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[0.23] Squad Texture Reduction Pack - B9 and KW Packs also


PolecatEZ

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It might be that Unity's actually clearing out unused memory when forced to page, but not at other times, which would be the cause. We need a Unity guru to confirm or deny that, because if that is true, it could be possible to enforce that behaviour with a mod...

I´m not a unity guru but i have the same experience . I play KSP on 2 computers. One with only 4GB total RAM the other with 12GB (and also everything else better). On the low machine i have the same mods but there i have no problems. RAM goes to 2,8GB and thats it. On the good machine i have crashes as the RAM usage goes over 3,8GB .

I´m thinking to use ubuntu or any other "easy to use" linux for KSP playing... at least i could use all mods then.

But first i will try this mod here , if it helps already.

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Definitely looking forward to an update from PolecatEZ on this mod. I think I got too used to the way 0.21 ran after having this pack applied.

KW released a texture reduciton pack as well for the latest version, but the Squad reduction pack is really all that's missing.

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No, not yet. I think PoleCat is working on a texture pack for Kethane IIRC; this one will be updated eventually though..

That said, .22 didn't add too many parts, so if you know how to dig in the file structure, most of the old pack probably still works fine.

I'm not sure how the debloat.bat works though, so there is the tiny chance you'll screw up your install royally..

Edited by Bloodbunny
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No, not yet. I think PoleCat is working on a texture pack for Kethane IIRC; this one will be updated eventually though..

That said, .22 didn't add too many parts, so if you know how to dig in the file structure, most of the old pack probably still works fine.

I'm not sure how the debloat.bat works though, so there is the tiny chance you'll screw up your install royally..

Yeah tried it and it said there were missing files so I just undid the install (AKA used the backup of the squad folder that I had made right before trying it)

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Hmm, I tried it too, but didn't get any error message.. running it right now actually. What was the message?

It brought my Squad folder down to 327 MB. So far I've checked each part in the vab with no problems.

Edited by Bloodbunny
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Hmm, I tried it too, but didn't get any error message.. running it right now actually. What was the message?

It brought my Squad folder down to 327 MB. So far I've checked each part in the vab with no problems.

Folder size doesn't equal RAM footprint. The reduction on textures affects the RAM footprint, folder size is just a bonus.

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Folder size doesn't equal RAM footprint. The reduction on textures affects the RAM footprint, folder size is just a bonus.

Bigger textures=bigger RAM footprint, or am I way off base? The Soviet Pack and KW are notorious RAM hogs, and both are huge folders because of the large textures. Either way, this pack works flawlessly with .22 so far.

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Bigger textures=bigger RAM footprint, or am I way off base? The Soviet Pack and KW are notorious RAM hogs, and both are huge folders because of the large textures. Either way, this pack works flawlessly with .22 so far.

You got it perfectly.

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Nope, see the post RIGHT above yours. MBM are uncompressed on disk but compressed in ram (at somewhere between 1/4 and 1/6 their on-disk size, if alpha or no alpha respectively); uncompressed TGA have same ratio; compressed TGA and PNG, the ratio varies.

Bobcat uses MBM, so the size in ram may be much less than a mod that uses PNGs and takes up less disk space (!)

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  • 2 weeks later...

What is the debloat.bat for and do I need to use it to replace the KSP textures? Also after I run debloat.bat and replace the Squad folder do I just leave the debloat.bat in the gamedata folder?

I don't have steam version, so when I want to uninstall, I just run debloat.bat and copy over the Squad folder from the zip file that I have downloaded from Squads website of game.

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The debloat.bat finds and deletes the textures in the squad folder it has a list so the new parts are left alone. I'd recommend copying your squad folder somewhere safe then running the debloat.bat then replacing the folder. If you need to remove the patch just delete the squad folder and put the backup in

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Thanks, sounds good. I haven't used this one before. I use KW pack one and after reading through forums, it seems KSP works for 0.22. I don't have memory problems at moment, but anything to free up some resources is a good thing.

The debloat.bat finds and deletes the textures in the squad folder it has a list so the new parts are left alone. I'd recommend copying your squad folder somewhere safe then running the debloat.bat then replacing the folder. If you need to remove the patch just delete the squad folder and put the backup in
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Tia isn't just great for slow PCs. It's great for everyone

Yea,i just converted ALL the textures to 512x512 and 256x256 for small parts like struts etc..,im using a very big collection (almost 700 parts) of own selected parts from different mods (and own parts and textures-models too).

Im a happy KSP user now without crash,so yes texture reduction is great for everyone.

Still cant understand why need to use those big textures for parts like "PPTS_antenna" - its using 3x 1024x1024pixel size texture for a single antenna.

In my opinion modders need to think about the game current state.(dont mind,Squad using horrible big unoptimized unfinished textures too)

(sorry fo my bad english)

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The debloat.bat finds and deletes the textures in the squad folder it has a list so the new parts are left alone. I'd recommend copying your squad folder somewhere safe then running the debloat.bat then replacing the folder. If you need to remove the patch just delete the squad folder and put the backup in

If you didn't migrate to Steam you should already have the KSP.zip. Just keep that around.

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Super belated followup because I've been dealing with work and not making rockets. On my phone so please excuse any typos.

I actually tried this exact same thing 2 days ago, and couldn't get it to work. It even looks like he did the exact same thing...the file screenshot looks exactly like mine, except I put all the shared assets into a "common" folder and tried loading things from there.

Two things could be going on here. First is that some users reported issues with my KW Rocketry 1.5 Optimization *if* they also had Sarbian's wildcard extension for ModuleManager loaded. Now that his extension is rolled into ModuleManager, the same issue might be cropping up on the internals.

Second possibility is moving them into a common folder breaks the part loader. Not up on my part loader knowledge, but I wouldn't be surprised if it first had to be explicitly told to load an asset before being able to re-instance it via model nodes. (Yes I know the loader LOADS ALL THE THINGS. I'm just not sure that the game fully recognizes the base asset without tying it to a cfg in some way.)

Somn demonstrated different though, and now I need to figure out why/how. I may have just coincidentally picked the two to test that he also said were borked.

Maybe I'm just magic. I had it running on on Mac OS X 10.8.x and Windows 7 64-bit, both with KSP 0.21.1. Admittedly it was pretty early and fragile.

Using dummy .mbm's like he does with my own config files just gives me blue parts instead of white parts.

Were the dummy files you tried the ones from my pack or were they just 0-length files? I found that the part loader errors on 0-byte files. It's gotta be able to read it, even if the actual asset itself is just a couple pixels.

Anyway -- I'm going to have a bit more free time over the next couple weeks and (hopefully) into the new year. First priority is to actually *play* KSP for the first time in nearly two months. I also want to take another swing at de-duping the Squad assets. Once I get something working reliably I'll throw it your way for integration into your texture reduction packs.

Edit: Strike all that regarding ModuleManager. I forgot that I was overwriting the actual internal.cfg for this one.

Edited by somnambulist
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  • 2 weeks later...
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