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B9 5.0 pre-release (with download)


K3-Chris

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I must say, I absolutely love all the new parts.

Sadly i have alot of issues trying to get other mods to work along with the updated B9.

I'm tempted to list out the handful i just can't live without but i don't know if you guys would prefer me to do that here or somewhere else.

I don't use any texture mods, mostly just parts and ultility mods.

I could list out the few i use if you're alright with that.

I've also just recently (Last night) Downloaded all the mods i'm talking about. So they are all updated as well.

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I could list out the few i use if you're alright with that.

Sure

I've also just recently (Last night) Downloaded all the mods i'm talking about. So they are all updated as well.

Doesn't mean they've been updated to work with B9, did you read OP for the known ones?

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None of them interact with B9 that i'm aware of.

But the few i use are


Dmagic orbital science
Spaceplane +
Extraplanetary Launchpads
Infernal robotics
Karbonite
Tweakscale
Lazor system
Shipmanifest
Universal Storage
Mechjeb

I don't.. Think that's alot of mods, x.x I try to keep it small.

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Hmn... I'll give it a shot. After checking my folder i do see that it's up to 1.5 gigs. Which i've been told it about the hard limit for mods.

My problem usually comes during the initial load. Either it never finishes, or doesn't even start to load properly.

Timeskip: After installing ATM it's made it past the load.. Now to test the rest. D: Thank you, I didn't realise it had gotten up that high.

Edit: After installing the rest, it's broken again. Guessing it's something else though and i'll work on it on my own. :D Thanks for the help though.

Edited by Dackstrus
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Perhaps this has already been answered somewhere, but... I thought I read somewhere that the new version of B9 uses a lot of shared textures/resources/somethingorothers in order to cut down on memory use. Is the current downloadable repository a good reflection of what the final 5.0 pack will look like? I remember the 4.0c (?) being something like 200MB on disk, but the current download unzips to something like 480. Does size on disk correspond to memory usage - not MB for MB per se, but proportionally such that a 400MB mod uses roughly twice the RAM of a 200MB one?

I ask because I tried out the new parts as the only mod on a clean copy of KSP, and without ATM, the new B9 *alone* pushed me to 3300MB of RAM used (plus or minus). I know ATM would fix a lot of that (and do use it), but I use an unholy heap of mods and scavenged parts and wonder whether I should start placing lesser-used ones on the sacrificial altar now to prepare.

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but the current download unzips to something like 480. Does size on disk correspond to memory usage - not MB for MB per se, but proportionally such that a 400MB mod uses roughly twice the RAM of a 200MB one?

Delete the depricated folder if you don't need the old craft compatibility, ATM corrects squad's broken texture compression so even if you increase the settings to not make it limit your texture quality you'll gain some ram back, and using -force-opengl you gain another 1GB~.

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Delete the depricated folder if you don't need the old craft compatibility, ATM corrects squad's broken texture compression so even if you increase the settings to not make it limit your texture quality you'll gain some ram back, and using -force-opengl you gain another 1GB~.

But it's safe to say that the one texture per folder scheme that's there currently (or really just the overall size/number of texture files/whatever) will not change much? It's 482MB without the deprecated folder. This tells me I need to start the culling! =)

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Delete the depricated folder if you don't need the old craft compatibility, ATM corrects squad's broken texture compression so even if you increase the settings to not make it limit your texture quality you'll gain some ram back, and using -force-opengl you gain another 1GB~.

Where do you put that -force-opengl at exactly?

Note i'm double clicking the EXE to start up the game.

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But it's safe to say that the one texture per folder scheme that's there currently (or really just the overall size/number of texture files/whatever) will not change much? It's 482MB without the deprecated folder.

We can optimize it a bit further perhaps, problem is that some types of cfgs really don't like you trying to use model to re-point textures etc, internal and props seem to be the worst offenders.

This tells me I need to start the culling! =)
Shouldn't be needed honestly, I test 5.0 in a highly modded install just fine.
Where do you put that -force-opengl at exactly?

Note i'm double clicking the EXE to start up the game.

Create a shortcut, add it to the end.

Example:

"D:\Games\SteamLibrary\SteamApps\common\KSP .24.2 Mod Testing\KSP.exe" -force-opengl

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Oh and if you update to most recent commit this thing is in:

PZ29W35.png

Push FLT, the AVA twice. (I'll give a more front and center location later) it's only in the HL pod for now, need to add the camera transforms to the rest.

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Last time i saw B9 it was just aerodynamic plane parts..... now this..... this is a dream...

I will of course ask, as of now, 26/8, how long will it take until a full (or alike) relase? and an important question:

Is it FAR/Deadly Reentry compatible?

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Last time i saw B9 it was just aerodynamic plane parts..... now this..... this is a dream...

I will of course ask, as of now, 26/8, how long will it take until a full (or alike) relase? and an important question:

Is it FAR/Deadly Reentry compatible?

Yes it is FAR/DRE compatible, I tested it earlier tonight.

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I know that both stock flight dynamics and 64 bit are not supported/a priority but after i deleted the depricated folder in the pack it worked with in a clean install of of 64bit and i tried a couple of the new crafts (after i stopped screaming like a little girl out of excitement) they didnt fly unexpectedly so i'm going to throw in a modded copy of 64bit and see what havoc i can rain down.

P.S. Great job to everyone involved, this pack is truly something special and i am eagerly looking forward to the official release.

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Yes it is FAR/DRE compatible, I tested it earlier tonight.

Now i wonder if they are DRE compatible in the sense of realism (the heat shields under shuttles end up burned and has to be repaired) or in the sense of KSP (heat shields are so strong they dont affect the integrity.)

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The oddest bug happened when I tried this for the 1st time yesterday.

I was going through the parts when I tried the 4x4 panel. Things went screwey, it didn't want to attach anywhere, the green connection points remained on my craft while the panel didn't want to let go of my mouse, the program was making odd noises, and I could not exit the VAB. I then tried to load another craft and that got me out of the error.

Here's the odd thing: ALL the new parts disappeared from the catalog. All gone, and the game never crashed. I did load a new craft in the SPH and it did have the large new cockpit.. but that part did not appear anywhere in my catalog. so damn odd.

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Is there any plan for an HX cross section? i would really like to make an hub for my fleet carrier project:)

Cross section? We have 3/4/6-way station hubs, looks for the cube-looking things.

Yes it is FAR/DRE compatible, I tested it earlier tonight.

Most of the new switchable parts share a part name with old stuff, but we have some new parts that will need an updated DRE, likely.

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