drtedastro Posted October 9, 2014 Share Posted October 9, 2014 Thanks for this mod, WAY too much fun....I am wanting to start off with a 'clean slate', just the normal / stock KSC 'stuff'...Then as i explore, I will setup / build the infrastructure like is available now, just slowly and only where i have been.So, my question is, how do i clear the slate, but leave all of the great parts to choose from????Many thanks in advance. This puts KSP on an entirely new plane of fun....Cheers. Link to comment Share on other sites More sharing options...
BigD145 Posted October 9, 2014 Share Posted October 9, 2014 This mod appears to have an incompatibility with Umbraspaceindustries mods. It's weird-whenever this mod is installed (JUST Kerbinside! Kerbal Konstructs is fine.) the game crashes upon load finish.What does your RAM do before the crash? If it approaches 3.5 GB then your problem is solved. Link to comment Share on other sites More sharing options...
HafCoJoe Posted October 9, 2014 Share Posted October 9, 2014 Is this what you're looking for?http://medsouz.net/screenshot/2014-09-26_20-41-30.pngWhy yes... Is this default with the mod? I didn't read about this the first time I looked through the main page (A number of updates ago). Link to comment Share on other sites More sharing options...
Eskandare Posted October 10, 2014 Share Posted October 10, 2014 Can you send me your KSP.log after a crash?I'd perfer the output_log.txtIs this what you're looking for?http://medsouz.net/screenshot/2014-09-26_20-41-30.pngOoooohhh!!! Link to comment Share on other sites More sharing options...
Engineer of Stuff Posted October 10, 2014 Share Posted October 10, 2014 This. Is. Awesome!!! Link to comment Share on other sites More sharing options...
UAL002 Posted October 10, 2014 Share Posted October 10, 2014 I read your FAQ"Q - But X got what he/she wanted. Favouritism! I'm being oppressed.A - Stop that. It's silly."Simmer down. lolHey AlphaAsh, am I to understand you switched to a new "base mod" did this improve performance? What was the motivation. I ask only because I'm ignorant. Link to comment Share on other sites More sharing options...
AlphaAsh Posted October 10, 2014 Author Share Posted October 10, 2014 (edited) Hey AlphaAsh, am I to understand you switched to a new "base mod" did this improve performance? What was the motivation. I ask only because I'm ignorant.Yup, Kerbal Konstructs. Yup, it got rid of the krakensbane issues completely. Because medsouz rocks: KK has ongoing development and medsouz and I have a good modbros thing going on. We collaborate on some stuff and I know when to just let him do his thang.Thanks for this mod, WAY too much fun....I am wanting to start off with a 'clean slate', just the normal / stock KSC 'stuff'...Then as i explore, I will setup / build the infrastructure like is available now, just slowly and only where i have been.So, my question is, how do i clear the slate, but leave all of the great parts to choose from????Many thanks in advance. This puts KSP on an entirely new plane of fun....Cheers.You can't do this yet, no. A feature like this is on medsouz's want list though and there's some discussion of the feature over in the Kerbal Konstructs thread. I'd recommend jumping into that. Edited October 10, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
falken Posted October 10, 2014 Share Posted October 10, 2014 AlphaAsh could you possibly add a launch site just infront of the hanger at default KSC? Would be great for spawning in service vehicles and "starting from the apron" with a plane. Just thought of this now and I think it would be a very welcome addition. Link to comment Share on other sites More sharing options...
UAL002 Posted October 10, 2014 Share Posted October 10, 2014 AlphaAsh could you possibly add a launch site just infront of the hanger at default KSC? Would be great for spawning in service vehicles and "starting from the apron" with a plane. Just thought of this now and I think it would be a very welcome addition.Yes. Why have I not thought of this. I second this. Link to comment Share on other sites More sharing options...
drtedastro Posted October 10, 2014 Share Posted October 10, 2014 You can't do this yet, no. A feature like this is on medsouz's want list though and there's some discussion of the feature over in the Kerbal Konstructs thread. I'd recommend jumping into that.Thanks for the info.... I will make sure to checkout the KK forum as well....Cheers. Link to comment Share on other sites More sharing options...
Eskandare Posted October 10, 2014 Share Posted October 10, 2014 (edited) Q - Does KerbinSide support Win 64 KSP?A - I'm not supporting it, no. Try reproducing the issue in Win 32 KSP. If you can't, the problem is Win 64 KSP.Actually I don't think it matters if Kerbin Side is x64 or x86. All it's doing is displaying graphics files. Really it is medsouz's Kerbal Konstructs that would have any issue even then it doesn't matter. Really a lot of the issues with x64 is with the core program itself. As a note, I haven't discovered any problems with Kerbin Side and KSPx64 since I run x64 all the time (much of this is for testing).Q - Can you stop being a cheeky git?A - No. I tried it. I didn't like it.Same here, lol Edited October 10, 2014 by Eskandare Link to comment Share on other sites More sharing options...
AlphaAsh Posted October 10, 2014 Author Share Posted October 10, 2014 Hey guys. A lot of mods have been converting from TGA to PNG because Unity seems to handle them better. B9 converted to PNG and according to their change logs they dropped 1.25GB of active RAM and didn't lose much, if any, quality (presumably that's without active texture management). I was just wondering if the same could be beneficial for Kerbin-Side. I know it's not traditional parts so I wasn't sure if it would react the same but 1.25GB is a lot so I thought it would be worth it to ask.I've experimented with using PNGs before and saw no real benefit to memory footprint myself. I use the highest compression on the TGAs on KerbinSide but I admit that sometimes I forget to resize some of the textures down that wouldn't lose much quality if they were. Just a sloppy release procedure my end I hope to improve.Have a look in KerbinSide's folder and order the files by size, largest at the top. Any TGAs near the top, pop them open in an image editor. If it's a very basic texture with little detail, you won't cause issues resizing it down. 128x128 will normally be small enough. If the texture is a detailed one, I'd recommend leaving it alone regardless of the size - reducing it may well compromise the quality. Link to comment Share on other sites More sharing options...
Spacepetscompany Posted October 10, 2014 Share Posted October 10, 2014 Yes. Why have I not thought of this. I second this.Oooohhh. Third! I like this idea! Link to comment Share on other sites More sharing options...
Eskandare Posted October 10, 2014 Share Posted October 10, 2014 AlphaAsh could you possibly add a launch site just infront of the hanger at default KSC? Would be great for spawning in service vehicles and "starting from the apron" with a plane. Just thought of this now and I think it would be a very welcome addition.It's very, very, easy to create I doubt it would be a problem. I'm surprised I didn't do this for myself. Link to comment Share on other sites More sharing options...
AlphaAsh Posted October 10, 2014 Author Share Posted October 10, 2014 Alright, well I was just curious. If you tried it with no real impact then there probably isn't much of a reason then. I'm not having any problems... yet, but I know your working hard to grow this with every release and I'm the type that has to have it all I may be mis-remembering but I think B9 was using uncompressed TGAs waaay back and switched to PNG quite a few versions ago. PNGs would certainly be better memory footprint wise than uncompressed TGAs. When I tried PNGs, I found they were usually quite a bit heavier on memory than the fully-compressed TGAs I'm using. So might be a bit of spin from Bac and co. They can refute that if they want, of course Link to comment Share on other sites More sharing options...
seanth Posted October 11, 2014 Share Posted October 11, 2014 Can statics hold resources? I'd like to build a series of fuel tanks that actually hold resources, and would love them to be statics. Link to comment Share on other sites More sharing options...
AlphaAsh Posted October 11, 2014 Author Share Posted October 11, 2014 Can statics hold resources? I'd like to build a series of fuel tanks that actually hold resources, and would love them to be statics.I've finally tracked down Snjo's Firespitter Housing Program in my downloads folder (it's... a bit full and I really should tidy it up). There's a dll in here that is essentially an extension of KerbTown's old module support. It lets you move a craft up to a static and then trigger that to generate resources which are automatically 'pumped' into the craft.I'm not sure where medsouz is at with KerbTown's old modules (especially the triggers) but suspect Snjo may have encapsulated them in his extension. If he has there's a good chance this will work right off the bat - once I get a trigger set up on a suitable asset. I'll start by seeing if his assets work.@medsouz - I'll get FShousingprogram privately hosted so you can take a look. I'd suggest seeing if you can poke Snjo to see if he'd share the source of this extension if you want to make this native to Kerbal Konstructs. Link to comment Share on other sites More sharing options...
AlphaAsh Posted October 11, 2014 Author Share Posted October 11, 2014 (edited) So yes, Snjo's pumps did work right off the bat. The GUI is a little unintuitive, in that those black labels are actually buttons. It looks like the triggers are probably quite easy to set up on other assets, so assuming licencing isn't going to be an issue, Snjo's extension can probably be shoved into KerbinSide.It doesn't handle limited resources however. Resource generation is infinite.EDIT - So the only change I'd see needed, is to charge Funds directly as a pump is used. That deals with any possible abuse in career. Edited October 11, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
seanth Posted October 11, 2014 Share Posted October 11, 2014 I've finally tracked down Snjo's Firespitter Housing Program in my downloads folder (it's... a bit full and I really should tidy it up). There's a dll in here that is essentially an extension of KerbTown's old module support. It lets you move a craft up to a static and then trigger that to generate resources which are automatically 'pumped' into the craft.Making a craft file show up as a static structure would be super cool, but I am slightly confused. Yeah, having modules on a static would be cool, but just being able to slap a port on there--like a Kerbal Attachment Systems port--and having the static hold resources is what I was thinking.What you are talking about didn't make it clear whether that would be possible. Link to comment Share on other sites More sharing options...
AlphaAsh Posted October 11, 2014 Author Share Posted October 11, 2014 Making a craft file show up as a static structure would be super cool, but I am slightly confused. Yeah, having modules on a static would be cool, but just being able to slap a port on there--like a Kerbal Attachment Systems port--and having the static hold resources is what I was thinking.What you are talking about didn't make it clear whether that would be possible.Short answer, no statics can't be resource tanks. Yet. The exact implementation you describe, the only thing close to it atm is someone did a combo of a new spawn point and a part that's just an immobile craft and a tank spawned on that. This is something you can actually implement yourself very easily. Both Eskandare and I have done something we call a 'flatlaunch'. Bury one of those (using KK) somewhere you want to spawn an immobile resource tank, then spawn the tank on that.For true resource storage in statics that work with something like KAS, that'll need someone like medsouz to A - get statics to support a storage module and B - get KAS to recognise such a static. That's... involved. Link to comment Share on other sites More sharing options...
seanth Posted October 11, 2014 Share Posted October 11, 2014 Short answer, no statics can't be resource tanks. Yet. The exact implementation you describe, the only thing close to it atm is someone did a combo of a new spawn point and a part that's just an immobile craft and a tank spawned on that. This is something you can actually implement yourself very easily. Both Eskandare and I have done something we call a 'flatlaunch'. Bury one of those (using KK) somewhere you want to spawn an immobile resource tank, then spawn the tank on that.For true resource storage in statics that work with something like KAS, that'll need someone like medsouz to A - get statics to support a storage module and B - get KAS to recognise such a static. That's... involved.Yup. Already did that (flat launch to spawn tank, move flat launch, spawn next tank, link them up, repeat). Just thought I'm ask before I did more craft spawning. (3 down, 9 more to go. I'm building a refinery ) Link to comment Share on other sites More sharing options...
tajampi Posted October 11, 2014 Share Posted October 11, 2014 Amazing mod! Going to try it out, but, is it heavy on RAM?Cheers! Link to comment Share on other sites More sharing options...
AlphaAsh Posted October 11, 2014 Author Share Posted October 11, 2014 Amazing mod! Going to try it out, but, is it heavy on RAM?Cheers!KerbinSide's hard-drive footprint is about 252 mb at the moment. How that directly equates to KSP's memory use I'm not sure. Alshain is keen on memory optimisation in KSP and may be able to give you better gen. Link to comment Share on other sites More sharing options...
BigD145 Posted October 11, 2014 Share Posted October 11, 2014 If anyone is skirting the RAM limit, this will break it. Use -opengl Link to comment Share on other sites More sharing options...
seanth Posted October 11, 2014 Share Posted October 11, 2014 Is there an image gallery for all the things in the various packs? I've been shopping for specific types of buildings and find myself downloading packs, using the editor to look at them, and then removing them. Link to comment Share on other sites More sharing options...
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