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[1.1.2] Kerbin-Side (v1.1.0) & Supplements


AlphaAsh

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@AlphaAsh To clarify: 0.33 all-in-one is what I pulled down and was using. Game went from 2.34 GB to ~2.6 GB RAM usage on Jeb's Getaway (the other island airstrip / launch pad that you showcased on the previous page). Phenom 2 810 (2.6 Ghz -- OC'd to 3.2 on air; stable for approx 4 years); 12 GB Corsair XMS RAM (2 sticks of 4 gigs matched; the other one was purchased when I first built this rig as I didn't have the $$ at the time to get more RAM); 2x nVidia 570GTXs (not currently in SLI). My system is also beefy :P ; slightly outdated now; but still rather capable. I'll check out launchpads 1.2 though. However my game is already heavily modded; so it may be some sort of mod interaction taking place; but I doubt it as this *shouldn't* affect anything; it's just parts (in the game's definition).

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All that new stuff has awakened my hyper self and now I am unable to control excitement due to all that eye-candy. Honestly, that isn't very hard to do, but still, GREAT JOB!!! I always wanted homes around Kerbin ever since I heard of KerbinCity!!!

Although, with what Shad0wCatcher said above, I might not be able to use the mod. My computer is alterady outdated, so it might just kill the KSP performance further.

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@Commissioner Won't hurt anything to give it a shot! Like I stated my game is heavily modded (VERY heavily modded; ~4900 (4912 I believe) modulemanager patches loading with I forget how many plugins running). It could just be an issue of Unity not handling things smoothly (if it's anything like Java).

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Does any one know how to fix the camera, when dealing with over passes, tunnels and buildings, in KerbalTown? It will be needed for one of my Kerbin Side projects.

If i recall correctly, that has no fix, even with the bridges from KSC.

The only thing you can do in flight is focus the camera closely on your vehicle.

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Does any one know how to fix the camera, when dealing with over passes, tunnels and buildings, in KerbalTown? It will be needed for one of my Kerbin Side projects.

The guy who made the Improved Chase Camera might have a chance at fixing it, else just ask squad for a revert in the next patch. The way it works now is very limiting from a kerbtown perspective and doesn't do anything better than before.

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The new offices and resident buildings look awesome but the ones at KSC are interfering with the KSC++ buildings because they are inside eachother.

I don't have KSC++ installed anymore because it's not fully optimised, so KerbinSide can't support it. KSC++ makes KSC a bit of a sacred cow and I'm not wanting to compete here but I'm not going to not have KerbinSide expand the KSC. I'll take another look at KSC++ and see if I can work 'around' it.

These need more optimization....

I'm always optimising assets and on my rig I see only slight warp lag at 10000x or more in the tracking station. If you are getting worse try installing only parts of KerbinSide.

Edited by AlphaAsh
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Variant configs for Office Estates and Residences for KSC++ compatibility now available in the OP. You need to install Residences and/or Office Estates first and have KSC++ installed before installing these variant configs. Just over-write the existing configs with those in the variant.

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I don't have KSC++ installed anymore because it's not fully optimised, so KerbinSide can't support it. KSC++ makes KSC a bit of a sacred cow and I'm not wanting to compete here but I'm not going to not have KerbinSide expand the KSC. I'll take another look at KSC++ and see if I can work 'around' it.

I'm always optimising assets and on my rig I see only slight warp lag at 10000x or more in the tracking station. If you are getting worse try installing only parts of KerbinSide.

So far, I haven't had any problems with KSC++ and Kerbin Side.

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That research cruiser is tasty. Excuse the narcissism (well not really) everyone but I deserve a squeeee can't wait! etc.

I figured a peaceful non-human society wouldn't have much use for warships. The cannons probably fire confetti and streamers. Typically used for Jeb's birthday, or any other day Jeb feels he should be woken up by high velocity confetti and streamers.

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The first pack of four Ancient Anomalies are out and waiting to be discovered. Start your expeditions in the OP. First person to post evidence of finding all four can choose an anomaly to be included in a future release. Assuming it's within my capabilities and basic willingness to make it.

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I figured a peaceful non-human society wouldn't have much use for warships. The cannons probably fire confetti and streamers. Typically used for Jeb's birthday, or any other day Jeb feels he should be woken up by high velocity confetti and streamers.

Surely the cannons are for getting kerbals on to the shore. After they run out of dingies.

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Scroll to the bottom of the list. There's an 'All in 1' hosted on Kerbal Stuff. I release the more up-to-date stuff separately in the OP and only update the All-In-1 when I feel there's been enough updates for it.

Speaking of which...

arakebov1p1

Arakebo Base Update

Arakebo's main lab and heli-pad now has road access in the form of a raised highway.

Further Optimisation

Parts count reduced from approximately 150 to approximately 15. This means a 90% reduction on any impact on the krakensbane (aka warp lag).

Texture Optimisation and Standardisation

KerbinSide's texture use, I admit, has gotten out of hand and I'm committed to reducing the number of textures being used to a much smaller standard set with textures primarily based on those seen at KSC. Everything in KerbinSide will be getting this treatment before I put out All In 1 v0.34. Arakebo is the first example of this treatment that I'm releasing. Obviously it's not going to reduce the number of overall textures yet because like most individual releases, you just stick this over the top of any existing install of KerbinSide.

At some point in the near future I'm going to recommend players 'reset' their KerbinSide install in order to benefit from texture standardisation. Probably when v0.34 is done. By reset I mean, delete all of KerbinSide, then re-install what you want. This is a simpler solution than listing redundant textures to delete. That's a headache I don't want and one you don't want either.

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