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XOIIO

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    Spacecraft Engineer

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  1. Glad to hear it, I tried it out anyways and it seems to be working great, and for me it certainly was like magic lol. I've got a pretty beefy computer, but even a 300 part ship was really causing issues, thankfully now it's actually going pretty good. Unfortunately things have a bit of issue snapping to welded objects, so if yo have fuel lines connected to something structural like I did (I'll post a picture in a bit), if you welded with the fuel lines on, they go all over, and if the part you connect too is welded on, they don't snap properly either, but that's understandable. It still made a huge difference.
  2. Not sure if this is still working, but sadly, even with ksp 1.1, I am getting terrible framerates around a mediocre sized station, and it's not even half done. I'll have to trash it and use hyperedit to put the new one in, after I use the parts welder. Not sure if it's working very well in 1.1, but my main question is, if the mod breaks, or support discontinues, will welded ships still work or will they be useless/broken when an update rolls around?
  3. Yeah, I picked them at random, and then turned them on, and excrements I fell in love with the look lol. Rapiers sound and look worse, and also blow up the control surfaces. I didn't know those thud engines were strictly liquid fuel, they might work well in between the wintips, I thought that they needed some filler. Those might be just what I need.
  4. Yeah, I would have much preferred a desktop, I've always stood by the fact that if you take the cost of a laptop you can build a better desktop, but the way I got this meant that I needed to get a laptop (and they originally quoted a business oriented one worth about $500 with $1500 worth of software that would have been utterly useless) I think this thing's cooling system could handle overclocking quite easily, but I'm not sure if many people have overclocked these. I guess I'll have to use a parts welder if my next station attempts will be problematic, though I'd much rather not use the mod. My main issue with mods like that is that if they don't get updated or development stops, it could cause issues, the stations or ships might end up corrupted or something, I'm not sure how they go about it, but it seems merging the parts together would mean it's critical for the mod to always be there from that point.
  5. Yeah, I have the laptop set for high performance all the time, and plugged in 90% of the time, I can run much more cpu intensive games and high framerates, I guess ksp is just limited by the physics engine for now.
  6. Oh really? I figured part count performance would have increased if anything.
  7. Yeah, it's just incredibly disappointing that it can't as it is right now.
  8. This thread is full of people with massive ships, how the hell are they getting to 1600 parts when I can't even get above 10fps with 345 parts, and my system is barely being used? (multithreading or not) http://forum.kerbalspaceprogram.com/index.php?/topic/83863-when-have-you-over-done-it-with-the-part-count/
  9. No luck with large address aware, didn't change anything. Same with turning off vsync to possible give it a bit more wiggle room, unfortunately it wasn't that simple. It's extremely frustrating though, I just don't get how people make ships with 800+ parts and not using a weld mod when I can't even get to 400 without severe framerate issues. It's also pretty disappointing that unless someone chimes in with some magic solution it seems, I'd have to use a mod to be able to do this.
  10. KSP is still single threaded? I thought they were going to multi threading as part of the full release? That 25% usage shows across all cores, I figured it was by now. And it's definitely on the proper graphics card, this computer actually only has the 970m (no cruddy intel cpu graphics thank god, as far as I can tell). I'm also only running the game at 1080p I still find it odd though as you see people build ridiculously massive ships, things that I have attempted only to get a couple fps on my previous system. I was hoping to be able to finally build some 800 part monsters or giant stations but at this rate I still won't be able to, which doesn't make much sense unless those people are running KSP on nasa's computers. Is there any sort of timeframe on the next patch?
  11. Hello, so this is an interesting issue which I can't seem to figure out. When I got a new computer (used to playing on a core 2 quad) I was looking forward to being able to make much larger vehicles and space stations without dropping down to a slideshow in their vicinity, however, on my new machine, I have not had much more luck at all. I had a vessel with only 345 parts, a ship that made a trip to ike, launched and met with a lander, and made it back to kerbin to rendezvous with a crew retrieval craft successfully. However for even longer missions that would require many more parts. The issue is that it dropped me from the usual 60 fps I get (seems locked) on smaller vehicles, to below 10 fps when launching. What's strange is that my CPU usage is at around 25%, 47% ram usage (27% being used normally and when I have a web browser and a couple tasks open), and only around 30% of my gpu. I know that the brunt of ksp's resource needs are for processing the physics, so it would be cpu side, but that begs the question as to why ksp isn't pushing my system harder. It won't have any issues with cooling, even though it's a laptop, and has run things much more system intensive and taken it like a champ. I'm going to back up my saves and reinstall the game now to see if that changes anything, but I am wondering why KSP isn't using my system to it's potential. System info: Asus ROG G751jt CPU = Core i7 4710HQ 2.5ghz (turbo boost to 3.5ghz) Ram = 16gb 800 mh/z GPU = Geforce GTX 970m -3gb ram - 103 mh/z
  12. Oh derp, I guess I am tired lol, not sure where i got 3000m/s from. Anyways here is the video, I'm taking a break for a bit, maybe going to sleep, not sure yet. I gave up because I wasn't hitting that target speed, but the couple other similar attempts when I did try I lost speed rapidly with minor altitude gain. https://youtu.be/ZAEGlBvnRcA
  13. It's mostly going to be used for crew, but minimus would be a nice bonus. Anyways, I was able to get up to 1.2 km/s at 18km altitude, but then the RCS ports started taking heat damage, but I couldn't go much higher without thrust dropping quite a bit. This was a modification I made with two rapiers instead of the outer two whiplash engines. I'll try again with the whiplash engines, and I'll record my attempt to hopefully get pointers (though it will take a while to upload) I usually just use mechjeb for the a bit of the setup for docking and the final approach, just to get it right. helps a bit as a trainer too since I didn't do much docking before. I've found it not quite as bad as you mention (though I change the docking speed as you go if I do have it on full auto, leaving it at 5 m/s until the last bit). I've got 120 units of rcs fuel on this plane. Edit: and I think if I did move the smaller wings forward more I might have more luck keeping the nose up without additional sas modules, but I've had that sort of issue with all my ssto attempts, probably because I'm not getting high enough. On the latest attempt I couldn't get to 1500m/s even, let alone 3000m/s, not sure why, maybe I'm just going about it wrong. Video should be uploaded and good to view in 1080p in about 35 minutes or so. The audio is kind of crap since shadowplay doesn't record any bass when I use the laptop speakers. (works fine with headphones though, it's odd)
  14. Yeah, that double wing is just for looks lol, I'm considering changing to an aerospike if I can't nail it with the nerv, but I really want to be able to pull this design off.
  15. I actually haven't done two wings before, I just liked the look on this ship, and I've adjusted the plane design some, I added two more jets, removed some of the intakes (the radial ones), and added some sas modules, but was only able to aroumd 30km, with a speed of around 904m/s as my max. I want to go with an nerv engine so that I can use only liquid fuel and get a lot of range once in orbit, ideally to minimus and back without docking to refuel. My main limitation is what sort of ascent profile I should use, aside from just trying increase speed as I gain altitude, and balancing the two. I suppose if I had to change to something like the aerospike rocket I could change the precoolers to lf+o tanks but as I said, I really want to stick to the nerv if possible.
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