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Everything posted by sam.johnson841
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KSP 1.0: The x64 Report!
sam.johnson841 replied to RogueMason's topic in KSP1 Suggestions & Development Discussion
Just reloaded KSP and having been unable to reload this issue in other saves, i loaded the broken save for giggles and it worked, just straight out worked? I have no idea. - Sam -
If you could, i would squeeze an i3 into your desktop over any "A Series" chip, it will help with cpu bound games such as KSP, this is due to better instructions per clock than AMD rivals. It also has all right integrated graphics, (source: I use them for a while). Not they will be up to much in games other than KSP and TF2, which you may have to turn settings down for it to run smoothly. A large amount depends on what other things you might want to do/play. How much of a budget you have. Do you have the full licence, as detailed above and what/if any parts do you have already (screen, keyboard, mouse ECT) - Sam
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Also not that the machine doesn't come with an operating system, you will need to buy one or use a free one. Alternatively i think you can transfer the licence from your laptop. - Sam EDIT: I assume you will also need a monitor and other peripherals? EDIT2: Apparently you cant transfer licences anymore.
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FL-Ion Engine!!!
sam.johnson841 replied to Benji boy's topic in KSP1 Suggestions & Development Discussion
Welcome to the forum, have you tried the tweakscale mod? If not you can download it here. It basically allows for you to scale engines and other parts up (or down) and using some simple maths, scales the thrust, mass, cost.... - Sam -
As unity 5 will support DirectX 12, I was wondering how you guys think DX12 could effect a CPU bound game like KSP. As far as I know, DX12 reduces strain on the CPU, perhaps helping with physics further, (even more parts!) So, what do you think the likelihood of DX12 coming to KSP is, if at all. And how would it help the game? - Sam
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Poll, the R.A.P.I.E.R, what do you think it needs
sam.johnson841 replied to Screeno's topic in KSP1 Discussion
Tweak Scale solves any need for larger, (or smaller) engines. - Sam -
I believe i read somewhere that it currently inst possible/is hard to make work, although Unity5 should make is far easier to do, so IF im correct you will have to wait util 1.1 or whatever its called. -Sam
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Help with TweakScale and Tweakable Everything??
sam.johnson841 replied to SpaceSmith's topic in KSP1 Mods Discussions
try them one by one, i know it takes time, but at least we have faster loading now. -Sam -
KSP 1.0: The x64 Report!
sam.johnson841 replied to RogueMason's topic in KSP1 Suggestions & Development Discussion
Having just installed x64 and loaded in astronomers visuals and a bucket of other mods i am finding the dropping kerbals hard on the head causes the solar system to disappear. More testing is required... - Sam -
KSP 1.0: The x64 Report!
sam.johnson841 replied to RogueMason's topic in KSP1 Suggestions & Development Discussion
Many thanks +1 -Sam -
The only way you can run those mods without crashing is: -You are Jeb -You are on linux -You are running an old 64x .exe -You have somehow got access to an early access to a early unity 5 build. Sam
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KSP 1.0: The x64 Report!
sam.johnson841 replied to RogueMason's topic in KSP1 Suggestions & Development Discussion
Could anyone point me towards a download for just the few files required as my internet isn't upto downloading that much, not to mention it would eat a fair amount of my data cap for the month Many thanks, Sam -
Veteran players reminisce: What was your first Munar landing like?
sam.johnson841 replied to Tex's topic in KSP1 Discussion
Exactly what happened with me! - Sam -
KEMA Drag Week - ROUND CLOSES 28TH MAY
sam.johnson841 replied to Bilfr3d's topic in KSP1 Challenges & Mission ideas
I have an entry or two as well, im just doing final testing on my "interesting" design. - Sam -
Is 1.0.x more resource intensive?
sam.johnson841 replied to pearldrumbum's topic in KSP1 Suggestions & Development Discussion
My finds are that its physics are harder to run, resulting in time slow downs with less part counts, but that memory usage is below 0.90 levels but slightly above 0.25 memory usage levels. - Sam -
Going to Plaid! The extremely hot challenge
sam.johnson841 replied to problemecium's topic in KSP1 Challenges & Mission ideas
Using just a TON of mainsails I got this: In the VAB All systems are a go! Highest heat (7234.8, i did go a few hundred higher but because of engines flying about, it was difficult to get the screen shot at the correct time) - Sam -
Engine Precoolers
sam.johnson841 replied to sam.johnson841's topic in KSP1 Gameplay Questions and Tutorials
Thanks, im assuming as they don't directly affect jet performance that the effect wont stack? - Sam -
Do they actually improver jets performance? and are they stackable? (i.e can you have two before an engine and see twice the benefit? thanks, - Sam
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Anyone else having problems with 'warp to next manuver'?
sam.johnson841 replied to Xellas's topic in KSP1 Discussion
I have found it only happens when I don't look carefully and warp to the wrong side of a suborbital trajectory. - Sam -
I would think that they know some secret cheat codes? seriously though, i doubt it, i would be sick of it if i was them! - Sam
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Is it too early to start the 1.1 hype train? However great release are, I just cant wait for another update, the sign of a great game i suppose. - Sam
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Are devote Tuesdays not happening anymore? I can't find anything to say as much, but wa wondering of they have been cancelled due to ksp now being a full game. Same goes for other things on the tumbler place thing, modding mondays and various other weekly posts have stopped. Any ideas as to why? - Sam
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
sam.johnson841 replied to ferram4's topic in KSP1 Mod Releases
Surly the gaps will allow air through? Or do the voxels ignore the gaps if they are small enough? Also, I miss FAR from 0.90, is the dev build stable enough for use, i don't mind about the odd bug? - Sam- 14,073 replies
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- ferram aerospace research
- aerodynamics
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