.

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On 8/24/2024 at 12:07 PM, Hank Kerman said:

I cant tell if this is a KerbalKonstructs static or a Kerbinside base, and I haven't found it in either place.

It was something @Eskandare was working on a long time ago, I don't think it was ever released.

5 hours ago, SergeantBlueforce said:

Is there any possibility that kerbal konstructs or kerbinside is slowing down PQS updates? I might be wrong but I feel like I may be getting worse stutter when they're installed.

To have any chance of this being answered, you need to ask on that thread. But the way things are, you will be lucky to get a quick answer.

All statics packs are just models and a config file that says where to place them. Anything technical is Kerbal Konstructs Continued, which is what the statics packs rely on to work.

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4 hours ago, ColdJ said:

All statics packs are just models and a config file that says where to place them. Anything technical is Kerbal Konstructs Continued, which is what the statics packs rely on to work.

The only reason I asked here is that, funnily enough, there seems to be no performance impact when Kerbal Konstructs is used in isolation. In any case, using the KSP community fixes mod seems to largely nullify the stutter, presumably due to its PQS update optimisations.

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11 hours ago, SergeantBlueforce said:

Is there any possibility that kerbal konstructs or kerbinside is slowing down PQS updates?

It might be related to terrain modifications made by KK map decals. KK applies a custom decal to the planet's height map, allowing modders to flatten the terrain (or make mountains, lakes and other terraforming like this)

On 8/23/2024 at 8:04 PM, ColdJ said:

To a certain extent, yes. When close the the game has to render all the details of the complex models. I believe when you are further out that Kerbal Konstructs (that which is making this mod possible) has a method of rendering a simpler version of the models, because you are not close enough to see fine details. So there is less of a performance hit when you are further than 2.5 km away.

Kerbin Side models don't have a ridiculously high polygon count so it shouldn't be the case. But they do have a complex collision geometry so they add more work to the collision detection system (I have no idea how continuous collision detection works in games so it's just  a speculation). And they have built in light sources (active only at night using AnimateOnSunrise module), so they can generate lag when lights are active, especially with high graphics settings including high pixel light count.

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12 minutes ago, Manul said:

It might be related to terrain modifications made by KK map decals. KK applies a custom decal to the planet's height map, allowing modders to flatten the terrain (or make mountains, lakes and other terraforming like this)

Do you know if KK can cause passive overhead on any other planets? Preliminary testing on my end indicates it may not.

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29 minutes ago, SergeantBlueforce said:

Do you know if KK can cause passive overhead on any other planets? Preliminary testing on my end indicates it may not.

I don't have much experience with KK map decals. Tried to clear the "river" on Kerbin from multiple landslides blocking the navigation but I didn't achieve any reliable results.

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The KSC(and other launchsites) extension that this mod makes constantly fluctuates between on and off. One time I load the game and it is there, the other it isn't there. How to make the structures be there all the time?

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8 hours ago, loxeban228 said:

How to make the structures be there all the time?

How is anybody supposed to know this without KSP log or at least a list of mods you are using?

My extrasensory abilities say that you have OrdinaryKonstruction v0.1.3 mod installed, try removing it or replacing with  a previous version, there is a messed up folder structure that causes Kerbal Konstructs to freak out.

Edited by Manul
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10 hours ago, loxeban228 said:

The KSC(and other launchsites) extension that this mod makes constantly fluctuates between on and off. One time I load the game and it is there, the other it isn't there. How to make the structures be there all the time?

Hi, I can see you are new and probably not aware of some conventions.

Unfortunately Kerbal Konstructs which these things run off can have some random glitches. Sometimes it is due to the configuration files being stored inside the KK folder and other times it can be if you have added or subtracted something using Kerbal Konstructs. Also when they added the ability to KSP to launch from multiple sites it also caused some instability due to operating using the same basic system.

The best thing you can do is only change things in a sand box game and remember to save in both the interfaces. And if you lose them in a career, save your game, pop out and into a sandbox game, go through and reactivate all the sites that you have listed, then go back to your career game. They should all be back again.

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On 8/27/2024 at 2:47 AM, Manul said:

How is anybody supposed to know this without KSP log or at least a list of mods you are using?

My extrasensory abilities say that you have OrdinaryKonstruction v0.1.3 mod installed, try removing it or replacing with  a previous version, there is a messed up folder structure that causes Kerbal Konstructs to freak out.

Sorry for not giving my logs or my modlist. Your extrasensory abilites were indeed correct and it did fix the issue, thanks.

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On 8/5/2024 at 1:48 AM, Elite_937 said:

Well, i did some digging thru my files, and the crash and regular log dont say much. But task manager says, game does the little orbit loading spinner thing, it stops, and my memory keeps increasing till about 97% and then it crashes. Gradually, percent by percent. Now my computer has had memory problems previously, but not ever with ksp and i have a hard time beliving my computer cannot handle ksp with 4 mods, when it has proven doing that with over 200. 
also sidenote from perviously: my testing mod folder (to see if ksr works) and regular mod folder are very different. My normal has a whole hell of a lot of mods, 200+. Damn near everything. Including a few other KK packs. My test folder is just KK, KSR. CPFLC, regular squad stuff, and some times BADTkonstructs. The other kk packs are not the problem, as it doesnt even work with my test folder. any ideas?

Alright, i’m a bit late, but, does anyone smarter than me and who knows KK better than me know how to fix this? It’s with my alienware. If you need any logs or anything i can provide. @Eskandare

Edited by Elite_937
I figured eskandere (the man, the myth, the ledgend) would know a bit more than i would.
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On 7/7/2024 at 10:56 AM, Eskandare said:

NEWS!:

 

Currently looking to see if we can get the "Grass" texture to operate with Parallax. I hope once this is done we can unify some of the textures on all the KK mods using MM patches. This is so that mods the use a compellation of KK mods to make a bigger KSC use the Parallax shader and the unpaved ground look all the same.

Also once I get my development computer running again, I'll be able to release the updated stock alike structures for KSR.

Looking forward to this. Hopefully it works with the new paralax continues. Having the grass seamlessly integrate into the new building is  a big step in getting the KSC looking as good as it does in KSP2

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