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martinborgen

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Everything posted by martinborgen

  1. I made another thread for my issue, but i consistently never get above 10 fps exept rare hiccups. Unless the ship is 8 parts or so.
  2. I have framerates extremely rarely above 9. A spaceplane or rocket at 100-ish parts is usually between 2-4. Task manager shows processor load (for each logical core) to be no more than 16-20%, ram is not full (about 2,5 - 2,7 GB for KSP), and hard drive activity is very low. Running KSP, latest update via Steam, on a (from dxdiag): Windows 8.1 64-bit (6.3, Build 9600) (9600.winblue_r9.150322-1500) ASUSTeK COMPUTER INC. System Model: X550JK BIOS: X550JK.303 Processor: Intel(R) Core(TM) i5-4200H CPU @ 2.80GHz (4 CPUs), ~2.8GHz Memory: 8192MB RAM Available OS Memory: 8076MB RAM Page File: 3545MB used, 6321MB available Windows Dir: C:\Windows DirectX Version: DirectX 11 DX Setup Parameters: Not found User DPI Setting: Using System DPI System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Disabled DxDiag Version: 6.03.9600.17415 64bit Unicode Intel(R) HD Graphics 4600 Manufacturer: Intel Corporation Chip type: Intel(R) HD Graphics Family DAC type: Internal Device Type: Full Device Device Key: Enum\PCI\VEN_8086&DEV_0416&SUBSYS_178D1043&REV_06 Display Memory: 1792 MB Dedicated Memory: 32 MB Shared Memory: 1760 MB Current Mode: 1920 x 1080 (32 bit) (59Hz) Monitor Name: BenQ E2200HD DVI Monitor Model: BenQ E2200HD Monitor Id: BNQ790C Native Mode: 1920 x 1080(p) (60.000Hz) Output Type: HDMI Driver Name: igdumdim64.dll,igd10iumd64.dll,igd10iumd64.dll,igdumdim32,igd10iumd32,igd10iumd32 Driver File Version: 10.18.0010.3496 (English) Driver Version: 10.18.10.3496 DDI Version: 11.1 Feature Levels: 11.1,11.0,10.1,10.0,9.3,9.2,9.1 Driver Model: WDDM 1.3 Graphics Preemption: DMA Compute Preemption: Thread Miracast: Supported Hybrid Graphics GPU: Integrated Power P-states: Not Supported Driver Attributes: Final Retail Driver Date/Size: 3/18/2014 05:10:38, 26168168 bytes WHQL Logo'd: n/a WHQL Date Stamp: n/a Device Identifier: {D7B78E66-4756-11CF-5B7E-8737BBC2C735} Vendor ID: 0x8086 Device ID: 0x0416 SubSys ID: 0x178D1043 Revision ID: 0x0006 Driver Strong Name: oem7.inf:5f63e534dd929195:iHSWM_w81:10.18.10.3496:pci\ven_8086&dev_0416&subsys_178d1043 Rank Of Driver: 00DA0001 Video Accel: ModeMPEG2_A ModeMPEG2_C ModeWMV9_C ModeVC1_C DXVA2 Modes: DXVA2_ModeMPEG2_VLD DXVA2_ModeMPEG2_IDCT DXVA2_ModeWMV9_IDCT DXVA2_ModeVC1_IDCT DXVA2_ModeH264_VLD_NoFGT Deinterlace Caps: {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend D3D9 Overlay: Supported DXVA-HD: Supported DDraw Status: Enabled D3D Status: Enabled AGP Status: Enabled Card name: NVIDIA GeForce GTX 850M Manufacturer: NVIDIA Chip type: GeForce GTX 850M DAC type: Integrated RAMDAC Device Type: Render-Only Device Device Key: Enum\PCI\VEN_10DE&DEV_1391&SUBSYS_178D1043&REV_A2 Display Memory: 4039 MB Dedicated Memory: 1991 MB Shared Memory: 2048 MB Current Mode: n/a Driver Name: nvd3dumx,nvwgf2umx,nvwgf2umx,nvd3dum,nvwgf2um,nvwgf2um Driver File Version: 9.18.0013.5286 (English) Driver Version: 9.18.13.5286 DDI Version: 11 Feature Levels: 11.0,10.1,10.0,9.3,9.2,9.1 Driver Model: WDDM 1.3 Graphics Preemption: DMA Compute Preemption: DMA Miracast: Not Supported by Graphics driver Hybrid Graphics GPU: Discrete Power P-states: Not Supported Driver Attributes: Final Retail Driver Date/Size: 5/12/2015 08:27:22, 15858728 bytes WHQL Logo'd: n/a WHQL Date Stamp: n/a Device Identifier: n/a Vendor ID: 0x10DE Device ID: 0x1391 SubSys ID: 0x178D1043 Revision ID: 0x00A2 Driver Strong Name: oem47.inf:0f066de33b1d74a7:Section217:9.18.13.5286:pci\ven_10de&dev_1391&subsys_178d1043 Rank Of Driver: 00DA0001 Video Accel: n/a DXVA2 Modes: DXVA2_ModeMPEG2_VLD DXVA2_ModeVC1_VLD DXVA2_ModeH264_VLD_NoFGT Deinterlace Caps: n/a D3D9 Overlay: n/a DXVA-HD: n/a DDraw Status: Enabled D3D Status: Enabled AGP Status: Enabled
  3. Strictly, no it isnt an SSTO. But why does it matter? What authority are you trying to impress? May very well be that its cheaper to drop some tanks than bringing then to orbit and back.
  4. I dont' use FAR, and have no problems whatsoever. I seriously don't understand what this whining is about? Call me alphaesque or whatever, but really, I have launched the most unaerodynamical rockets and not have any bigger problems than a nuiscance.
  5. Capture an asteroid an put it in orbit around Ike. Extract ore from Eve and deliver it to Gilly. Test [whatever menial decoupler here] on an escape trajectory of Jool. Tough the daftest I've ever seen (but declined) was Mine ore from some moon of Jool and deliver it to Jool.
  6. Haha, thanks. Well, that brings the ultimate question - why would I need to go anywhere?
  7. I just love the Idea of two rovers! But I'm afraid my CPU don't. Here's my rover solution, but I don't know how to embed. http://imgur.com/a/L8Tda
  8. OK, bug was replicated, by the following steps: after launching a rover-base to Duna (without switching craft), I got the contract for a said base fulfilled. Then I proceeded to switch to my orbiting duna station, transmit the science that had built up. Switched to my orbiting Ike station, transmit science. Switched to Minmus station, transmit science. Switched to Mun station, realized I had no scientist there, no science to transmit, so I went back to space center. Checked out mission control, and no contracts - saved game and quit. I should not that after seing the contract fulfilled on the surface of duna, I never once hovered my mouse over the contracts tab in the UI. I run windows 8 64 bit. KSP.log https://drive.google.com/file/d/0B-rO2rdIDe4cUTJLNkF3ZDhOaDg/view?usp=sharing Output.log https://drive.google.com/file/d/0B-rO2rdIDe4cMGxpQzhiS21YNUU/view?usp=sharing
  9. in theory, 3 legs is more stable, but you will need them spaced further apart to enable the same ammount of tilting craft without falling over. Four legs would be susceptible to the wobbly table syndrome, but since legs have shock absorbers, it's not much an issue - same reason your car wont' wobble. (of course, many moons have to weak gravity to pull landers low on their shocks, but then your SAS will keep you stable)
  10. Interesting desingns! However, while I also made similar ones, the problem I find is to make them get off the launch-pad! Just because I find it's so hard to balance a long rover, with all the wheels on one side, and with aerodynamics and whatnot.
  11. Its not really unrealistic, to go 1km/h your planes wing should look more like SR71 or BellX.
  12. The "a vessel with this name already exist, do you want to replace it" is bugged, as in if you click any of the answers, you will select any piece behind it. At least in the VAB, constantly happens with zero exceptions.
  13. Happened to me two times. one was when a lander ditched it's interplanetary stage - but only if the lander was on a "crash course" towards the planet below (duna). Dropping the stage while on a stable orbit made the kraken go. Other time, I (think) I was on a stable orbit, albeti eccntric, around Eve (I was about to land though, so I'm not sure). Opening the service bay alleviated the problem, mostly. Next time, I'll get a log.
  14. Oh, this is moving on the pad. I haven't gotten the thing to duna yet.
  15. Interesting. I built a big behemoth today, an upright towering thing. It has enough TWR to lift from duna (I think, depends on atmosphere and poodles), I hope it's enough to lift from duna to orbit (no mods or calculations here). Will check by comparing with my current duna lander.
  16. I'd be suprised if it worked like that in game, but engines have worked as heatshields for me before. Their heat tolerance is pretty good.
  17. I just accepted a contract to build a station duna, on wheels. I fiddled around with an idea of a mobile refinery, but i couldn't get a design that seemed plausible. The first desing was basically am upright 126 ton mining lander but had weels. The wheels broke almost immediatly on testing at kerbin. (three times the G, I know, but I think it might be similar performance on duna due to wobbling anyways. ). The second was a lay-down verision, that would have to perform a tilt manouvre after or before landing (I've done both), but I generally find the problems with these to balance the darn wheels, and get the thing to orbit. I am lacking inspiration of wheel bases. What do you use them for, what configuration, and so on?
  18. the 88 is great for transmitting a 490-ish batch of science from a lab.
  19. I have noticed three times now that suddenly all my active contracts disappear. A common circumstance has been interplanetary missions, with multiple ships involved (one for the main planet and one for the moon). Also, a roundtrip among my science labs in orbit around the Mun, Minmus, Duna and Ike (transferring the science). They do not show up as failed or canceled (I haven't canceled or failed a single contract either) I run a completely unmodded and up-to date install via Steam, on a WWindows 8 laptop.
  20. what's with this flipping thing? I never had any big problems with it! Happened once or twice, but only minor nuisance.
  21. Interesting. I'm more into overbuilding things, and I reckon even a single engine is going to cost 20% of that. Fuel is also expensive? picture?
  22. Yeah, I often do an asparagus where you drop outer boosters one by one, but the core is a bundle of three, five or even seven, to maintain positive TWR... I also arrived at the sollution refered to as bamboo-staging before the term was coined, like many others I'm sure, but I found that for the first booster, it's ....e to pendulum-fallacy. For my first mun landers, I use it often, as the landers have plenty of thrust, so I just stick a tank beneath it.
  23. I find there seems to be a bug where if the nav ball is hidden, clicking these buttons have no effect.
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