CardBoardBoxProcessor Posted October 2, 2013 Share Posted October 2, 2013 Actually, 64% is based on the height of a Kerbal, not only the stock pod's dimensions (though they do match up quite neatly). Kerbals have odd proportions, with huge heads and especially helmets taking up a lot more space than on a human.That's kind of what i meant. I know Normak has a huge essay written up with it and all the mathematics. Link to comment Share on other sites More sharing options...
Kerbal01 Posted October 2, 2013 Share Posted October 2, 2013 Any previews of upcoming parts? Link to comment Share on other sites More sharing options...
blizzy78 Posted October 2, 2013 Share Posted October 2, 2013 While updating my engine layout calculator (see signature) for KOSMOS 4.7, I noticed that some of the engines don't load for me at all.I've found the problem. I've accidentally extracted the mod so that the folder structure would be GameData\GameData\KOSMOS\..., while it should of course be GameData\KOSMOS\... My fault there. Link to comment Share on other sites More sharing options...
NathanKell Posted October 2, 2013 Share Posted October 2, 2013 Hey cBBp, any chance of TGA exports for the TKS parts? I'd do it myself but I don't recognize the headers in the MBMs. Link to comment Share on other sites More sharing options...
NoMrBond Posted October 2, 2013 Share Posted October 2, 2013 I think the eventual plan is to re-do/re-release all the textures as TGA's, as well as make other optimizations like in the last release.Unfortunately some of the the base textures (pre-merged/processed MBM's) have been lost or are no longer considered up to spec, so these will need remaking either from scratch or very early assets. The textures would improve, but making them is also time consuming and would eat up development time on other material, re-parsing existing material in optimization pass/es is similarly beneficial, but also has a significant dev-time cost associated with it.Direction and dev-time are solely decisions for Normak and cBBp though, but they do have these things in mind. Link to comment Share on other sites More sharing options...
Commander Gizmo Posted October 2, 2013 Share Posted October 2, 2013 That's why i had to delete all the parts apart from the solar panels, it caused crashes all the time :/I've found that resizing all the textures (tga files) by 50% lets me keep all the parts just fine. I also have NovaPunch, KW (also resized), and B9, along with 35 other mods installed. The little bit higher blurriness of the textures actually fits more with the stock ones. Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted October 2, 2013 Share Posted October 2, 2013 I've found that resizing all the textures (tga files) by 50% lets me keep all the parts just fine. I also have NovaPunch, KW (also resized), and B9, along with 35 other mods installed. The little bit higher blurriness of the textures actually fits more with the stock ones.if you are crashing because of memory isue please patch with http://kerbalspaceprogram.com/kosmoslite/ it is already reduced textures for you. Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted October 2, 2013 Share Posted October 2, 2013 I think the eventual plan is to re-do/re-release all the textures as TGA's, as well as make other optimizations like in the last release.Unfortunately some of the the base textures (pre-merged/processed MBM's) have been lost or are no longer considered up to spec, so these will need remaking either from scratch or very early assets. The textures would improve, but making them is also time consuming and would eat up development time on other material, re-parsing existing material in optimization pass/es is similarly beneficial, but also has a significant dev-time cost associated with it.Direction and dev-time are solely decisions for Normak and cBBp though, but they do have these things in mind.lol yeah sharing a drop box is annoying.. that was the main reason things got over written and lost for TKS.... Link to comment Share on other sites More sharing options...
NoMrBond Posted October 2, 2013 Share Posted October 2, 2013 (edited) I've found that resizing all the textures (tga files) by 50% lets me keep all the parts just fine. I also have NovaPunch, KW (also resized), and B9, along with 35 other mods installed. The little bit higher blurriness of the textures actually fits more with the stock ones.Perhaps try the Squad Texture Reducer as well, as it reconciles NPOT and shared textures within the Squad directory itself.lol yeah sharing a drop box is annoying.. that was the main reason things got over written and lost for TKS....Oh gez I hope that wasn't me :\ I would be ashamed forever Edited October 2, 2013 by NoMrBond Link to comment Share on other sites More sharing options...
HeadHunter67 Posted October 2, 2013 Share Posted October 2, 2013 OK... I have a House Kurita flag on my Salyut modules? Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted October 2, 2013 Share Posted October 2, 2013 Perhaps try the Squad Texture Reducer as well, as it reconciles NPOT and shared textures within the Squad directory itself.Oh gez I hope that wasn't me :\ I would be ashamed foreverno it was before you were on board. AKA... the otherguy did it Link to comment Share on other sites More sharing options...
CERVERUS Posted October 3, 2013 Share Posted October 3, 2013 Thanks,everybody about their respond to my question! Link to comment Share on other sites More sharing options...
Soviet borris Posted October 3, 2013 Share Posted October 3, 2013 The spaceport is corrupting the download could you please post a mirror? Link to comment Share on other sites More sharing options...
Corsini Posted October 3, 2013 Share Posted October 3, 2013 i have the same problem with the spaceport, pleas post in a mirror Link to comment Share on other sites More sharing options...
spicerSpacer Posted October 3, 2013 Share Posted October 3, 2013 When reading the details of the KOSMOS parts I am led to believe the you can get inside these parts given the wording about internal airlock and "crew tunnels" Do I understand this correctly that you can build "IVA" setups with these parts?bump. Still need some info here Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted October 4, 2013 Share Posted October 4, 2013 bump. Still need some info here with crew manifest mod you shuld beable to move them. but there is no stock way to do such at this time. I think you cna load them up into it during VAb but.. otherwise no lol. Link to comment Share on other sites More sharing options...
NoMrBond Posted October 4, 2013 Share Posted October 4, 2013 Could make them functionally hollow?That's doable, but if they're part of a structure they'd still have to lead to an airlock to be useful? Link to comment Share on other sites More sharing options...
Guest Posted October 4, 2013 Share Posted October 4, 2013 Leave them as-is. Squad plans to improve on IVAs, so I believe the proper functionality will come. Until then, I believe that we don't really need tunnel interiors. Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted October 4, 2013 Share Posted October 4, 2013 Leave them as-is. Squad plans to improve on IVAs, so I believe the proper functionality will come. Until then, I believe that we don't really need tunnel interiors.whoa someone finally understands Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted October 4, 2013 Share Posted October 4, 2013 intresting find form KWs Kyle CardBoardBoxprocessor: what do you mean?Kickasskyle: you're putting about 4-5x as much into RAM by using TGA than an MBM equivilantKickasskyle: and no, thats not overstatement.Kickasskyle: it really is that bad.CardBoardBoxprocessor: good god why so 0_OKickasskyle: because unity, because KSP.Kickasskyle: who can say. Link to comment Share on other sites More sharing options...
PieGoesHere Posted October 4, 2013 Share Posted October 4, 2013 intresting find form KWs Kyle CardBoardBoxprocessor: what do you mean?Kickasskyle: you're putting about 4-5x as much into RAM by using TGA than an MBM equivilantKickasskyle: and no, thats not overstatement.Kickasskyle: it really is that bad.CardBoardBoxprocessor: good god why so 0_OKickasskyle: because unity, because KSP.Kickasskyle: who can say.Is that actually true? (and by that I mean, tested and confirmed?) Link to comment Share on other sites More sharing options...
wasmic Posted October 4, 2013 Share Posted October 4, 2013 I'm not sure that it's true. KW recently changed all its files from .mbm to .tga AND added many extra files. The result was a little more than a doubling of RAM hugging, which goes fine in hand with a doubling of the amount of texture files. When the .tga's were downsized, KW suddenly used MUCH LESS RAM than it did when it used .mbm's. I believe that it is entirely unfounded, actually. Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted October 4, 2013 Share Posted October 4, 2013 well whatever the case tgas can be downsized by the user lol. thusly the kosmos lite package. Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted October 4, 2013 Share Posted October 4, 2013 mmm... RD-58SS. What a complex mess of pipes... the real RD-58 is pretty hard to make heads or tails of. luckily I found hi res images of it's prototypes with out all the restart stuff. The boost pumps are usually in the tanks. but I just added my own kind in the main engine. Link to comment Share on other sites More sharing options...
Captain Sierra Posted October 5, 2013 Share Posted October 5, 2013 That does look unquestionably awesome. Link to comment Share on other sites More sharing options...
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