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Hyomoto

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Everything posted by Hyomoto

  1. Hmm, I wonder if that's what happened to me earlier. Someone posted a few pages back about the ocean flat out disappearing, which I had happen, but the weird part was it brought my framerate to it's knees. I had been playing, reverting and quickloading fine. Once I recovered my craft however, it took me back to the KSC, the ocean was missing and the lag was awful. I returned to the title screen, which ran fine, but once I loaded my game again it had the same problem. Now it seems I have permanent black borders around the buildings in the KSC, even after a restart. Probably a conflict, but I just pulled out Scatterer for now rather than spend a couple hours trying to isolate it. It's completely awesome but it's in dev for a reason and conflicts are the be expected. I'll just check out the pretty pictures like I have been, I've still got EVE.
  2. Sorry for the bit of off topic-ness here, but since this is the only thread I could find where submarines were posted, could someone point me to further info? Does the latest bouyancy system allow for it or are people using mods/engines to propel themselves deeper?
  3. I've never had any performance issues like you are describing, rbray. I did some performance tests on several laptops a year or so ago for you, it ran fine on a Toshiba Qosmio with a GTX 560M and a 2630QM, let alone my more modern Asus G550JK with a GTX 850M and a 4710HQ which is nearly identical to the specs you described. I doubt you are looking for a bunch of computer advice, but it seems like you should be able to pull in the 40's at least unless you are building 200+ behemoths or using a 4k resolution or something.
  4. What can I say? Performance is good even on my laptop, there's a bit of slow down at high altitude looking straight at the ocean (funny enough, isn't that the complaint people always had with it?) but otherwise I get a sweet, sweet 60 fps. For those wondering and want to compare, it's a 6700HQ, 8GB (as if that matters) and a GTX 970M, resolution is 1080p.
  5. Holy moly, I guess it's a good thing I bought this shiny new laptop. Of course, still waiting for a 'stable' release so I'll settle for rbray's clouds for the time being but it's pretty sweet to know this is on the horizon.
  6. [img]http://images.akamai.steamusercontent.com/ugc/392173174173261580/E803D0C65F23BA6CADC930DE69D4205D6C71D303/[/img] What did I do? WHAT DID I DO?!? I LANDED A VESSEL WITH MORE THAN TWO PARTS IN THE OCEAN WITHOUT IT SWALLOWING IT WHOLE. That is what I did. [img]http://images.akamai.steamusercontent.com/ugc/392173174173330262/5BE9BB3FDB184D164BC2DB563ED1BDE508822F36/[/img] Then I said, what if it was also a boat! And then it was! Thanks Squad! Love the new water not swallowing up everything that touches it!
  7. Hah, I'm the opposite. I've actually been able to pare down my mods thanks to improvements in the game. I used to use DRE and FAR but now the basic aero and heat is acceptable. I use Antenna Range but the base game is getting that next too. So yeah, here's to hoping scatterer and EVE get replaced by the base game one day too!
  8. Is it just me or are these things ludicrously huge? Unless they are made out of graphene my brain says, "is it even remotely possible for that material to be contained in the pod it supposedly came from?" Probably I guess?
  9. I agree that planes and space planes have been getting a lot more love than rockets but they were also heavily under developed considering they started out as a mod, and even after inclusion, remained an afterthought until the new aerodynamics system was released. However, that isn't to say space has been fully neglected as probes and satellites are getting some love now too. I think it's more Squad expanding the horizons of the game and providing more choice. I know it's easy to get tired of the same engines but if you think the selection of thirteen rocket engines could use some love, planes had TWO for the past three years.
  10. I like Antenna Range, KIS and KAS as well as TAC. The issue that KSP will inevitably run into with veteran players is looking for something more to do, something more to plan for, something more to handle. Once you have the basics down, it's very much a game about planning. I've said it before, but that's what I like about your mod is it effectively turns time into a resource that can be used. Rather than just punish the player for an arbitrary metric, you can feel success and failure based on your own perceptions of your standing within the game: did you complete the challenges to succeed in your goals? Coupled with life support, a rescue mission is very much a race against the clock and one proper planning can either prevent or persevere against. I don't think those are good starting points for new players, but anyone who enjoys the game is very likely to start dabbling in one or more mod that adds further challenges and restrictions to the game. What I hate about TAC though is that it is SO FREAKING UGLY. It uses the most generic and uninspired models I've ever seen. I like what it simulates and how it does it, but it could use some massive love in the looks department.
  11. Not to be a buzz kill, but isn't this exactly the type of mod that should be in add-on development?
  12. I'm sure EVE and Scatterer are going to have to walk hand in hand, there's no possible way you can do that to the ocean and not have new textures for the land! It's all looking very nice. Now maybe someone else wants to tackle the proland trees then we can clip through entire forests!
  13. A comment made in the Witcher 3: it needs to be light, not impair mobility and be able to be donned without help. To which the blacksmith replies, should it also wipe your ass? You may be conflicting between what someone might wear riding into a battle, versus what someone might wear patrolling the walls of a castle at knight. You would be right to say ANY armor would be cumbersome after a long period. You'd also be right to say that eventually you'd get used to wearing it. I have a large winter flight suit which is somewhat restrictive in movement and weighs about five pounds. My first wearing of a year, and after having it on for a few hours, my back is usually sore like I slept funny. However, after about a week it's as natural to wear as my normal lightweight suit. Armor isn't really so different except just like my flight suit, it isn't meant to be lived in. That's where RPGs usually 'got it wrong'â€â€not that an adventurer might don armor to protect themselves but that they would make it their sole attire. That's something I like about the Witcher, most monster quests are laid out in such a way that you can gather information on the monster you are going to fight, and then tailor your gear for the battle. These types of interactions make the battles feel like more than just a bag of chips you gnaw through, so it's pretty easy to see a situation in which you might don normal travelling armor, but once you know you are going to fight some beast you prepare accordingly with a more complex set. Of course, this is more a musing on the implementation of the idea in a video game rather than what you might actually choose to wear so, for being on topic: It's most likely if travelling alone or in a small group I'd don mostly lightweight armor, and probably no more than a shortsword. The most effective defense against traps is the identification and disarm/avoidance thereof, a heavy armor is more likely to cause injuries or be abandoned if the trail gets rough. A nice pair of boots and some wool or leather trousers and overcoat would maintain dexterity, minimize fatigue and provide protection from the environment. If I were expecting to run into a fight, I might trade up for a long sword and probably don some basic chain mail, a helmet or skullcap and a buckler or other lightweight shield. Anything more would simply be too impractical, and impose heavily on all the OTHER items you need for travelling like food and water. If I were going to war and if it were available I'd put on as much armor as I was still able to move in.
  14. Probably audacity. I doubt you need much more than that. The samples are mostly just straight reversals.
  15. @Toadicus - No, performance hasn't been an issue but you mentioned needing a creative solution so I put in my ideas. I imagine most people don't have fifteen hundred satellites floating about, but usually that's what I plan for. I'm most certainly not insisting on more realism or complexity, I'm only speaking in the abstract. The nerd in me likes the idea of the relays talking to each other to form a living organism. I apologize for not meeting the fervor of your response but the basic idea I was describing is less of finding a path from each node back to Kerbin and simply nodes querying each other to find connections back to Kerbin. First I'd cache all transmit ships since those don't change often during the scene, and if they do it should be simple enough to add it at that time, or just grab the data directly from KSP and build a node table. Then, probably each frame, the next node from the list is selected and asked, 'do I have a connection to Kerbin?'. If no, check my recent connections if they have a connection to Kerbin. If yes, we're done. If the answer is no, or our connection is yellow, check all nodes in range and if they have a connection to Kerbin, or are connected to a node connected to Kerbin, cache it and give it an up time. If we check a recent node and it has no connection to Kerbin OR there is no connection to that node, reduce the up time. Since up time is basically just a priority search, as it goes down it becomes a less attractive target to check until it is pruned if it proves useless for a period of time. Once again, I'm not suggesting anything for this mod, but I think that would provide an interesting caveat to building relays in certain ways as nodes that are unreliable for periods of time are dropped as candidates, but might be searched as a positive connection once they are back in range. Certain odd constructions could lead to intermittent connection issues. There are plenty of flaws here but like I said, it's just a on-paper suggestion. The actual logistics of implementation is pointless since I was completely off about how you decide connections anyways.
  16. @Toadicus - I don't know exactly how complicated or interesting you'd like to make this, but let me ramble a bit in case it turns out useful! I assume you are using something like Dijkstra's algorithm or a brute-force search to find connections between satellites, but have you considered spreading this search out over a wide time frame? I'm sure you have to do this to some extent, but as the most recent test showed, a high density constellation can wreak havok. So, I suggest a sort of 'searching for signal' state for a ship/satellite indicated by a flashing Antenna Range icon. During this time it is pinging all satellites within range who report whether or not they have a path back to Kerbin, and caches the results. Depending on network traffic this might be quick, or if a lot of satellites are in this state, it might take much longer. Once it finds one that reports a path back to Kerbin, it applies a timestamp and a reliability rating. The rating is basically an 'uptime', how often, when asked, it has been a successful path. When it comes time to recalculate, it can priority search reliable and known good connections first and dump any low reliability, missing or just ignored options. This should avoid, to some degree, complex constellations going 'bananas' and in it's own way rewards building said constellations since high reliability connections back to Kerbin are prioritized over jumping across random craft. I suggest suspending operations during high time warp, as a drawback a lot of ships might have to drop into searching for signal once you've exited, but any high traffic zones: ie: constellations, should come back online quickly enough that it would be a minor nuisance if at all.
  17. Nothing spectacular, but always fun.
  18. I understand part of that except that should only be the case if I use the wing leveler since my relative direction is going to change. The question is about heading lock, the expected behavior is to lock in, for example, 315, and have it hold that heading. The only real time that would be an issue is when crossing over the poles.
  19. As far as that goes, there are long standing bugs in landing gear where compression causes them to bend or tweak just enough to cause you to roll out on the runway. It's extremely frustrating though it seems to be somewhat better now. I can say from experience it still exists though. There are other things that could be at play there as well, having your engine above your CoM will cause it to pitch forwards, which can cause undesirable effects during braking. I've been trying out some other landing gear and they seem to work just nicely, I'll have to do more tests to be sure but it does seem to only be the Fixed landing gear, at least as far as causing this particular issue.
  20. I hate to necro this post, but you know what this implies right? Blood and sweat refers to fighting in a war, or at the very least, suffering to a great degree. I realize your goal is to pat the creator on his pee pee but this is one of those cases of extreme hyperbole that needs to die a swift and painful death. No blood was shed over this mod. None. Zilch. You can just say thank you for your hard work and time. I think we're all fine if Nazari doesn't shed any blood in the name of this mod.
  21. I think you are right, it is not unreasonable. Few would jump blindly into a group conversation without getting a cursory feel of the topic ... except on the internet. This is the equivalent of someone walking into said discussion, blurting out a question and walking away without waiting for an answer. The level of rudeness involved is obscene. We can blame them, we should blame them and they should be publicly accosted for their poor manners. Considering how much time is spent on the internet, it's perfectly acceptable to set a standard of interaction. The issue is, as I said, they've already walked away to do the exact same thing somewhere else.
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