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Kerbital

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Everything posted by Kerbital

  1. I had poor results with this mod. The welded parts usually looked wrong and lost some attachment nodes. Also, it seems to only work with stock parts. Something like NF Construction was impossible to weld with any usable results.
  2. I got tired of mining so I modded (and recolored black) some solar panels to be space dust collectors and a modded ISRU to convert that to hydrogen. One thing I couldn't figure out hot to restrict the collection to space only. As it is, they collect while landed too.
  3. I never paid $60 for a game. I always wait for Steam sales. Unless you must have the latest game NOW, there is no reason to pay full price. And I picked up KSP for some ridiculously low price, like $15.
  4. Yeah, I like to build large ships too.This game was simply not designed for such use. I think Squad didn't foresee that the game would be so heavily modded. It's not optimized for more than 50 parts or around:)
  5. I said this elsewhere but try unmanned missions to far away planets before sending live Kerbals. DMagic's Orbital Science and Science Relay are fun mods to play with. You can scan planets ahead of manned missions and generate science to progress through the tree.
  6. Just assign staging to another key. Mine is "\". I'd hit Spacebar by accident too. I changed the keybinding in the very beginning.
  7. I'd also would prefer the game to be more serious. The whole Kerbal goofiness wears out quickly. One reason I like to run unmanned missions.
  8. It seems to me that MJ doesn't account for air drag. It always lands way short of the target if it enters atmosphere. I had the problem with MJ trying to land on the opposite side of a planet. This seems to be related to 1.3.1. The dev version of MJ fixed this for me: https://ksp.sarbian.com/jenkins/job/MechJeb2-Dev/
  9. Spaceplanes are cool and open up new possibilities but I really want the next version of KSP (if there is one) to have a fully featured autopilot*, like MechJeb but more reliable. One that can control rockets and spaceplanes, and can handle landing on planets with atmosphere as well. I enjoy building stuff and orbital maneuvers but take offs and landings are a chore that I never really enjoyed. MJ works fine on air-less planets but I was never able to land reliably on Duna. Maybe I'm just too stupid to play KSP. Said autopilot would also perform maneuvers in the background so I can focus on something else while my n+1 supply vessel is getting to orbit. *before any reality fan freaks out, this would have the option to be disabled in difficulty settings.
  10. Looks like it's not just HyperEdit. Mech Jeb also lands at wrong coordinates in 1.3.1. I can't have it land reliably as it used to. I wanted to land on the Mun at 0:0:0 N and 0:0:0 E. the ship ended up at 0:0:0 N and 179:54:30 E. And the blue and red lading marks are on the opposite side of the Mun. Something is different about coordinates in 1.3.1.
  11. I built enormous stations and they would hold up on the launch pad supported by many clamps. Sometimes not for long but just enough to be quick as SpaceMouse said. But I also use Kerbal Joint Reinforcement mod.
  12. SSTU has one-part shuttle or two. It also has some cool station parts and command modules and lots of customization. You can have a red station if you'd like, custom tanks, lots of new solar panels, etc. SSTU is designed to provide fully featured vessels with minimal part count.
  13. I didn't finish my thoughts in the last post, was rushing to leave work:) So here is more. Unmanned is interesting. It will take much longer since you won't have orbital lab to process science and you won't have crew reports and ground samples. Two mods might interest you: Orbital Science and Science Relay. They should not slow your computer much as they don't add that much. The first one adds several new science instruments. Some are supposed to be used from orbit and some on the surface. Although this will allow you to accumulate science quicker, but you don't have to use it or just use few interesting ones such as those that have to be used on the surface only. These instruments though are scattered across the tech tree, you don't get all at once. They make up for the lack of crew reports and ground samples too. The second allows you to transmit science to other vessels! So this adds two interesting options. You can have one-way probes that beam data home and never have to return. You can leave them orbiting as relays, for example. You can also have disposable drones that you drop on Eve without worrying how to get them back. You can still have a manned orbital lab and beam your data to the lab. But it'll shorten your playthrough by generating more science. I also played where my goal wasn't to complete the tree but to max out my 9 Kerbal's experience. That takes a while. I think that's it..
  14. Did you play stock? Mod your game with expanded tech tree and mods that provide more parts and tech. It'll take many times longer to finish. You can pretty much max out the stock tree by the time you're done with Kerbin and its moons. Also, you can get creative. For instance, there is a mod that rearranges the tech tree to put unmanned tech first (Unmanned First I think its called) so you can do a playtrough with only unmanned tech. It was fun. But I also have many other mods that add to the longevity of the game.
  15. I had huge problems with vessels either twisting/shaking themselves into weird forms or just falling apart/exploding. I nearly stopped playing as I like to build large vessels. Someone told me here to stop using autstruts. I stopped using them altogether. I just use Kerbal Joint Reinforcement mod. It still happens, but very rarely.
  16. You just have a lot mods. I try to never go above 59-60 as the loading time become impossible to deal with and I have NVME SSD as well.
  17. I don't know how much memory KSP uses. But I have lots of RAM (32GB) and I still have to quit and relaunch the game every hour or so because it starts to crawl.
  18. Not clear. Do you mean to put your craft in an orbit around another body without having to fly it there? That's already in the dev/cheat feature.
  19. Yeah, I had an organic one like that too:) It was my fav station so far. @AngrybobH You can change this in CKAN settings so it will allow for compatibility with older KSP versions. I don't remember exactly where it is, I'm away from my PC but it was fairly obvious.
  20. Like Skyrim and many others 'moddable' games, KSP will not die any time soon because of the mods. Even if Squad stops releasing updates, I bet KSP will live on for considerable amount of time..
  21. Yup. There is no do-all kind of engine IMHO. You pick the engine depending on your current needs.
  22. Take the following with a grain of salt. I may be wrong on many accounts. As far as I can tell those PNGs may be uncompressed. I may be wrong though. You can compress a PNG but don't have to. Loading lots of images that are compressed takes more CPU cycles than loading uncompressed images. This is true for anything including graphics programs such a Photoshop. JPG compression is very efficient and compressed JPGs are the fastest to decompress but they have compression artifacts that makes them unsuitable for texturing and game graphics. PNG also uses something called lossless compression which preserves the quality of the original image. So even if compressed, PNG would still be a better choice when quality is desired. JPGs use lossy compression that degrade the image. Oh, and the big one: PNG supports transparency while JPG does not. One more reason to use it for computer game graphics. This and quality is probably why the are the choice for game graphics. Once an image is decompressed and loaded to RAM it takes the same amount of RAM whether it was originally compressed or uncompressed before as a file on the disk. So changing image file format will not save any RAM. But then video cards (GPU) use texture compression when textures are loaded to their VRAM which I know next to nothing about. Textures are loaded to video card's VRAM not the host computer RAM and things like GUI graphics, loading screens are loaded to computer RAM. Textures are many and larger than misc game graphics so there is no need to worry about game graphics. . Both textures and game graphics are not necessarily loaded to VRAM and RAM for the duration of the game either. Unused textures and graphics are flushed when used infrequently. The game does that depending on available GPU VRAM. That's why video cards with more VRAM are often faster because there is less texture loading and unloading. Then there is the DDS compressed texture format which is decompressed by the GPU, not CPU. This makes decompression faster as there is less data to read from the hard drive and video cards (GPU) are a lot more faster at decompressing this type of file than the CPU as the format was specifically deigned to be decompressed by the GPU. DDS is proprietary Microsoft file format for Direct X textures. You wont use DDS for things like GUI graphics, it is specifically designed for textures and GPU decompression. Compression process lends itself to massive multi-threading. CPUs are poor at compression because they have fewer cores than GPUs that may have thousands of cores. Even though Hz by Hz a GPU may be slower than a CPU, the massive number of cores make GPUs monsters of compression and decompression. You can't replace PNGs with DDS then. Finally, I believe games and mods reference graphic files based on their name. If they can't find a samplefile.png bad things will happen. The bottom line is that there is more risk in messing with game graphics that there are chances of any performance gain.
  23. Thousands with DMagic's Orbital Science. Then, if you have an orbiting lab and DMagic's Science Relay, so you can beam science from your vessel to the lab with 2x scientists on board, it gets pretty ridiculous. You can max out standard tech tree with Mun and Minimus biome hoping.
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