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About Kebral

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    Bottle Rocketeer
  1. MemGraph did help with spacing out garbage collection (I know it's kind of stale information at this point, but I confirm it works).
  2. Thanks JoE Smash. I'll try that out. Yes, I'm beginning to realize all this. Because I'm beginning to have a few assets here and there in the Kerbol System... mind you, not much compared to a lot of dedicated players out here, but enough that I feel the toll (i.e. garbage collection stutter) on my rig — which, honestly, is decent, and I know how to maintain a clean Windows install. It's great that Unity was here to allow such a wonderful thing as KSP to exist. It's somehow unfortunate that it was so successful when you know the weakness of the base it was built on! I'd like to see the specs of the computer that would completely make up for these problems... I think I'd rather wait for KSP 2.0! Which is bound to exist some time in the future. Right? Right?
  3. Thanks JoE Smash. Apparently the big issue of KSP as a piece of software. Haven't been aware of it — guess I'm must have been lucky all the way up to here. To think I'm going to have to tinker with *.cfg files really bores me in advance... oh well, what can you do? Stop playing KSP is out of the question! EDIT: as a follow up question: Alarm Clock is simply vital to my save game, but can I uninstall Kerbal Engineer without crashing everything (and see if the GC problem improves)? I ask because I have no real experience in modding.
  4. Hi Everyone, my system specs are: Intel Core i7-3930K @ 3.2GHz, 16GB RAM, running Windows 7x64, with an NVIDIA GeForce GTX 1080 graphics card. I finally took a stopwatch and can tell for sure that I get a 1 second game halt every 8 seconds, no matter what I'm doing or in what location of the game I'm at, as soon as I start the game and until I quit it. I can't tell since when it's been here. I installed Alarm Clock way way back, and more recently Kerbal Engineer, but I can't tell for sure whether it started after that. I've been coping with this for a good while now, but as missions get trickier, taking me further away from Kerbin, it stopped simply irking me and has begun to make me almost rage-quit a few times (competely messing up with a few crucial burns by happening at the exact wrong second...). Does anybody know where this comes from? Has anybody else seen a similar behavior? Thanks
  5. Ha! There it is. Using the Vis-viva equation, angular momentum is now constant! I get the same values for apo- and periapsis! Nice. Thanks a lot. The strange satisfaction of math... Very nice blog page Mad Rocket Scientist. Thanks for that too.
  6. Thanks for your replies! It's a few more fractions and exponents and parenthesis for my brain to process... I'll get back when I've played around with the vis-visa equation. Yes, I understand r is expressed as orbit radius, and not vessel altitude, that's why I write body_radius + vessel_altitude. Still I must have goofed some place. No particular example here, just pure theory. I'm trying to get results to match first before getting really confused applying them in-game...
  7. Hi Everyone, I'm having geeky fun with my HP-50g calculator, keying in all sorts of equations found on the Wiki pages. I know almost nothing in algebra/mathematics, but isn't KSP a nice place to learn? I'm on Entroper's Basic Orbiting (Math) Wiki page and there's something I don't get. If I know the altitudes of my apo- and periapsis, I can solve for the orbital speeds at the apsides with the orbital speed equation velocity = body_radius * sqrt( 9.80665 / ( body_radius + altitude ) ) which would yield one velocity for the apo- and another for the periapsis. Right? Now, further down the tutorial page, there are equations useful to solve for numbers in elliptical orbits, and they use a variable l (lowercase L) for the angular momentum. It is said that "l = m * r * v at apoapsis or periapsis", where I understand that m means the orbiting vehicle's mass, r its orbit radius (body radius + altitude) and v its orbital velocity. It says "at apoapsis or periapsis", so I understand value of variable l should be equal whether it is calculated at apo- or periapsis, but, using the two values for v found using the velocity equation discussed above, I don't get equal numbers. Are they not supposed to be equal? What am I not understanding?
  8. Ahem... okay well, sorry but I just answered my own question. Deactivating Avast did the trick. But I believe it could still be useful to those who get into the same sort of trouble, because it isn't intuitive that Avast should make your computer cold restart because of some game incompatibility. At least it's my opinion. And how could updating graphics hardware cause such a weird change in behavior? Whatever. My KSP works!!!
  9. Hi all, just got my Asus GTX1080 and I was stoked to test out KSP with his new gear. Of course, I installed the latest drivers from Nvidia right away. But (sad trumpet). The game systematically crashes badly during load screen, about halfway through the progress bar. When I say "crashes badly", I mean it instantly cuts power to the motherboard and restarts after a few seconds. From the POST screen. Then I downloaded the latest game version from KSP's website (version ID in the launcher is 2152), and things remain the exact same. I changed the graphics settings to "Minimum", just to see if a rewrite of the config file would make things better, but it doesn't. Any idea what's going on? PS: I'm playing vanilla KSP. I do have Avast anti-virus on at all times, although in gaming "silent" mode.
  10. Thanks. Absolutely wonderful. Nothing like your tutorial anywhere else on that matter. You know how to break things down and as a teacher (maybe you are one BTW), I can tell it's not an easy thing to do.