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Mephane

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Everything posted by Mephane

  1. I have tried all these things. Everything from all effects deactivated, to application controlled and even all maxed out (32x AA makes no difference to the alternating flickering colors of the orbital lines). I've even tried downgrading to an older driver as well as reinstalling the newest ones, too.
  2. I have recorded a few seconds of me zooming out of Jool, every single orbital line is subject to this effect:
  3. Recently I got a new computer*, instead of AMD card (HD 6970) I once again am back to NVidia (GTX 780 Ti). I am quite sure my issue is caused by some setting in the NVidia Control Panel (or at least something outside of the game), but I have tried so many of them now that it must be something (or a specific combination) that is just too obscure for my limited knowledge. Basically, lines that are smoothed out by antialiasing are still subject to significant aliasing which flicker heavily under movement or camera rotation. I immediately saw this on the KSC buildings where all the edges at first glance looked like AA were simply turned off. Alas, I have tried and checked and AA is happening - if I really turn it off then I see that it is bare, unsmoothed pixels. KSC with many edges still aliased despite AA being turned on (I see this regardless of whether I have it on application controlled or forced through the NVidia Control Panel): So AA is doing something, but either it or something else is then messing it up. The most prominent example of this effect is the orbital line drawn in map view: Before: After: This is different from the known issue regarding jagged orbital lines due to some antialiasing being enabled in the first place. If I turn it completely off, the effect is the same. I am seeing similar effects in other games, too (Warframe, Elite Dangerous), so I am also quite confident this is not limited to KSP, but here I have a clear example that is also obvious in still images. For reference, these are my current settings. I have tried out everything under the AA settings, from everything off to everything maxed, application controlled, override application settings, enhance application settings... I found a Youtube video of someone else having the same issue in an entire different game (look at the handrails in the background): ---------------------------------------- *i5-4670K, 16 GB DDR3, GTX 780 Ti, Win 8.1 Home Premium 64 bit
  4. They paid so well and gave so much science that I had most of the tree unlocked without ever going beyond Kerbin orbit. I eventually deleted my first 0.24 career save because I found it quite ridiculous that most of the time I was just strapping together weird contraptions just to test the same parts again. My next save I wanted to do no part testing apart from what I could complete along the way, then those contracts started appearing again, where you put 3 parts on a capsule, hit spacebar once and go home with a few thousand extra funds and 100 science...
  5. As the title says. Currently I feel flooded by the various "test this part under conditions XYZ" missions, which sometimes even make sense to do in this way (example: testing LV-1 engine in orbit = use it on a satellite), sometimes leads to initially hilarious, but eventually irritating missions. Like, the first time I sent contraption consisting of a pod between a S3 KS-25x4 and a KR-2L engine into a suborbital trajectory, with dozens of parachutes in order to recover this rather expensive test "vehicle", it was a good laugh. The fifth time sending up some big part for a 6 digit sum of money feels rather boring. What I'd hope is that these missions are reduced in frequency, and in in addition we get scientific missions! Examples: Measure the temperature near the North Pole. Find out whether Minmus has gravity. Retrieve a goo sample that has been landed on the Mun. Bring back home a rock from Duna.
  6. Just restarted Steam: It's happening!
  7. And that even after proxmate's attempt to unblock. WHAT THE H...ypetrain?
  8. What makes you think it would mess with mods or saves in the first place?
  9. And it shall be named... the Clawcopter!
  10. Yeah, I agree, an improved efficiency would have helped that engine much more than stronger thrust.
  11. If your intention was to prove that there can be enough boosters, then you just achieved the opposite, since now I am wondering how fast this contraption would get if it consisted of multiple stages like that...
  12. I don't think so, otherwise you could not pick up one of a set of symmetrically placed items on an existing file you have loaded and have the editor grab the entire symmetrical set.
  13. Get the craft file here. I have always been in love with this simple yet stylish rocket design, and finally wanted to recreate it in KSP. Control groups: 1 = toggle rocket motor 2 = toggle landing lights 3 = toggle ladder A few things you should know: - The rocket only flies with the debug menu (Alt+F12) -> Infinite Fuel (optionally Infinite RCS). It was assembled without the debug menu, however. - To properly control the ship, select the large probe core above the engine, and "control from here". Control from the lab module is upside down because I had to rotate it by 180°, otherwise Kerbals would appear upside down when the rocket is landed and they climb out of the door. - To even have Kerbals inside, you need to add them manually to the lab module before launch. The rocket has no conventional pod. - Atmospheric control is not ideal, but since the Skipper Engine is vastly overpowered for this small ship, just launch vertically and do your gravity turn very late.
  14. I think the lab would be much more useful if it could recover 100% science of any experiment, but at a very slow pace.
  15. I was pleasantly surprised how little intake air it needs to still operate. I managed to still run on air at ~30km altitude with 4 radial intakes on full throttle, that's like 0.05 intake air available, maybe less. Normal jet engines flame out at 0.1.
  16. The game runs much smoother now for me, the optimization is really tangible. The tweakables look great, I like how stuff like landing gear position is actually displayed that way when set to "deployed" in the VAB/SPH. P.S.: Obligatory Mun Landing, 0.23 Edition:
  17. Does that mean spaceplanes finally become viable without air hogging? Because that is the one thing that kept me from making them, I always felt stupid when I started stacking intakes and decided to wait for properly balanced spaceplane mechanics.
  18. Cardboard and duct-tape. It's only a model, after all.
  19. Sounds like Kerbals have evolved from Warhammer 40k Orcs. Which is a good thing.
  20. I second this. I hate it whenever a company decides to release some information or hold some form of community interaction exclusively there. It's not out of some sort of hate against reddit*, but I think that all important stuff about a game should be on the official site and forum. I don't want to hunt around between twitter, facebook, reddit, a dozen gaming news sites etc. to get to the good stuff. *Though I find reddit to be one of the websites most awkwardly laid out and difficult to read and browse, along with facebook. I guess it's me as others love it, but I always have a hard time to find the important stuff and official posts over there.
  21. See this thread. The science reduction due to transmission is not forfeited, but simply remains in the pool of science points a given biome has. In other words, it just takes more transmissions than sample returns to receive all science from a specific place, but the total sum is the same if you exhaust the biome.
  22. We need to develop AGI as quickly as possible, put it on a satellite, upload KSP to the satellite, and have the AI play KSP in space, forever. Then the purpose of the universe will be fulfilled.
  23. That design is pure genius, I love it. I was also thinking about using drop-pods to bring science to the surface of some of the planets, I might try out your idea, too.
  24. Literally, I mean. I have a simple craft, the core consists of, from top to bottom, a small parachute, 1 man capsule, SC 9001 Science Jr, FL-T400 fuel tank, and a LV-909 engine. Slap on some landing legs, batteries, solar cells, an antenna and the smaller science instruments (thermometer etc.) and this is a decent science craft to land on Mun and Minmus. Now all it lacks is the mystery goo container. This thing is mounted radially and weighs a whopping 0.15 tons. On single Kerbal craft or probes this is huge, even if I cram everything else that is radially mounted (solar panels, batteries, antenna etc.) on the opposite side, it never adds up to the same weight. Yet a second goo container is effectively dead weight, and quite a lot at that, too. At some point I considered the radially mounted parachute, but then the craft would fall over upon touch back on Kerbin, with the risk of breaking stuff, too (plus it is awkward). If I mount the goo container on top of the capsule, I have no good place for the parachute, because you cannot attach stuff to the goo container because of the way it operates. How do you balance it out? Or do you just bring two of them all the time?
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