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WarStalkeR

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    Bottle Rocketeer
  1. Unity 5 beta is here, go for it devs, start playing with it! And fall in love with it to switch KSP's engine from Unity 4 to Unity 5 P.S. I won't bother playing KSP when just 3000+ parts station lags horribly, while my PC (Core i7 3930 + 32 GB RAM + 2x GTX 780) has enough processing power, to work with millions of objects.
  2. Main issue in KSP's case is non-multithreaded physics, because even Unity v4 uses very old version of PhysX. I can feel it even on my beast of PC, which has Core i7 3930K, two GTX 780 and 32GB ram. While Unity 5 actually updates a lot of stuff they've been using till now, including latest PhysX, which supports now multiple processors, multiple cores and multiple threads by default. And Unity 5 brings a lots of stuff. PhysX and IL2CPP is just two things out of everything planned by Unity Team for Unity 5. I believe Unity 5 has required capability to greatly reduce time developers need to optimize game, since lots of applications will be up-to-date by default.
  3. It seems switching to the Unity 5 will solve this problem: http://feedback.unity3d.com/suggestions/multithreaded-physx
  4. Hello NathanKell, I'm using your mod to add different configurations to engines. And I have a question: If some thruster has has "ModuleEngines" node and "ModuleResourceIntake" node, can I, using your mode change both of these parameters with one configuration button? If yes, then please point me in the right direction (and right file if you have done same things).
  5. Hello NathanKell, It's quite awesome and epic mod. I want to know, does this version supports changing multiple MODULE and/or RESOURCE nodes within one configuration node? I will provide you example, so it will be easier for you to understand my question. For example "Engine X1000" in config file has MODULE for ModuleEngines, MODULE for ModuleResourceIntake and RESOURCE to store the intake. Question is: what I need to add to config file, in order just with one button to change two MODULEs and RESOURCE nodes?
  6. I have the feeling the eventually, after this plugin will be complete, KSP devs will just use it to integrate Multiplayer in KSP at core level...
  7. Question is how to use this function with .DAE files, so they can be rendered properly?
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