Madrias Posted October 9, 2014 Share Posted October 9, 2014 Destructible Buildings in 0.25. I destroyed the VAB. On purpose.After all, I really don't use it. I tend to chuck rockets off of the runway when I need to use them. Link to comment Share on other sites More sharing options...
lo-fi Posted October 9, 2014 Author Share Posted October 9, 2014 Brilliantly mad behaviour!I tried some wheels, repulsors and tracks out last night; all were fine.I went in the rampage too, I was pleasantly surprised to discover that even the lights on the runway are destructible. Though possibly a little too explosive... Link to comment Share on other sites More sharing options...
Madrias Posted October 9, 2014 Share Posted October 9, 2014 Hey, not our fault the Kerbals made their entire space center out of Explodium. Just means one has to be more careful with their landings. (Says the spaceplane pilot who cratered the runway... Sorry, Bill, you will be missed.) Link to comment Share on other sites More sharing options...
lo-fi Posted October 9, 2014 Author Share Posted October 9, 2014 Well, I suppose it's very.... Kerbal that stuff explodes in spectacular fashion Poor Bill. Hard landing? I was thinking it would be fun for baby Kerbals to sprout like mushrooms from where one died. You sort of get that grey cloud of dust when they die, it always reminded me of spores. That way, death in service is part of their reproductive cycle XDStuff definitely seems to be working fine in .25 (to get back on topic after my rambling). I'm still trying to narrow down whether the .tga issue is a stock issue, or something to do with the many texture meddling mods out there. Opinion seems divided. Link to comment Share on other sites More sharing options...
Gaalidas Posted October 9, 2014 Share Posted October 9, 2014 We do seem to have a tendency to meddle with things until they no longer meddle the way we expect them to.Destructible buildings. Well crud. I sure hope they included some way to begin reconstruction efforts, otherwise this is gonna be a pain. Interesting though... I wonder if you could still get into a destroyed building by using that mod that adds toolbar buttons to go directly to the various buildings. Gonna have to try it once my essentials get updated. Link to comment Share on other sites More sharing options...
Madrias Posted October 9, 2014 Share Posted October 9, 2014 Buildings can be repaired (in Career mode, though, it ain't cheap).As for Bill... I failed a very basic test in my designed airplane. Keep the Center of Lift behind the Center of Mass. As I burned fuel, the center of mass drifted backwards and suddenly it was unstable. And this was before I thought to add safety chutes. They're now on every airplane. Link to comment Share on other sites More sharing options...
Gaalidas Posted October 9, 2014 Share Posted October 9, 2014 Oh good... cause I have the tendency to launch very very over-sized rockets that might just destroy buildings with the exhaust alone. That, and I tend to ignore most asteroid collision warnings. I'm a bad person, I know, but I'm very good at it. Link to comment Share on other sites More sharing options...
drtedastro Posted October 9, 2014 Share Posted October 9, 2014 Thanks for this mod... ONe of the funnest ones....A small request, would it be possible to include the rev in the filename? I try to keep various revisions in case i need to do a rollback. "KerbalFoundries.zip" just gets overwritten in my simplistic archival system.Again, thanks for the great stuff.... Link to comment Share on other sites More sharing options...
lo-fi Posted October 9, 2014 Author Share Posted October 9, 2014 Glad you're enjoying it! Yeah, sounds pretty sensible, though I'm not sure if KerbalStuff does any renaming after upload (when I get round to getting that working again)... MediaFire should be fine. Link to comment Share on other sites More sharing options...
Gaalidas Posted October 10, 2014 Share Posted October 10, 2014 Surely KF isn't one of those mods you'd even need to roll-back. It's always awesome, no matter what. If you don't believe me, go stare into the hypnodrive for a few hours and get back to me. Link to comment Share on other sites More sharing options...
Madrias Posted October 11, 2014 Share Posted October 11, 2014 Well, one could go stare into a repulsor and hit the on switch. I've heard playing with gravity devices can be a good source of amusement. Link to comment Share on other sites More sharing options...
Zenben Posted October 11, 2014 Share Posted October 11, 2014 (edited) Anyone else having trouble with the texture disappearing from the large Mole tracks? http://i.imgur.com/fTZdkzV.pngEdit: Odd. Restarting the game fixed it. Nevermind I guess... Edited October 11, 2014 by Zenben Link to comment Share on other sites More sharing options...
Camacha Posted October 11, 2014 Share Posted October 11, 2014 Anyone else having trouble with the texture disappearing from the large Mole tracks? http://i.imgur.com/fTZdkzV.pngEdit: Odd. Restarting the game fixed it. Nevermind I guess...I have seen this in other modpacks, but am starting to believe it might be KSP itself. Link to comment Share on other sites More sharing options...
Gaalidas Posted October 11, 2014 Share Posted October 11, 2014 memory issue likely. Though, there was talk of some issues with TGA textures as well. I convert all of mine to PNG, so I wouldn't know. Link to comment Share on other sites More sharing options...
lo-fi Posted October 11, 2014 Author Share Posted October 11, 2014 I'm still waiting for the dust to settle over the supposed loading issues with tga. It all works fine for me. Hard to tell with x64 in the mix and known unstable :/ Link to comment Share on other sites More sharing options...
Madrias Posted October 11, 2014 Share Posted October 11, 2014 I've always found x64 to be more stable for me, but then again, that could be just me. Link to comment Share on other sites More sharing options...
Gaalidas Posted October 11, 2014 Share Posted October 11, 2014 I'm still waiting for the dust to settle over the supposed loading issues with tga. It all works fine for me. Hard to tell with x64 in the mix and known unstable :/I doubt it'll ever settle completely until Unity gets their act together with 64-bit stability. It's getting a bit ridiculous. There are many other engines out there using 64-bit processing with no issue whatsoever. Link to comment Share on other sites More sharing options...
lo-fi Posted October 11, 2014 Author Share Posted October 11, 2014 I believe spanner found the 64 bit version more stable too. Reading bits on the forum, it seems rather hit and miss, though. I reckon they're struggling with the cross compatabilty nature of unity and can't quite get everything to play nice.Repulsor wheels are almost ready, by the way. I found a problem with the water collider that wouldn't let vessels of some designs splash down, which held me up quite a bit, but its all looking good now.I really need to get some model nodes and texture sharing going - might have to reorganize things into some texture atlases. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 11, 2014 Share Posted October 11, 2014 Hi all, re tga's as you may know i have way too many self made parts and most are still using tga's , since the demise of load on demand and as of yesterday no update to ATM i switched to open gl with fantastic results. But back on the subject of tga's I've only had one case of the tga not being found in many hundreds of runs, they do seem to be using a little more memory than previously but unless you've got a huge mod collection I doubt it's really going to be an issue, and if you are having issues adding ' -force-opengl ' after the shortcut target allows for huge memory savings, For the first time since 24. Ive been able to run the 32bit version, although in my case, with my particular setup 64bit seems just a little bit more stableGood to hear you've almost got to grips with the water collider issue especially as it's my ships that wont land, Link to comment Share on other sites More sharing options...
lo-fi Posted October 11, 2014 Author Share Posted October 11, 2014 Cheers for the info, buddy. What's OpenGL performance like?Ill get the update out to dev soon as possible so you can try it out. Still a few things to work through, but it's looking good Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 11, 2014 Share Posted October 11, 2014 If anything it, a performance increase, it even looks better, from what i gather from research is that for the right machine it's the way fwd, seems that higher rated graphics cards will see the most benefit, don't know enough to know why as yet , but do know that some gold game devs I have contact with think that directX has hampered game development rather than enhancing it Link to comment Share on other sites More sharing options...
Gaalidas Posted October 11, 2014 Share Posted October 11, 2014 I remember back in the days of the original Homeworld, switching to OGL meant the difference between solid-colored engine trails (DX) and smooth semi-transparent engine trails (OGL). Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 11, 2014 Share Posted October 11, 2014 I dont know if its a knock on effect of (OGL) or the .25 but all the stock engine effects look a lot better now than before, i'l have to see if it's the same on the remaining copy of 24. Link to comment Share on other sites More sharing options...
Madrias Posted October 11, 2014 Share Posted October 11, 2014 OpenGL seems to have improved things for me (been using that little -force-opengl flag since .23.5) as well as removing the massive "Let's use ALL THE RAM!" strategy KSP likes to pull. x64 mode just eliminates the crashes over sustained playtime (like when I decide to fly airplanes around Kerbin in one fell swoop) at the mild cost of some right-click/left-click goofiness (easily dealt with) and some mods not playing fine with it. Link to comment Share on other sites More sharing options...
Gaalidas Posted October 11, 2014 Share Posted October 11, 2014 I'd love to see some shots of the improvements when using OGL. It's really good news for me, on a non-gaming laptop, that it seems to improve the RAM usage. I might have to give it a go. I've also been thinking about stopping running KSP locally, and remoting in to my desktop (err... that is, my desk-mounted brick of a machine downstairs) somehow like I do for my SQL class (that is, remoting into a computer on campus so I don't have to install SQL management suite.) Link to comment Share on other sites More sharing options...
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