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Posts posted by iSilver
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Hi guys let's do a little fun survey.. Name your best top 10 addons (in order from the best to less good) that you can't play without this year.
One more thing, module manager doesn't count coz it's required by most mods to run properly. Ok, here goes my list:1. KIS (+module manager obviously)
2. Kerbal Engineer Redux (KER)
3. Atomic Age (nuclear engines + some parts)
4. Modular Fuel Tanks
5. Radar Altimeter (dark side landing? No problem)
6. Precise Maneuver (maneuver node fine-tuner)
7. Time Control (coz my RL time is precious)
8. Tweakscale
9. Planet Shine
10. Mechjeb 2 -
I'm 32 and my design priorities are (in order from highest to lowest):
1. Function
2. Survivability (redundancy)
3. Fuel efficient
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I have (almost) used everything for experimental flights and only one part that is less useful: the Hydraulic Detachment Manifold decoupler. Most of my boosters or external tanks are not that big though.
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If you are ok with mods, try Atomic Age. One of the engine features "hot mode" for extra thrust at sea level.
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...and I'm living here where summer is 24/7 whole year with occasional wet rainy weeks. Not to mention its usually around 30+ degrees celcius when the sun is hanging above my head.
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7 hours ago, Padishar said:
The MS documentation for this option indicates that it disables the use of the XSAVE instruction in the Windows kernel. Nothing to do with AVX as far as I can see, it concerns the saving of the processor state so is only relevant to CPU context switches.
It does disable the cpu extended states (AVX+, FMA, F16C) by disabling the use of xsave instruction.
Here, with AVX enabled and disabled AIDA64 FPU mandel (double-precision fp) benchmark results:
AVX on (normal windows):
AVX off (xsavedisable 1):
CPUID bit readings:
Just run any AVX/AVX2/FMA optimized benchmark with both settings.
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Mostly Prepar3D and BeamNG.
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I ran several fps tests with a 175-part rocket+lander and no noticeable difference between AVX (normal) and disabled AVX (xsavedisable 1: disabled AVX in Windows 10). Both result in consistent fps range of 60 to 70 (unlocked framerate & no vsync). My 3570k doesn't support AVX2 though.
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I've just found out that Unity 5.x Physx 3 actually runs with two code paths (SSE2 for older/value cpus and AVX for newer/mid-to-high cpus).
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My science and refueling station, with one engine to adjust its orbit if necessary.
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6 hours ago, sal_vager said:
Hi @iSilver, KSP is limited to what the Unity3D engine supports.
Hope this helps.
Thank you @sal_vager
Turns out I don't need those latest extensions yet, keeping my 3570k for now.
Much appreciated.
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Does KSP utilize AVX, AVX2, and FMA3/FMA? Or still on SSE2/SSE4 codes? I'm thinking of getting a new cpu optimized for some physics based games like KSP and BeamNG.
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31 minutes ago, pellinor said:
Most people who say this phrase have no idea what it actually means. First and foremost, scaling would be optional and support would need to be done by the authors of the part mods (today most patches are supported by me). Which means that many mod parts would just not be scaleable anymore. Stock support would be reduced to the smallest common denominator (like tanks, aero and structural). Any functionality that has its quirks (like scaling crew capacity) would be cut out. Last but not least, no updates between KSP versions. Is this really what you want?
The upside would be one folder less in your GameData.
i wasn't aware of this. Of course I don't want this but are you saying that you made all of these mods scaled parts by yourself? I thought it was all parameters scaling only. I'm not sure about how visual parts scaling works, custom made textures or just... zoom-like scaling
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Thank you for this brilliant mod, I'm using this mod along with Tweakscale.
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Tweakscale and Modular Fuel Tanks are the best mods ever, so much flexibility. These should be made stock.
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On 10/28/2016 at 6:53 PM, Padishar said:
Well, the highlighting sort-of works with AA turned off though some parts don't seem to highlight and the highlighting also seems to get occluded by some parts. I've already mentioned it to some Squad folks in IRC and, as soon as they tell me where best to report it properly, I will do...
Hi, could you point which option that I should disable to reduce every 5 secs ingame stutter? I'm having exactly same issue, stock KSP 1.2
Thanks
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BeamNG and Prepar3D.
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Halo gan, main ksp dari 1.05 , sekarang di 1.2
Post Your Satellite Designs
in KSP1 The Spacecraft Exchange
Posted
Well, most of my "satellites" are quite huge. Here's my interplanetary quad relay:
Mun biome scanner:
Kerbin biome scanner: