Shad0wCatcher Posted August 16, 2014 Share Posted August 16, 2014 @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 My system is also beefy ; slightly outdated now; but still rather capable.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). Link to comment Share on other sites More sharing options...
Commissioner Tadpole Posted August 16, 2014 Share Posted August 16, 2014 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 My computer is alterady outdated, so it might just kill the KSP performance further. Link to comment Share on other sites More sharing options...
Shad0wCatcher Posted August 16, 2014 Share Posted August 16, 2014 @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). Link to comment Share on other sites More sharing options...
Commissioner Tadpole Posted August 16, 2014 Share Posted August 16, 2014 Ah, got it. I will give it a try later on. Link to comment Share on other sites More sharing options...
Eskandare Posted August 16, 2014 Share Posted August 16, 2014 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. Link to comment Share on other sites More sharing options...
Disiuze Posted August 16, 2014 Share Posted August 16, 2014 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. Link to comment Share on other sites More sharing options...
comham Posted August 16, 2014 Share Posted August 16, 2014 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. Link to comment Share on other sites More sharing options...
Rainbowtrout Posted August 17, 2014 Share Posted August 17, 2014 This will add some depth to Kerbin! I'll try this tomorrow! Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 18, 2014 Author Share Posted August 18, 2014 Two new releases now available in the OP: Residences and Office Estates. Residences includes barracks for those worried KerbinSide was turning into KerbalSims. It's not my goal, no. Link to comment Share on other sites More sharing options...
Mekan1k Posted August 18, 2014 Share Posted August 18, 2014 These need more optimization.... Link to comment Share on other sites More sharing options...
tygoo7 Posted August 18, 2014 Share Posted August 18, 2014 The new offices and resident buildings look awesome but the ones at KSC are interfering with the KSC++ buildings because they are inside eachother. Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 18, 2014 Author Share Posted August 18, 2014 (edited) 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 August 18, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 19, 2014 Author Share Posted August 19, 2014 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. Link to comment Share on other sites More sharing options...
Pecan Posted August 19, 2014 Share Posted August 19, 2014 AlphaAsh - take a look at posts 9 and 11 in this thread - you have more fans :-) Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 19, 2014 Author Share Posted August 19, 2014 Nice. They're going to like one of the next releases I have planned. Arctic Extras. More on that when I've got something to show. Link to comment Share on other sites More sharing options...
Eskandare Posted August 19, 2014 Share Posted August 19, 2014 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. Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 19, 2014 Author Share Posted August 19, 2014 Yeah performance wise it doesn't add much impact. I'm going to make sure any future expansion of the KSC will integrate with KSC++ by default. I don't want to be making variants again. Link to comment Share on other sites More sharing options...
Eskandare Posted August 20, 2014 Share Posted August 20, 2014 Here is a sneak preview of an add-on I've got planned for Kerbin Side.Want bases in the ocean? Why not ships!Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 20, 2014 Author Share Posted August 20, 2014 That research cruiser is tasty. Excuse the narcissism (well not really) everyone but I deserve a squeeee can't wait! etc. Link to comment Share on other sites More sharing options...
Eskandare Posted August 20, 2014 Share Posted August 20, 2014 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. Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 20, 2014 Author Share Posted August 20, 2014 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. Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 20, 2014 Author Share Posted August 20, 2014 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. Link to comment Share on other sites More sharing options...
Shad0wCatcher Posted August 21, 2014 Share Posted August 21, 2014 Kerbals physically rowing? MADNESS! Besides, aren't mass drivers all the rage anymore? (In this case mass = Kerbal; driver = cannon). Link to comment Share on other sites More sharing options...
Jett_Quasar Posted August 21, 2014 Share Posted August 21, 2014 That's an awesome collection of mods, are you planning on packaging them so that you just need to install it once?JR Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 21, 2014 Author Share Posted August 21, 2014 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...Arakebo Base UpdateArakebo's main lab and heli-pad now has road access in the form of a raised highway.Further OptimisationParts 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 StandardisationKerbinSide'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. Link to comment Share on other sites More sharing options...
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