InfoTheGamer Posted December 24, 2022 Author Share Posted December 24, 2022 Next update is going to be huge; planned release is after Christmas. I am using AI as a tool to do some of the texturing, and some of the models in the new update were inspired by artificial-intelligence-created reference images made with stable diffusion. It is my intent that I used AI ethically in this project and only for visual improvement. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted December 24, 2022 Share Posted December 24, 2022 Kewl mod Just wondering why you have .tga's in the CYLINDERS folder? the mod is just shy of 1GB... you could probably shrink that significantly if you convert to .DDS textures Quote Link to comment Share on other sites More sharing options...
InfoTheGamer Posted December 25, 2022 Author Share Posted December 25, 2022 6 hours ago, Stone Blue said: Just wondering why you have .tga's in the CYLINDERS folder? the mod is just shy of 1GB... you could probably shrink that significantly if you convert to .DDS textures That's something I'll consider in the future. For now the blanket solution is to put the cylinders into an Extras folder or another mod, it seems the full scale was wayyyy too ambitious for stock KSP. It's been a minute since I've dusted Unity off, so I'm going to work on new stuff before I fix this. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted December 28, 2022 Share Posted December 28, 2022 Well, this is off to a pretty good start I do see, most of your .png textures are dbl/tripled-up... But i see you have a /Textures/ folder already.. so it looks like you know you only need *one* copy of shared textures, instead of a copy in each relevant folder with the models/cfgs. I notice Greeble8k has two copies, that while the file properties seem different, visually, they look like the same tetxure... could probably delete one.. vOv Also, I see for the GreebleBakeManara texture, you could do some optimizing on the model's UV mapping, and be able to shrink that texture down in half or quarter what its at... Making all the above changes, & converting to .dds, you could probably easily shrink the mod size from 1 GB, to about half or smaller... I dont know how it would affect RAM usage (couldnt get worse, anyway ), but right now, as-is, the mod alone adds ~3.2 GB to my RAM useage. I really hope you get the opportunity to tweak the mod a bit, and that hopefully, someone comes along who does base building with Kerbal Konstructs, fully takes advantage of the statics in here. Quote Link to comment Share on other sites More sharing options...
Light_Gladiator Posted February 1, 2023 Share Posted February 1, 2023 This is really bloody cool... Cant wait for bigger and better updates.......... mostly I want bigger mass drivers to make orbital cannons that can shoot and nuke all of Kerbin. Quote Link to comment Share on other sites More sharing options...
InfoTheGamer Posted February 8, 2023 Author Share Posted February 8, 2023 Update 0.3 will come this month, with these expected updates/changes: -Adding Lofstrom Launch Loop (Earth Scale) -Adding large chemical plants -Adding tanks (KK) -Likely depreciating large cylinders because I don't have the time during college to optimize filesize. -Possibly adding landing pads, O'Neill colony ship, nuclear reactor KK models Quote Link to comment Share on other sites More sharing options...
KerbinIsTheBest_20 Posted April 13, 2023 Share Posted April 13, 2023 This looks awesome! I do have a question though, how taxing is this mod on your RAM? I use a small laptop that can barely run KSP but I really want to use this mod! Quote Link to comment Share on other sites More sharing options...
EndAllFilms Posted July 4, 2023 Share Posted July 4, 2023 On 2/8/2023 at 5:19 PM, InfoTheGamer said: Update 0.3 will come this month, with these expected updates/changes: -Adding Lofstrom Launch Loop (Earth Scale) -Adding large chemical plants -Adding tanks (KK) -Likely depreciating large cylinders because I don't have the time during college to optimize filesize. -Possibly adding landing pads, O'Neill colony ship, nuclear reactor KK models Hey its been like several months? Quote Link to comment Share on other sites More sharing options...
James Kerman Posted July 5, 2023 Share Posted July 5, 2023 Hi @EndAllFilms, please remember that the great people who make free content for KSP are also subject to real life responsibilities and pressures so while asking for an update is okay (so long as it's polite and not repetitive) it's best just to be patient as we wait for our favorite mods to be updated. Quote Link to comment Share on other sites More sharing options...
EndAllFilms Posted July 14, 2023 Share Posted July 14, 2023 On 7/5/2023 at 5:43 AM, James Kerman said: Hi @EndAllFilms, please remember that the great people who make free content for KSP are also subject to real life responsibilities and pressures so while asking for an update is okay (so long as it's polite and not repetitive) it's best just to be patient as we wait for our favorite mods to be updated. Alright. Quote Link to comment Share on other sites More sharing options...
InfoTheGamer Posted July 23, 2023 Author Share Posted July 23, 2023 On 7/4/2023 at 3:38 PM, EndAllFilms said: Hey its been like several months? Ya boy got hired at MSFC so I have been doing dynamics work and becoming a plant dad. I think I might have some time in the coming months because the models still exist on my SSD. Loftstrom loop is already in-game and it is beautiful. Quote Link to comment Share on other sites More sharing options...
Rensome Posted May 17, 2024 Share Posted May 17, 2024 Is this mod dead :(? Quote Link to comment Share on other sites More sharing options...
InfoTheGamer Posted May 23, 2024 Author Share Posted May 23, 2024 On 5/16/2024 at 11:57 PM, Rensome said: Is this mod dead :(? Not really, I just don't do modding things as I used to. Life gets busy I guess. I'll release one more update to this mod eventually. Quote Link to comment Share on other sites More sharing options...
Mutantbard64 Posted July 13, 2024 Share Posted July 13, 2024 You should for a final or next update add half city half habs similar to ksp2 since we will never get those might as well add the smae concept in ksp1 and also add a series of shorter less spherical domes it would be very cool. Quote Link to comment Share on other sites More sharing options...
OKBTrurl Posted July 24, 2024 Share Posted July 24, 2024 How do you construct some of the mutli-KM parts in this mod? What is meant by "statics"? Quote Link to comment Share on other sites More sharing options...
B0lt Posted August 6, 2024 Share Posted August 6, 2024 I was wondering if the mod would work with life support or if it's just statics that dont really change up the gameplay if anyone could confirm this it would be great Quote Link to comment Share on other sites More sharing options...
SystemPlanningCorporation Posted August 6, 2024 Share Posted August 6, 2024 just found this by the trailer on youtube, looks so cool! any chance of us getting large space mirrors that double as KSPIE power transmitters? Quote Link to comment Share on other sites More sharing options...
Halengar Posted Friday at 05:54 AM Share Posted Friday at 05:54 AM Can anyone give a tutorial on the 1 km and 42 km mass drivers? How exactly are they activated I've heard it was on click but is there a certain portion of the static that needs to be clicked on? Like the sled and is there any way to adjust the speed or would that require adjusting the animation? Quote Link to comment Share on other sites More sharing options...
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