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About Nnimrod

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    Bottle Rocketeer

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  1. It seems like I could use the filters to perma prune all parts that aren't part of a given mod, is that the case? And what happens when a texture is used by two parts, one of which I have perma pruned, while the other is in use?
  2. I'm making a tech tree mod, and placing and balancing every part. For balance reasons I don't want any parts there that I haven't put there, and for memory reasons I don't want the game loading any resources it won't be using. How should I handle mods that add many parts that I won't use, but which add some parts that I absolutely want? Like for instance BDB. The point being that I don't want to load a bunch of textures and models that I won't be using. Option 1. Don't use those mods, and instead redistribute only the assets required within my mod. The issue with this is that not a
  3. Pretty cool, I think I'll give it a try.
  4. I really like your models, and I really like anyone making stuff from the early days.
  5. So is scott manley saying your name correctly? "Nertee"? If so then I have not been.
  6. Title basically, does anyone know if KSP scales any differently than might be expected with DDR3 vs DDR4? Or with different generations of processors? Ryzen and up CPUs first intel? What about win 7 vs 10? Different generations of nVidia cards? Do RTX cards see any benefit? I suspect that it probably scales about the same as any other physics heavy unity game, but if anyone has some experience benchmarking it or knows of an article on it I'd appreciate it, thanks. Just as a starter tidbit, I had for years 16gb of very fast DDR3 (2666c11, Hynix MFR) with my 4790k, and recently
  7. How much work would it be to attach an explosion to a part failure event? Preferably with a MM configurable random delay. So when your SRB part fails, the warning shows up and between X an Y seconds later it explodes, with explosion strength scaling with the failed part's mass.
  8. So one of the biggest, and least addressed issues with balanced and engaging career gameplay is failure to adequately model the economic challenges that real space programs/rocket companies face. With that in mind, could a mod that checks for various things which modify entryCost, and then returns a modified entryCost be made? Consider two example engines, engine A and engine B. Engine B is a related descendant of engine A. The mod checks to see if engine A has been researched, and if it has it checks for a module called "EntryCostMod" or something like that within engine B's .cfg.
  9. A somewhat conspicuous omission to the list of compatible and incompatible planet packs is JNSQ. Starting with a stock 1.11 install, GU and JNSQ both work fine alone, but together they cause the game to stall while trying to load the main menu. Has anyone else had this issue?
  10. Has anyone tried using JNSQ with galaxies unbound? Each works fine on it's own, but the game stalls and won't load the main menu when both are installed. I'm working with 1.11 and a clean install, other than EVE and scatterer.
  11. Got GU set up with Singularity/EVE/scatterer on a clean install and I've got to say the graphics from singularity are as good as advertised. Excellent job! Now to get it working with JNSQ and GEP...
  12. Do you know of any mods that use these graphics atm? That are likely to work on 1.11 that is.
  13. Thanks very much. I didn't know there needed to be commas between values. I'll try this tomorrow.
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