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About tsaven

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  1. tsaven

    [1.3] - Modular Kolonization System (MKS)

    This is normal. KSP doesn't process crafts in the background at all, once they're loaded it uses a "catch-up" mechanic in six hour chunks at a time. You can see this in effect if you quickly open the resources tab just after loading the vessel.
  2. On that generation of CPU, not really. Take the usual path of throwing voltage at it to get the clock speeds up, then throwing cooling at it to keep the temperatures under control, and hope you won the silicon lottery. OCing isn't great for any CPUs, but it's not like we're trying to get our chips to last for 10 years or something. But you can easily knock a solid 20c off your temperatures! And all you'll have to do is spend like a hundred bucks on the special tools and goop and totally void your warranty!
  3. Sadly this is true. The single-thread gains have been maaaaaybe 5% for each generation, although voltage requirements have improved which makes OCing easier. And if you're not planning on OCing then there's no reason to spend extra on the K version of the processor (the only difference in the i5-8600 vs i5-8600K is the unlocked multiplier). KSP especially will see a noticeable boost in performance from a good OC, 5ghz is easy to hit without doing anything weird. If you wanna go really nuts you can start de-lidding the CPUs and replacing the crappy thermal interface material with liquid metal, which gives a huge drop in temperatures and has seen people getting past 5.3 or 5.4GHz. But that's pretty sketchy and a lot more risk/cost for decreasing performance rewards.
  4. Yup. And the only reason that single-core performance appears different between them at all is because the i7 is clocked 100mhz higher (which again, it's an unlocked processor. Clock it to whatever you want). Hyper-threading is a way of faking more cores on the processor. Even though the i5 and the i7 both have the exact same number of physical cores (six), the hyper-threading feature of the i7 makes your computer think that the i7 actually has 12. For some applications this is very useful. But for single-threaded stuff like gaming it doesn't matter. I often compare the i7 to a pickup truck, and the i5 to a car. Sure the pickup truck is more powerful if you need its capabilities, but if all you're doing is transporting a single person then it doesn't matter which vehicle you chose. The speed limit is the same, they'll both get there in the same amount of time and you might as well use the cheaper option.
  5. The only difference between the i7-8700k and the i5-8600k is a little bit of extra cache, and hyperthreading. Besides that they are identical; same number of cores, same die process, same everything. Even the tiny difference in clock speed doesn't matter because they're unlocked processors; run them at whatever frequency you want. Hyperthreading doesn't help games at all, and realistically cache doesn't matter much either. The primary thing that matters for game performance (and in KSP, almost the only thing that matters) is single-thread performance which is determined almost exclusively by clock speed. That's not to say that Hyper-threading isn't useful, in some applications it can give very noticeable performance improvements (applications such as industrial video rendering, graphic design, and other workloads that are heavily multi-threaded can see large performance gains especially). However, 99% of users will never see that kind of workload on a regular basis and are probably just buying an i7 because of Intel's fantastic marketing team who's managed to convince them that it's required.
  6. An i7 is a waste of money for 99% of gaming, and especially so for KSP. An i5-8600K will give you identical performance and save you over $120, which you could simply pocket or spend on a bigger radiator to do some OCing (which WILL help for KSP). And if this is primarily for KSP, the graphics card won't matter much either. You might as well re-use your existing card and only upgrade once you want to play games that actually require it. Maybe let prices drop a little bit more now that the crypto bubble is collapsing. I went from a similar setup to you (i5-4590) to my current rig (i5 8600k, OCed to 5.2ghz, de-lidded with a 280mm radiator) and my framerate more than doubled.
  7. You're right that KSP performance is almost exclusively reliant upon single-thread CPU performance (Until you start running a ton of graphical mods). Unfortunately, the single-thread CPU performance increase for Intel CPUs over the last few generations has been extremely minimal, almost to the point of not being worth it. All that Intel has been doing is slapping more and more cores together, which doesn't help KSP much at all. And AMD's CPUs are even worse (in terms of single-core performance). If you are looking for better KSP performance, your only major option will be overclocking. A de-lidded 8600K, Z370 motherboard and either a huge air cooler or an AIO water-cooling kit will pretty reliably get you past 5ghz. That will produce noticeable performance improvements for KSP, although it'll give almost no benefit to any other games (besides maybe Dwarf Fortress or Factorio). But if you're just going to get the newest gen CPU and run it at stock clock, you're not going to see much gain. Definitely not enough to justify the expense.
  8. I know you already expressed a dislike for Apple and they have their flaws, but one thing that no one can argue they're far better than Android on is that they support their phones for FAR longer than anyone else. They're still supporting the 5s with software updates and new features, and that's a phone that is six years old. We've got a bunch at work and they're still buttery-smooth for everything. You'd never know it wasn't a brand-new phone if it wasn't for the smaller screen. Whereas good luck getting the newest version of Android on even a flagship phone from 2012. If you're really looking for a phone that will be smooth and usable for 5 years, Apple is the best way to go. You can get a 6s or 6s Plus for a couple hundred dollars used, and battery replacements are pretty easy with a $30 kit from iFixit. And while you don't have the depth of custom fiddling that you do with Android, there's still an active jailbreaking community that gives a lot of options.
  9. It will run the game okay. The real problem with gaming on laptops is that the cooling systems for the CPU aren't designed to run them at full speed for more than a few minutes, and after that they'll start to throttle back to keep the heat under control. So you'll probably notice a significant performance hit from that.
  10. I understand that they do, but how many kerbals do they count for is my question.
  11. I apologize if this is documented somewhere, but I wasn't able to find it on a poke through this thread or the Wiki. How does the Grappler and the Forklift affect KAS capabilities and range? I recall discussion about them counting as a number of helper kerbals and extending the range that a Kerbal can attach things with, but I can't find any specifics on exactly how many or how far.
  12. tsaven

    [1.3] - Modular Kolonization System (MKS)

    The problem with doing this is that it will shut down the converters in the event that you do run out of storage for recyclables. Because many people in the intermediate stages of playing with USI don't convert them back into processed resources, this would be a near-crippling behavior. If it works for your playstyle more power to you, but this would be an extremely detrimental change and I doubt RD would take it as a Pull Request. Post pics of your vessel and the right-click menu of the drill while it's running. If you've got high bonuses from onboard engineers or something, they can generate quite a lot more heat than you expect.
  13. I'd have to dig through everything again, but all of the parts were balanced against the spreadsheet that RoverDude put out. The big thing that limits the KPBS parts in terms of capacity and production is their physical size; if you compare then to the USI parts, the KBPS parts are far smaller in dimensions and RD's balance spreadsheet accounts for this.
  14. This is going to make a very common situation for me much harder I use your reactors with RoverDude's MKS for refining/manufacturing, for unmanned drilling and refining outposts. It's very difficult to predict exactly how much power the unmanned outposts will take (as it depends on a lot of ever-changing factors), so I'll over-spec the reactors and then once the outpost is landed and drilling/refining, I'll use the output slider for the reactor to turn the power output down so that it just barely matches power consumption and I can squeeze the longest life possible out of the EnU. To make things more complicated, having an engineer on board the vessel gives the MKS drills large boosts in output (with the matching increase in power consumption). So even if I did temporarily put an engineer on board to allow me to adjust the output of the reactors to match the power draw requirements of the drills, simply the act of having the engineer on board makes the drill draw a lot more power. So any adjustments I made to the reactor output while the engineer is on board would be completely thrown off the moment she left the vessel, because the power consumption of the drills would drop. I understand the need for more balance and to nerf control of the reactors in some way, but for me personally this would be a frustrating change.
  15. Did the reactors get lighter, or did the power output increase with the switch to .9? I'm currently on 0.9.8.