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Everything posted by Psycho_zs
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[Most 1.12.x] Near Future Technologies (August 26)
Psycho_zs replied to Nertea's topic in KSP1 Mod Releases
I wonder, what "integrated model" RCS are going to look like? -
[Most 1.12.x] Near Future Technologies (August 26)
Psycho_zs replied to Nertea's topic in KSP1 Mod Releases
Cool! Oh, I'm waiting to unlock all this goodness in my semi-recent career... -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Psycho_zs replied to ferram4's topic in KSP1 Mod Releases
A couple of observations with dev version on KSP 1.3: Mk12-R drogue is very overpowered, 2xMk12-R slow down Mk1 capsule better than 1xMk16. 1.25m Heat shield handles like a piece of paper: it falls down at the same speed as Mk1 capsule under fully deployed Mk16 cute and starts zipping around in loops if tilted over.- 14,073 replies
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- ferram aerospace research
- aerodynamics
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[Most 1.12.x] Near Future Technologies (August 26)
Psycho_zs replied to Nertea's topic in KSP1 Mod Releases
Will LFO patch for orbital engines bring back those 10-20s of Isp? -
[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
Psycho_zs replied to NecroBones's topic in KSP1 Mod Releases
Re: conical tanks You could base series of tanks on certain angles. Like 0.625-1.25m, 1.25-3.75m, 3.75-5m all with consistent angle, length would vary: straight 5 degree incline straight 10 degree incline (shorter) slanted 5 degree incline (pretty long) slanted 10 degree incline (could correspond in length with straight 5 degree tanks) slanted 20 degree incline (could correspond in length with straight 10 degree tanks) -
[Most 1.12.x] Near Future Technologies (August 26)
Psycho_zs replied to Nertea's topic in KSP1 Mod Releases
LV-601 in compact variant combines perfectly with bottom cap tank from Fuel Tanks Plus My Bumblebee-C2 hauler with passenger+cargo module attached to the front. -
Is it possible to scale RCS plume effect using MM? CFG manual says 'size' parameter does not work. And it seems to be correct. So, any workarounds possible?
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I wonder if reducing number of portrait slots to 0 actually removes IVA and kerbals from processing. If it is not, it should. I tried it when I was desperate for even a small increase of framerate, but got none whatsoever.
- 3 replies
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- performance
- portraits
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The Linux Thread!
Psycho_zs replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
My new and improved launcher script. I've been using this version for a week or so. It can now attempt to recover from some non-lethal resolution jumps like 2048x1 window. If the game itself survives that, loading will continue with proper size. -
The Linux Thread!
Psycho_zs replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Tested 1.2.9. Strangely, with all the localization work, decimal delimiter settings resetting bug is still present. So, LC_ALL=C still needed. Bad window size bug is still in place. Fresh version of my launcher script: Note: Geometry guard might eat up some CPU. -
Strangely reduced performance
Psycho_zs replied to Psycho_zs's topic in KSP1 Technical Support (PC, modded installs)
Apparently, using stock physics 4x timewarp anywhere for more than several seconds can clear this slowdown. It's just that atmosphere is the only place I had a reason to use it. -
Strangely reduced performance
Psycho_zs replied to Psycho_zs's topic in KSP1 Technical Support (PC, modded installs)
I tried it with no mods except for Time control for readout. ...more details: return to proper 100% speed occurs after using stock physics timewarp in the atmosphere after returning from space. I will test more situations later. -
[1.7.x] ReCoupler - Monocouple your bicouplers!
Psycho_zs replied to Booots's topic in KSP1 Mod Development
A game changer indeed. -
Strangely reduced performance
Psycho_zs replied to Psycho_zs's topic in KSP1 Technical Support (PC, modded installs)
I can't think of any external factors. And that pre-splashdown situation seem to really trigger the performance boost. I now start the game with a sandbox session deorbiting a simple ship from LKO, then proceeding to career save ) -
Strangely reduced performance
Psycho_zs replied to Psycho_zs's topic in KSP1 Technical Support (PC, modded installs)
I doubt it. Fan reaction time on my laptop is pretty short, recent cleaning dropped operational temperatures pretty significantly, but the issue was unaffected. Besides, it can happen in a wide time range, from 10 minutes to a couple of hours. -
Running KSP on current Debian testing, Core i7-3540M. Using performance CPU governor. Game runs at 30-80% of nominal speed even in KSC (Time control mod readout), depending on amount of visible terrain and (obviously) by quantity of parts in physics bubble. But it never reaches 100% even in ideal conditions (minimum partcount ship in space, or KSC scene without flights. Tested with stock KSP + Time Control for speed readout). The twist is: at some semi-random point in the running game some magic happens and performance gets restored to 100% all the way until the game is closed. Changing scenes or loading a save does not revert this once it happens. No events reported in console when it happens. I once thought "Increased PQ Cache" messages may be related, but it happened without them. This event seems to have some affinity to a point near splashdown, but may also happen at any time. So the game is perfectly capable of running smooth, but it does not. Is there some way to see resource usage by tasks inside KSP? Some kind of 'top' mod?
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[Most 1.12.x] Near Future Technologies (August 26)
Psycho_zs replied to Nertea's topic in KSP1 Mod Releases
I wonder if monoprop engines can have Isp on par with kerolox engines. BTW, the kerolox patch does not replace monoprop in engines' embedded tanks. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Psycho_zs replied to ferram4's topic in KSP1 Mod Releases
Hi, everyone! I've tried FAR from, ahem, super secret location. It works fine in general, although I've found two problems: 1. chute safety triggers seem to remain at stock values. Mk1-2 capsule reentry profile seems fine, but chutes (2xMk12-R and 2xMk2-R) fire early and are ripped away. 2. Sea level drag is too low. A Golfstream-like 1.25m plane with two Basic Jets not only accelerates to 0.95 Mach with ease, but also takes a couple of minutes to slow down to ~ 0.7 Mach while unpowered. (1-3km altitude).- 14,073 replies
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- ferram aerospace research
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Hi everyone! IIRC, Module Manager supposed to be backwards compatible with itself if multiple versions present. But I found that with 2.7.5 and 2.7.1 dll's PHYSICSGLOBALS hierarchy gets duplicated with both modified and unmodified values in the cache. Unmodified version then applied to the game. Removing older versions help.
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Hm... I probably should reconsider the whole visual perception and memory stuff in my brain, as I loaded stock game to make screenshots and found that it also does not show atmo in main menu and in-game it disappears at even lower relative altitudes. Well, sorry for bothering.
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@kerbal101, you probably can replace ":FINAL" with ":FIRST" or nothing, which seem to be equivalent.
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I will be able to take screenshots some hours later. I am talking about the distance the atmosphere is visible when looking at a planet from far away. Looks like it isn't scaled.