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Everything posted by DeadJohn
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That's already built into this mod.
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Alternate History: How Would Technology Develop....
DeadJohn replied to Spacescifi's topic in Science & Spaceflight
How would diseases operate in your theoretical world? Many diseases aren't the result of being "old" but rather build up over time. Things like cancer, clogged arteries, background radiation, or wear & tear on our joints build up over time. If the biological aging process halted at 30, people that physically look 30 years old might still be dying after 100 years of life. If diseases still work much like they do today, and evolved along with a modified humanity, people would not be immortal. On the other hand, if these magical humans are immune to disease, the world would be vastly different: No one would care about the environment because there wouldn't be any health ramifications from pollution. The entire world would be a Superfund site. Burn coal because no one can get lung disease. Use unshielded nuclear reactors because cancer can't get us. Nuclear weapons might be a commonly-used weapon because fallout wouldn't be a concern. Nuke your neighbor and immediately rebuild in their flattened cities. The world population would exceed the feasible food supply. The oceans would be completely depleted of fish. Economically powerful nations would have factory farming on a scale we can barely imagine, and weak nations would starve into nonexistence. Mandatory sterilization at birth might be a worldwide law to manage that starvation. Only a few people could have children to replace 30 years olds that died from murder or accidents. Old ideas would persist because the old people who hold those ideas would still be alive. Maybe we'd still be burning "witches". Society would change much slower than it does in the real world. -
Are you playing with or without mods? Without mods, RAPIER is the fastest jet engine but might not be able to reach 1800 ms as a jet. Use its rocket mode for the final burst of speed. 1800 ms risks nose overheating. Don't use the typical Mk1 pointed nose because it doesn't have high heat tolerance. Use a high heat tolerance air intake or nosecone, or mk2 cockpit despite extra drag. There are a lot of weird designs you can try without using RAPIER at all. You could try a rocket plane with droppable jet engines to shed weight after climbing, or try a normal jet with radial or wingtip SRBs.
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[1.12.x] Near Future Technologies (September 6)
DeadJohn replied to Nertea's topic in KSP1 Mod Releases
The 1st post in this thread has a "donate" button at the bottom. It goes to PayPal. Here's the link for your convenience but please be cautious about clicking random donate links. Only trust the top post. https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=ZG6JD4L8DN86S&lc=US&item_name=Chris Adderley¤cy_code=CAD&bn=PP-DonationsBF%3Abtn_donate_SM.gif%3ANonHosted -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
DeadJohn replied to Nertea's topic in KSP1 Mod Releases
Don't try to paste or attach the log here. Zip it, then share it somewhere online (Google Drive, etc.), then paste the URL here to your shared file. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DeadJohn replied to Nils277's topic in KSP1 Mod Releases
Supported mods are completely optional. It goes into gamedata the same way as most mods. I think it will work with just about any tech tree - all parts should end up in a node even if the tree doesn't have specific support for KPBS. -
This requirement, which I agree with, leads to an odd dichotomy for paid mods. Code-based mods have to provide a free link to the source code which means anyone can get the mod for free; you're only paying for the convenience of a compiled DLL. Artwork-only mods wouldn't have to share anything for free. Mod authors could then bundle unnecessary art file bloat into code-only mods, and add obfuscated extra code to check for those files, to prevent people from compiling the code on their own. KSP DRM. I don't have a solution just pointing out this edge-case issue. Agreed it's extremely complicated and I appreciate your donated time (without asking us to join Patreon to talk here, lol). I'm glad that you saw this thread because I created it partly based on your recent moderation of a mod that recently went paid. You deleted some posts will leaving others.
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Hi moderators, can you clarify something for me? It's clear that the forum rules ban modders from discussing their own paid mods. What's unclear is whether the rest of us can discuss paid mods. I didn't find answers in Community Guidelines. If a different user, not the paid mod owner, releases a free mod that has a paid mod as a dependency, can said user mention the dependency? Can we ask technical questions about paid mods? Can we discuss performance differences between a free and a paid version, or is *any* mention of the paid version by *any* user disallowed?
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
DeadJohn replied to Gameslinx's topic in KSP1 Mod Releases
Turning Parallax into a monthly subscription is IMO unfortunate. I might pay once but will never subscribe. If Parallax 2 is in development for a year it becomes a $66 mod. That's on top of a different paid mod that cost early adopters approx. $90 and counting. Common advice to keep canceling and renewing becomes too much micromanagement, and then provides an incentive to drag out release cycles with one development update per month. I hope planet pack authors continue to support Parallax 1.- 3,087 replies
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- totm oct 2022
- terrain scatters
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(and 3 more)
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Do you play with mods? If yes here are some fun timewasters: Design a brand new KSC using Kerbal Konstructs. Build an airbreathing jet (without any engines that can run in space, or if you have a dual mode engine carry no oxidizer) to flyby Mun. Mk2 Expansion has a hypersonic engine that can get enough airspeed to do this. OPT spaceplane parts might also be able to do it. It's challenging to eject from Kerbin at just the right time but even failures can be fun. Make it a drone because your vessel is likley to get lost in space. Have you ever played in career mode? Try it.
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Thoughts on JNSQ for less experienced players?
DeadJohn replied to TwoCalories's topic in KSP1 Mods Discussions
There's no "correct" way to play KSP. If you have a strong desire to go interplanetary soon, I recommend doing it in the stock system before moving to JNSQ. Transfer windows are an important concept to understand and stock is more forgiving than JNSQ. The main gameplay difference changing to JNSQ is that staging becomes more important. In stock, it's fairly easy to reach orbit with a moderate 1 or 2 stage rocket. JNSQ orbital velocity is faster than stock so 2 or 3 stages are more common. I like that change because JNSQ rockets start to look more like actual rockets. -
How to "pause" KSP so it doesn't hog GPU in background?
DeadJohn replied to PT's topic in KSP1 Discussion
I was facing a similar situation where I wanted KSP to actually pause in the background. I don't think there's any game setting for it but Windows can do it with a few steps. You can either use Windows Performance Monitor to manually suspend/unsuspend KSP when you put it in the background, or run PsSuspend.exe from a command line or batch file. Details in this thread: https://forum.kerbalspaceprogram.com/topic/225772-ksp-running-in-background-windows/?do=findComment&comment=4415492 -
I see a "__LOCAL" folder in your gamedata. Are you playing on Mac, or is that an artifact of a bad mod installation? Your link is just a screenshot of gamedata. The log file is missing. Please detail how you "moved" KSP. For example, did you replace your old SSD with a new SSD, did you add a 2nd SSD and copy KSP to that 2nd drive (Windows would still be on the original 1st drive), or has your system had multiple drives for a long time and you merely relocated KSP to a different pre-existing drive without any hardware changes? I'm asking because hardware issues or Windows installation might be contributing to the problem. If KSP is taking other programs with it as KSP crashes then I suspect a larger system instability. If you added an SSD, copied your original SSD contents including Windows to the new SSD, then removed the original SSD it's likely that Windows isn't configured quite correctly.
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Your problem of "spinning faster and faster" might be phantom forces. That problem can be triggered by offset parts or by EVA construction. Offsetting and EVA construction are usually safe IMO, but sometimes the game gets confused and acts like one part is gently pushing against another part. The vessel accelerates forever. One way to maybe fix the problem is to go into VAB and detach then reattach parts.
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KSP running in background Windows
DeadJohn replied to DeadJohn's topic in KSP1 Technical Support (PC, unmodded installs)
I found a reasonable way to accomplish what I want. PsSuspend.exe is a Windows utility that can fully suspend a program. It's part of SysInternals Suite which is a free download on Microsoft Store or from another website. After installing SysInternals I created 2 batch files to suspend and resume KSP as needed. Suspend: pssuspend "KSP_x64.exe" Resume: pssuspend -r "KSP_x64.exe" While suspended KSP uses 0% CPU and GPU. I've tested PsSuspend in orbit and from the VAB and it has not crashed KSP yet. Windows Performance Manager (perfmon.exe) also allows tasks to be suspended by picking the program from a list. -
KSP running in background Windows
DeadJohn replied to DeadJohn's topic in KSP1 Technical Support (PC, unmodded installs)
My concern isn't about in-game performance or wearing out the PC and power supply. I'm trying to avoid wasted power draw while the game is minimized in the background not actually being played. Why don't I just shut down the game? Heavily modded KSP takes a long time to restart. If I'm playing KSP and need to do temporarily do something else on my PC for 30 minutes, I greatly prefer to leave KSP loaded. My CPU is rated at 65W but might be higher because Intel shennanigans and the GPU is 230W. When KSP runs in the background, let's say while in the Space Center view with the <esc> pause dialog shown, it's using only 10% CPU (a trivial 6.5W) but 50% GPU (a much more significant 115W). That extra 115W means my PC is pulling more power and needlessly heating the room and requiring further power waste on air conditioning while KSP is in the background. Nvidia drivers have options for customizing foreground and background fps. AMD drivers (6700XT) only seem to allow one fps setting which gets used for foreground and background at the same time. -
When I alt-tab out of KSP the graphics keep running full bore even though they are not displayed. I'd like to configure things so the GPU wastes less power when KSP is in the background. Is there a KSP, Windows 11, or AMD graphics driver setting that let's me do something like automatically lower the frame rate to 5 fps when KSP is not the foreground process? I can manually control the frame rate but it's a pain to manually redo that setting with every alt-tab. I've already tried a few things that didn't seem to work. My system still puts a fair amount of load on the GPU if I press <esc> to pause before alt-tab, or if I load a simple KSP screen like the mission control contracts. Any suggestions?
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@Fanta_RacerMaybe the Tweakscale Rescaled fork will work better for your use case. That fork is supposed to be able to handle more parts without any Companions or Uberpaket. It's on CKAN. I suggest doing a full backup of your KSP folder before changing Tweakscale forks just in case the transition breaks old vessels.
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ISRU does not run in background, but Ore drills do.
DeadJohn replied to OldMold's topic in KSP1 Mods Discussions
@OldMoldI would try removing SystemHeat. I don't know if it's responsible for the problem but it does patch ISRU so that makes it a suspect. If the problem persists, consider using the HyperEdit mod as a workaround. You can use it to refill tanks whenever you feel that enough time has passed for working ISRU to have done so. Cheating to get past game glitches isn't really cheating IMO. -
I usually type the real rocket/satellite/etc. name. If that gives too many things I'll use multiple terms. Most of my KSP time is in career mode. During early career finding parts is easy because so few things are unlocked. Late career or sandbox mode is when things get ugly, trying to track down that one "Saturn" part in a sea of hundreds of parts. BDB differentiates capsules and lifters with different names, so if I'm having trouble finding a "Saturn" part I'll use BDB's names "Kane" or "Sarnus". Science experiment names also get a lot of use. I'm unaware of any mod that allows clicking an experiment name to see all parts that offer it, but typing part of the experiment name often works. So I'll type "gravi" or "magnet" into the search box. Rockets with multiple variants in different diameters can be a pain. Saturn of course with all its different parts, but also to a less extent with things like "Atlas" with 1.875m parts and conceptual parts at 2.5m. The advanced filtering buttons also get a lot of use. If I'm trying to decide which engine is best for a new rocket I click the engine button then a 2nd filter button by fuel type. I think filter extensions and related mods provide that functionality.
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@StarKerbol Did you find a fix or workaround for your problem? I see that others already mentioned clipped parts. EVA Construction, attaching parts to an existing ship, can also trigger mysterious acceleration. Clipping and EVA Construction are usually safe but when they go wrong they can go very wrong. Another acceleration-like problem I've seen might be due to KSP math rounding errors. These drifts are usually small but sometimes a trajectory that was going to enter a planet's SOI changes without warning, turning an intercept into a miss. The game setting include orbital drift compensation but that doesn't always prevent the problem.
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I am happy to report that this change nicely interacts with screenshots taken by the Historian Expanded mod. When Historian is set to autohide the GUI, any open TUFX window doesn't show in screenshots. That used to not happen; Historian couldn't hide the TUFX window.
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You already mentioned Near Future Spacecraft. Did you also look at Stockalike Station Parts Expanded Redux SSPXR? SSPXR has some 5m command modules. Artwork style is similar to Near Future Spacecraft and you can toggle many parts between white metal, white insulation blanket, or gray metal skin.
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I assume you mean the tiny distant shadow of the capsule. That's similar to how my game looks and I don't know if you can do much about that. IMO distant shadows look too dark but it's never bothered me enough to try adjusting it. Scatterer has a lot of settings.