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[1.0.x] [V1.9f] Kerbal Foundries wheels, anti-grav repulsors and tracks


lo-fi

What to work on next?  

1,282 members have voted

  1. 1. What to work on next?

    • More wheels
      123
    • More tracks
      453
    • Rover bodies
      241
    • Landing gear
      137
    • Landing legs
      108
    • Something completely different
      193


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indeed. After KSP went beta, and the holiday season ended, a number of the regulars disappeared. Large scale mod releases have been replaced by a plethora of small simple mods that each tweak something tiny, together probably managing to slow down the entire program with all their individual tweaks. It's the passing of an era in KSP's history.

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Hi Guys,

So I downloaded the mod, I booted up my game and it crashes my game every time right about the end when the mods are loading into the ram. I have about 10 mods, They don't crash my game but this mod does. Can you please help me cause I really want this mod!:) If I am doing anything wrong please let me know. Thanks!

Edited by melkore
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Hi Guys,

So I downloaded the mod, I booted up my game and it crashes my game every time right about the end when the mods are loading into the ram. I have about 10 mods, They don't crash my game but this mod does. Can you please help me cause I really want this mod!:) If I am doing anything wrong please let me know. Thanks!

It sounds like you've hit your RAM limit. Use Active Texture Management/force OpenGL or prune parts.

Edited by Tarheel1999
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Mmmm... prunes....

Unfortunately, in KSP, the number of mods you have doesn't make much of a difference. What matters is whether or not they are really freakishly huge mods. You could have 200 small mods with no problem, or three huge mods and crash with more precision than a gravity turn with mechjeb.

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Hmm interesting,

The biggest mods I have is KW rocketry and B9 and FAR (if its considered a big mod), I`ll look into the Active Texture management/force OpenGL and prune and see if anything comes out. Thanks for the help guys.

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Wow... this thread died down rather abruptly.

I'll break the silence. I've been wanting to play with the hitch, but I'm afraid I just can't make it past the fact that the arrows stick around even after the craft is launched. It bugs me.

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It's not exactly the easiest thing to figure out. Neither of the related parts have very helpful descriptions and they show up under different editor categories it looks like.

In other news, I've been working on a way to scale the maximum rpm settings with the tweakscale setting, and work continues on making the dust effects more natural looking, and I've begun attempting to re-add some of the impact sound effects for the wheels that will function correctly with the KF parts, which lack the standard wheel module that the CollisionFX was looking for.

I have yet to hear any sounds, but that's really because I've got my speakers muted while I am simply looking at the debug window to make sure it doesn't freak out at me. So far so good.

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Things are always going to die down while I'm not actually doing any development... I guess it's a sign of a job well done that most people seem to be getting on fine with the mod and stuff is working as it should!

The arrows are on the hitch because it needs to be in a specific oriention to couple, and the models don't give you that on their own. Very much a proof of concept. The latest version is truly game breaking because I was idly messing trying to solve the time warp problem.

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Nope, afraid not. 1.8d is just a texture update and adding the orientation markers for those that couldn't mount the wheels the correct way up.

Unless I get a major second wind, that's probably all that'll get released - the rest is experimental or not up to standard and I lack the motivation to mess with any more. Besides, Homeworld gets released next week, and I intend to spend a lot of time enjoying playing through it all over again :)

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Nope, afraid not. 1.8d is just a texture update and adding the orientation markers for those that couldn't mount the wheels the correct way up.

Unless I get a major second wind, that's probably all that'll get released - the rest is experimental or not up to standard and I lack the motivation to mess with any more. Besides, Homeworld gets released next week, and I intend to spend a lot of time enjoying playing through it all over again :)

Did you ever play the original games in that series? I remember when we had only the demo (yeah, those were the good days. We actually got demos of games, and they really worked too... sometimes) and thought we'd found a piece of heaven. I convinced the administrator of the school computer lab that Homeworld was both uplifting, team-building, and positively competitive and that we needed it on every PC in that lab (besides, we could skip math class and have epic battles, 8-sided sometimes.) I don't know what all has been changed about it, but I assume they simply did what modders have been trying to do all along and upgraded all the visuals. I do remember that if you can run it with OpenGL, many of the effects (like engine trails, which I never liked really) end up looking a TON better. It remains to be seen if that will still be the case with this version.

- - - Updated - - -

Removed by the moderation team.

It never did crash the save, it was more a crash in the loading process (especially with ATM installed).

- - - Updated - - -

I guess drren9 and madrias are talking about the dev version then?

Yeah, if you read the earlier pages of this thread you'll find a bunch of people from the original group are all dev users now. I suppose we got roped in by being just annoying enough, but also entertaining enough, to wiggle into lo-fi's confidence. We don't even bother to download the releases.

Edited by Master Tao
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It's a little bit more than a rehash by some modders, it's the original guys with original art :D They even got the old voice actors in. I can't tell explain how much I've been looking forward to it, I loved the originals, and they're still my favourite games of all time.

This is well worth a watch:

http://m.ign.com/videos/2015/01/26/homeworld-remastered-37-minutes-of-gorgeous-hd-gameplay-pax-south-2015

Edited by Master Tao
snip off-topic question
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It's a little bit more than a rehash by some modders, it's the original guys with original art :D They even got the old voice actors in. I can't tell explain how much I've been looking forward to it, I loved the originals, and they're still my favourite games of all time.

This is well worth a watch:

http://m.ign.com/videos/2015/01/26/homeworld-remastered-37-minutes-of-gorgeous-hd-gameplay-pax-south-2015

um not sure where this post was meant to go, But i have busted out both my homeworld cd's 1 and 2 and beat em both. Sadly my cataclysm cd was snapped in half in a move and tossed out. But I also got this on pre-order via Steam and eagerly await its release on the 25th!

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hey lo-fi,

I've recently noticed severe performance hit when using more vehicles with your wheels/tracks. It all started when I parked 4 trucks one next to each other. The bad thing is that even loaded vehicles not driven by you cause the drop in framerate. For comparison normal wheels nearly don't hit performance.

Quick comparison - cpu - xeon 1240v3, gpu - amd 7950, one long vehicle that simulates 4 smaller ones (so 16 wheel 'units' on each try):

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I think further testing might be needed with driving into/out of loading zone of other vehicles with your wheels/tracks.

Edited by riocrokite
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^ Does that happen in a clean install with just KF Riocrokite? I just launched a 16 track vehicle to try and replicate it and didn't really notice (114FPS vs 120FPS limited with no wheels). 9 individual vehicles connected by hitches with 24 medium wheels between them gave me higher FPS (around 50 - 60FPS IIRC which seemed pretty reasonable to me so I didn't report anything). We have similar(ish) CPU's it seems (i7 920 @ 4.0GHz), you may have something else going on, a conflict with some other mod?

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^ Does that happen in a clean install with just KF Riocrokite? I just launched a 16 track vehicle to try and replicate it and didn't really notice (114FPS vs 120FPS limited with no wheels). 9 individual vehicles connected by hitches with 24 medium wheels between them gave me higher FPS (around 50 - 60FPS IIRC which seemed pretty reasonable to me so I didn't report anything). We have similar(ish) CPU's it seems (i7 920 @ 4.0GHz), you may have something else going on, a conflict with some other mod?

hmm, I just tried a clean install with Kerbal Foundries downloaded from KerbalStuff and GCMonitor by Sarbian to measure fps. It gave me same results. Weird :/

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