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Sabazi

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    Bottle Rocketeer
  1. I was under the impression that ksp tends to be cpu-limited, what with the single threaded physics.
  2. I'm not sure if this is the right section for this, but I'm having trouble with trying to overclock with KSP. I'm trying to use Intel's extreme tuning utility to make KSP a bit more playable. I've used the app-profile pairing to pair KSP with a CPU profile that should basically force the computer to overclock one core while letting the others idle. It worked, with the single core getting up to 3.2 GHz, but only while KSP was loading. Once the game loaded it dropped back down to 2.4 GHz, though it still only seems to have one core active. There's no improvement in my fps. Does anyone have an idea about what's going on?
  3. I'm pretty sure "killed by CO2 toxicity" is the message for running out of EC. If you look at the OP, it says that Kerbals need electricity "for air quality and climate control." Basically, to run the fans/CO2 scrubbers. Incidentally, you don't need storage for any of the waste types, and it's pointless unless you have a recycler part. If you don't have waste storage it's 'vented into space' and you don't have to worry about it.
  4. Here: https://www.dropbox.com/s/715jzsa074buzzb/settings.cfg?dl=0 I'm not aware of anything relevant that I've changed.
  5. I'm running KSP 1.0.2 with it. Saving about 400 mb.
  6. I'm having an issue with the Mini Vector jet engines. It isn't displaying the correct thrust in the SPH, and when the runway completely loads, they're immediately active and half throttled.
  7. I'm getting a rather odd issue in 32bit that reinstalling both the mod and the game itself hasn't fixed. The thermal turbojets and thermal rocket nozzles appear active in the VAB, with the normal rocket plume and another at 90 degrees. http://i.imgur.com/DJvQzev.png Vessels with them also seem to get hit by the kraken at a bit over 1 km up. Anyone know what might be going on?
  8. I'm not entirely sure what it means, but I got a message on the start screen saying "LoadOnDemand has detected a problem and might not work properly. Failed to create NativeBridge, even legacy mode!Contained ex..." I am using a number of mods, though.
  9. Question regarding converters: if I leave a ship unfocused for long enough to use up the onboard supplies, but it has converters that would allow it to last longer, then I refocus on it, how does the plugin interpret that? Basically, do I have to keep switching to a ship for the converters to work properly?
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