There exists a Windows 64-bit community workaround for the KSP client in my experience, the 64-bit client is stable, and using it might help if your game is running out of memory due to too many mods. You also need to consider if your GPU would be able to handle adding graphical mods to the game at playable framerates. One other caveat is that using mods increases the memory footprint of the game, so if you find the game crashing, it may help to use the Active Texture Management mod. The WindowShine and GEMFX mods will only work with DirectX, but the rest should work with OpenGL. I've written up the steps to save the time for anyone else who may want to do it, but the credit should go to /u/cobbman11 because I've mainly used information from their comments. I was very impressed by the WindowShine clip posted here by /u/cobbman11 some days ago, so I set out to make my game look like it too (without ever having used KSP mods before), and it turned out to be a somewhat involved process. Note: the guide has been updated, and there's also a video example added. Send us a message with proof, and we'll give you some flair to show it! Disable header animation Enable header animation Δ | Support/bug reports | KerbalAcademy | ConsoleKSP Last contest's winner: forteefly1998! Have you developed a mod? See this page for more infoĬommunity Teamspeak Server Refrain from submitting images that involve real life space disasters that resulted in loss of lifeĭon't post/discuss mirrors or torrents of any version of KSP See the discussion on misc posts for more info No posts unrelated to KSP or memes and image macros. This requires Restock.Please remain kind and civil at all times WaterfallRestock: Provides patches for most Restock and Restock+ engines.If you release a mod that supports Waterfall you can let me know and I'll add it here. Currently there are only one other mods will likely ship configs for this. You need configuration packs for this to do anything. Q: I installed this and nothing happened, what gives?Ī: Make sure you have mods installed that actually use the plugin.Īll content is distributed under a CC-BY-SA-NC-4 License.Īll bundled mods are distributed under their own licenses. To design plumes, you'll have a pretty fully featured editor to work with. If you're having issues please review the thread and ask here. Read it! This is a work in progress and I have a bit of trouble keeping it up to date with new features that are added weekly. These should cover most chemical engines in most mods. Here's a few screenshots and videos from development over the last few months (credits to more, check out this Imgur album or look through the threadĪ lot of preconfigured templates are available for anyone to use. Please note that this mod is a framework it doesn't change anything or provide anything by itself, but provides the ability for you to do things. Provide a set of template effects for modders to use on their engines. Ingame editor to create and drive effects. Support for atmospheric expansion and all kinds of dynamic effectsĬross-compatible with SmokeScreen for adding smoke effects To that end, I and some others (primarily some porcine aviator dude who shall not be named) have created a cool new way to create and drive engine effects.ĭesign a framework to create mesh-driven engine effects for smooth rocket plumes Smokescreen helps, but when we're talking about really large, fast moving plumes, the number of particles you need to create high fidelity effects is really high. I make a lot of engine effects, particularly for vacuum engines, which are really poorly handled by a traditional particle system, much less the gnarly butchered version of that system that KSP provides.
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