Volt

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About Volt

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    I believe I can fly, I think.
  1. It's not ideal but I guess it works - it's not ever going to be a joystick and TrackIR but then it's also free and community made so hey, it's still great.
  2. I've been trying to use that way, but it's behaving oddly in IVA. In IVA you right click once for free look and again to re-fix your view, and that knocks the control point back to centre for some reason.
  3. I'm finding this pretty cool for flying. However, I'm wondering what other users of the mod do when they wish to look around; flying in chase mode is all very well until you need to sight a runway or target. I'd love to have £40 spare for trackIR equipment, but I'm not sure I do.
  4. Is it possible for me to reduce the number of Kerbals required to satisfy a crew rotation contract? It's asking me to uplift 4 Kerbals as a crew to replace my 2 Kerbal crew on the station. I ask you, how many sensible rockets have a 4-Kerbal crew? Edit: Looks like it glitched out and ticked off that requirement when I recovered the existing 2 crew. Odd. Edit 2: Okay so this is definitely an issue. I even forced the contract to complete and then it immediately threw me a contract to 'crew the station now you have finished constructing it' which was odd given I'd just sent up three Kerbals to crew it. I'm not bothered that it's misbehaving but I am somewhat annoyed that the crewing requirement is 4 - there are three types of Kerbal, and the highest sensible crew capacity for a vessel is 3 without going nuts with hab containers etc.
  5. 1.1.2 even less stable than prerelease

    I find the PhysX solution quite feasible. I mean, these crashes never happen randomly as such. They happen when performing a random action such as attaching a part or docking a craft. There's got to be an action or actions that are triggering this, and probably they were added in 1.1.2
  6. 1.1.2 even less stable than prerelease

    Bets on getting up to 1.1.5 much quicker than we got to 1.0.5.
  7. Tell me about it with the frequent updates. I installed about 40 mods yesterday, discovered I couldn't play due to excessive GC, and today they bring out another mod-breaking update with plenty of spaghetti-code bugs to come with it. Lovely! I love the naming convention of FAR though; so many important people in Air Eng really have never been credited. Even just here in the UK, there were many, many lead designers and innovators in the 30s-50s who get almost no recognition in history.
  8. They managed to break a surprisingly large amount of stuff... spaghetti code due to the pace of the final days of 1.1 dev and patching?
  9. 1.1.2 even less stable than prerelease

    Ahh, so some of the 'all my mods are broken again' antihype is people not being informed. Phew!
  10. 1.1.2 even less stable than prerelease

    Have all the mods rolled over and died again - has anything significant changed?
  11. There's something in the changelog about garbage creation for the Part.Update() function. I'll do some testing later but I may have to deal with the ever-falling-down fence in my garden first.
  12. Well, this is my Gamedata folder, unchanged since I ran GCM earlier: So yeah, with lots of mods. I mod-sniped a little bit by removing all mods and trying it with just one, but even with just B9 and dependencies installed (a fairly large mod in RAM footprint but not plugin footprint) the GC was nuts compared to no mods. I imagine it is a lot to do with unoptimised code from modders, especially after all the rushed fixes for 1.1. It's worth noting that the GC measurements were taken without any parts inserted and the major GC issues start only when entering one of the hangars for the first time, but without any parts being added to trigger the stutter. It only gets worse.
  13. So we're in for the long haul, then, is what you're saying. No overmodding for the time being - in fact, very little modding at all - for those of us who get a headache from poor FPS and stutters. krakens - I've been waiting for 1.1 for months then 1.1.1 for another couple of weeks, and now I have a super-overpowered PC here playing War Thunder and Tonks. Great. Edit: I've also just confirmed - just to make sure - GCmonitor indicates it is indeed GC that's causing my stutter. The 'garbage' is going up at a rate of about 20MB/s which is just incredibly bad. KSP is the only game I know of that has this problem, despite playing several games on the Unity platform. I wonder what their solutions are?
  14. Problem is, I do only really suffer from it with mods. It's noticeable in the FPS graph without mods, but the overhead only becomes untenable when extra RAM usage is put on. At the same time, I'd argue that this bug is preventing comfortable use of mods, which is supposed to be a feature of KSP - let's be honest, SQUAD themselves can't be expecting people to play their stock game forever and their efforts to assist modders are proof of that. So yes, we do need to demonstrate that the problem originates in stock, but I think it should be emphasised that the stutter is preventing modded, rather than stock, gameplay and thus limiting the experience of a lot of players who don't play stock (ie, those of us who have played since the early days and are understandably looking for a wider experience)
  15. Ahh, so it's possible - with our new increased spare RAM overhead - to limit GC to a longer period for 64-bit installs? I mean, every 10 minutes an extra stutter would be no worse than autosave. It's definitely a case of raising awareness.