Mihara Posted July 1, 2014 Share Posted July 1, 2014 Wait. How exactly does running with OpenGL reduce memory use? Link to comment Share on other sites More sharing options...
jrandom Posted July 1, 2014 Share Posted July 1, 2014 Wait. How exactly does running with OpenGL reduce memory use?It doesn't (to my knowledge), but I believe it's one of the options to try if you're attempting to get the hacked-together 64-bit KSP to run correctly. (Unfortunately it did not work on my system, so I'm stuck with the 3.5GB memory limit until the official 64-bit version comes out with .24.) Link to comment Share on other sites More sharing options...
Mihara Posted July 1, 2014 Share Posted July 1, 2014 It doesn't (to my knowledge), but I believe it's one of the options to try if you're attempting to get the hacked-together 64-bit KSP to run correctly.I didn't think it would be likely to reduce memory use either, hence my surprise.Anyway, here's a thought specifically for sumghai.I've been watching the Gateway Project series on Youtube, which is about Bob Fitch building an ISS replica, mostly using welded and otherwise mutilated parts, and observing the wide and varied uses he puts KAS to. So I had a thought......That, in addition to flexracks and similar arrangements, any major orbital station project and many a ground base project would greatly benefit from a KAS container of a very large capacity implemented as a singular part and meant (obviously) for EVA use -- considering that the small KAS container is something like 0.44x0.72x0.55m and has a volume of 40 units, that comes out to one unit being about 4.35 liters, and a 3.5m long 2.5m diameter cylinder would contain something on the scale of 4000 KAS units -- maybe a bit less due to structural elements and container walls, but even a 1000-unit container would be very interesting, since it could contain hundreds of parts.It would look considerably different from your usual Karmony module, since it probably would be unpressurised, but I don't doubt you can figure something out. Link to comment Share on other sites More sharing options...
Raptor831 Posted July 2, 2014 Share Posted July 2, 2014 I've been watching the Gateway Project series on Youtube, which is about Bob Fitch building an ISS replica, mostly using welded and otherwise mutilated parts, and observing the wide and varied uses he puts KAS to. So I had a thought......That, in addition to flexracks and similar arrangements, any major orbital station project and many a ground base project would greatly benefit from a KAS container of a very large capacity implemented as a singular part and meant (obviously) for EVA use -- considering that the small KAS container is something like 0.44x0.72x0.55m and has a volume of 40 units, that comes out to one unit being about 4.35 liters, and a 3.5m long 2.5m diameter cylinder would contain something on the scale of 4000 KAS units -- maybe a bit less due to structural elements and container walls, but even a 1000-unit container would be very interesting, since it could contain hundreds of parts.I like this idea as well. This'd be useful on a station. (Both Project Gateway and Project Odyssey - which is a follow on to Gateway - are great series to watch, BTW) Link to comment Share on other sites More sharing options...
wasmic Posted July 2, 2014 Share Posted July 2, 2014 -snip-...That, in addition to flexracks and similar arrangements, any major orbital station project and many a ground base project would greatly benefit from a KAS container of a very large capacity implemented as a singular part and meant (obviously) for EVA use -- considering that the small KAS container is something like 0.44x0.72x0.55m and has a volume of 40 units, that comes out to one unit being about 4.35 liters, and a 3.5m long 2.5m diameter cylinder would contain something on the scale of 4000 KAS units -- maybe a bit less due to structural elements and container walls, but even a 1000-unit container would be very interesting, since it could contain hundreds of parts.It would look considerably different from your usual Karmony module, since it probably would be unpressurised, but I don't doubt you can figure something out. This. So much this. Maybe it could use one of the textures that Nothke made a long time ago? Link to comment Share on other sites More sharing options...
sharpspoonful Posted July 2, 2014 Share Posted July 2, 2014 The Story In the KSP 64-bit thread, where Lilleman showed us how to use KSP with 64-bit, gpisic noticed that when forcing the game into using OpenGL instead of the standart Direct3D as rendering system, KSP uses significantly less memory.This is what I've seen about forcing OpenGL. Link to comment Share on other sites More sharing options...
sumghai Posted July 3, 2014 Author Share Posted July 3, 2014 Anyway, here's a thought specifically for sumghai.I've been watching the Gateway Project series on Youtube, which is about Bob Fitch building an ISS replica, mostly using welded and otherwise mutilated parts, and observing the wide and varied uses he puts KAS to. So I had a thought......That, in addition to flexracks and similar arrangements, any major orbital station project and many a ground base project would greatly benefit from a KAS container of a very large capacity implemented as a singular part and meant (obviously) for EVA use -- considering that the small KAS container is something like 0.44x0.72x0.55m and has a volume of 40 units, that comes out to one unit being about 4.35 liters, and a 3.5m long 2.5m diameter cylinder would contain something on the scale of 4000 KAS units -- maybe a bit less due to structural elements and container walls, but even a 1000-unit container would be very interesting, since it could contain hundreds of parts.It would look considerably different from your usual Karmony module, since it probably would be unpressurised, but I don't doubt you can figure something out. I like this idea as well. This'd be useful on a station. (Both Project Gateway and Project Odyssey - which is a follow on to Gateway - are great series to watch, BTW)This. So much this. Maybe it could use one of the textures that Nothke made a long time ago?I'll have a think about this. Link to comment Share on other sites More sharing options...
SpacedInvader Posted July 3, 2014 Share Posted July 3, 2014 Out of curiosity, does anyone know what sort of FPS was experienced with the station from the example pic in the OP? Link to comment Share on other sites More sharing options...
sharpspoonful Posted July 3, 2014 Share Posted July 3, 2014 (edited) Out of curiosity, does anyone know what sort of FPS was experienced with the station from the example pic in the OP?Not many at all. Sumghai said 10 FPS or so IIRC. The same question was asked a few hundred or so posts back, so I may be wrong.But you're looking at over 300 parts. You won't get much in the way of FPS.Edit: most of my stations are over 200 parts, and that before craft are docked. Now that I have a much better computer, I get 20 FPS or so with a space station like this. I think it had roughly 230 parts.. Edited July 3, 2014 by sharpspoonful Link to comment Share on other sites More sharing options...
SpacedInvader Posted July 3, 2014 Share Posted July 3, 2014 What trusses are you using there? Also, has anyone managed to get these parts to weld properly? I tried it a while back, but my COM ends up 3m below the part in the VAB. Ubizor thinks the station parts just might not be weldable, but I thought I'd ask here just in case someone figured it out. Link to comment Share on other sites More sharing options...
sharpspoonful Posted July 4, 2014 Share Posted July 4, 2014 (edited) What trusses are you using there?The trusses are from the remodeled IR .16a pack. It had to be shimmed using the adapters parts to fit right. I'll post photos of the shimmed docking ports when I get home. Its partly why the part count is so high.Shimmed docking port photos:Also, has anyone managed to get these parts to weld properly? I tried it a while back, but my COM ends up 3m below the part in the VAB. Ubizor thinks the station parts just might not be weldable, but I thought I'd ask here just in case someone figured it out.I've never tried to weld parts so I don't know. Edited July 4, 2014 by sharpspoonful formatting and derped words Link to comment Share on other sites More sharing options...
sp1989 Posted July 5, 2014 Share Posted July 5, 2014 Now I know your intention is to make Kerbalalike ISS parts. Will you eventually make Kerbal like Russian parts? Link to comment Share on other sites More sharing options...
sumghai Posted July 5, 2014 Author Share Posted July 5, 2014 Now I know your intention is to make Kerbalalike ISS parts. Will you eventually make Kerbal like Russian parts?FusTek's focus will be on United States Orbital Segment (USOS)-inspired ISS parts. KOSMOS and BobCat's Community ISS project already offers Russian-style station modules. Link to comment Share on other sites More sharing options...
Sochin Posted July 5, 2014 Share Posted July 5, 2014 Sumphai there is a member that is redoing the THSS mod in the development thread. It would great if this and that mod could be integrated. That way you would have all the parts that are in the promo pic. Link to comment Share on other sites More sharing options...
sharpspoonful Posted July 5, 2014 Share Posted July 5, 2014 Hey there Sochin, noonespecial said he may make adapter parts for the FUSTEK modules. I asked already Link to comment Share on other sites More sharing options...
sumghai Posted July 5, 2014 Author Share Posted July 5, 2014 (edited) Sumphai there is a member that is redoing the THSS mod in the development thread. It would great if this and that mod could be integrated. That way you would have all the parts that are in the promo pic.Hey there Sochin, noonespecial said he may make adapter parts for the FUSTEK modules. I asked already The promo pics are very old (R0.03.5a), but I'm not going to update it until R0.04a comes out, since X0.04-4 and its brethren are technically experimental dev builds. As for THSS, I do wish noonespecial all the best in his revival project, and I wouldn't explicitly forbid people from using his proposed THSS-to-FusTek adapter parts. However, I do plan to eventually make my own truss system that would better fit the FusTek aesthetic, with both static segments from VAB/SPH construction and docking-strut powered procedural segments that can be erected/dismantled while in EVA - the latter will allow the construction of closed-loop truss support frames. Edited July 6, 2014 by sumghai Spelling and grammatical derp Link to comment Share on other sites More sharing options...
sp1989 Posted July 6, 2014 Share Posted July 6, 2014 FusTek's focus will be on United States Orbital Segment (USOS)-inspired ISS parts. KOSMOS and BobCat's Community ISS project already offers Russian-style station modules.AHHHHH ok sounds good to me. I just assumed you were gonna do all ISS parts. Link to comment Share on other sites More sharing options...
Tortoise Posted July 9, 2014 Share Posted July 9, 2014 I wonder has anyone yet realized that all of these are the same, except for the amount of windows and the sizes. Link to comment Share on other sites More sharing options...
Starwaster Posted July 9, 2014 Share Posted July 9, 2014 I wonder has anyone yet realized that all of these are the same, except for the amount of windows and the sizes.Not all of them.They're supposed to fit a common theme. As was said a few posts back they're inspired by existing ISS station parts and guess what? Those look alike too!!!Did you really think you were the first to notice?What's your point anyway? Link to comment Share on other sites More sharing options...
Rockstar04 Posted July 9, 2014 Share Posted July 9, 2014 I wonder has anyone yet realized that all of these are the same, except for the amount of windows and the sizes.Thats why they all share common textures to massively reduce memory usage, so from a memory perspective there is pretty much only one module. Link to comment Share on other sites More sharing options...
softweir Posted July 9, 2014 Share Posted July 9, 2014 The exteriors are intended to be very similar, but they will have individual interiors. Link to comment Share on other sites More sharing options...
Tyrador Posted July 10, 2014 Share Posted July 10, 2014 Texture switch does not work for some reason. Could it conflict with procedural parts? Thanks. Link to comment Share on other sites More sharing options...
OOZ662 Posted July 10, 2014 Share Posted July 10, 2014 Do the animations work? i.e. do the docking ports rotate when their mode is switched, do the warehouse doors open? If not, it's likely an issue with your Firespitter plugin (or lack thereof). Link to comment Share on other sites More sharing options...
sumghai Posted July 10, 2014 Author Share Posted July 10, 2014 Texture switch does not work for some reason. Could it conflict with procedural parts? Thanks.Do the animations work? i.e. do the docking ports rotate when their mode is switched, do the warehouse doors open? If not, it's likely an issue with your Firespitter plugin (or lack thereof).Make sure you have the 6.4 (or above) PRERELEASE version of Firespitter - see first post in this topic for download link. Link to comment Share on other sites More sharing options...
Tyrador Posted July 11, 2014 Share Posted July 11, 2014 Downloading latest Firespitter plugin solved this problem. Thanks a lot! Link to comment Share on other sites More sharing options...
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