Jump to content

DartBoris

Members
  • Posts

    42
  • Joined

  • Last visited

Reputation

8 Neutral

Profile Information

  • About me
    Rocketeer
  1. Sorry if I didn't search it well enough , but http://i.imgur.com/PU5kr7N.png Is that okay? Original cloud texture 49MB , .imgcache 87MB Tryed deleting cache / reinstalling mod = all the same. Takes over an hour to recompress it all , most time on theese textures. Clouds are from Astronomer's pack. Same with all textures in this folder. UPD: Not sure if that's okay , but if I disable ATM work on that folder I'm getting massive ram usage. And without theese textures at all it's -700mb ram usage.
  2. More than part count actually docking matters for me. I can make three 50-part ships , dock them to each other and lag to hell. Something is bad with optimization. Or my mods. Or make 400-part spear , full of solar panels,batteries and science and have green timer. Also , for some reason , any ship lags at altitute 45 to 30 at kerbin. No idea why (tryed tweaking water render options) Tryed playing with nvidia options , the most helpfull one for me is setting "pre-rendered frames" to 1, freeing some CPU Also , AFAIK unity's physics is singlethreaded , making i7 with virtual cores suffer (dont know about new 4xxx and 5xxx series , but on older ones disabling hyperthreading helps) Stuff like moving ksp to ramdisk or separated core does not help a lot, new unity's multithread physics may help.
  3. I had the same problem , looks like OpenGL uses cpu much more. However , setting max frames per sec to default and disabling vert sync helped a lot for me. UPD: Also in nvidia control panel I set "max pre-rendered frames" to 1 Also tryed putting ksp on a separate cpu core where is nothing else. But theese are not complete solutions , game still goes to "yellow time" slowdown with any rocket bigger than 400 parts (or 2-3 docked crafts in space) Waiting for unity multicore physics =)
  4. I think TimeControl can change delta time ingame However you have to do this manually every time But I'd like the ability to force some object "on rails" without timewarp (I have lot of stuff in KSC , really laggy to take off large rockets untill reaching 2.5 km. Also , station. Force them on rail and enjoy docking in normal time rate , but will need a workaround for docking itself)
  5. Does this tree keep original Interstellar's node names to make part upgrades work? (afaik it works like that)
  6. The problem is in the fact its too easy to access. My KSP loads about 10 minutes (very old hdds) I will just be too lazy to wait, retrying stuff will be faster Anyway , will train self-control.
  7. Thats the problem! Too weak. Just made awesome lander , nearly got to Moho...and missed like 5% fuel to land normally. So instead of using quickload and trying to land more efficient I just added some fuel. And now feeling myself a sinner.
  8. Hello there I have a somewhat strange question: is there a way to disable debug menu partially? (inf. fuel/rss/evarss)
  9. Is there a way to make "Potentially Hazardous " even more dangereus? I mean increase chance of setting into kerbin SOI Guess the best way will be adding one more group and getting it's parameters close enough Currently far from pc , cant test yet , so 2 questions plz: - Does CA support changing config "on the fly" , without reloading game? - Looked into default configs , everywhere "centralBody = Sun" , does multi-central body spawn configs work in current version? (want asteroid belt around gilly ) P.S: nevermind with central body question, read the readme file =)
  10. Tryed forcing both DX11 and OpenGL Packed some mods: Standart KSP (ATM 3.1 , Dx9c) = 3.2 GB ram usage at startup DX11 (same ATM 3.1) = 2.1 GB , problems with switching to fullscreen and borderless window , texture and font glitching OpenGL (same ATM 3.1) = 1.4g GB at startup. Smooth , no crashes yet , fonts are normal This is really amazing , will continue play on OpenGL to check any bugs. http://i.imgur.com/QeehU4d.jpg Specs: Win 7 x64 i5 2500 GeForce 650 ti 8 gb 1333 ram
  11. Yeah , thanks for advice! Hitchiker was half black too.Aswell as this small fuel tank below. Reinstalling squad folder fixed it and science lab.
  12. Im getting some weird graphical problem with science lab , half of it is nearly completely black. My first though was boulderCo texture compressor , but I tryed removing it , all texture cache and reinstalling station science after all. - No effect. All other parts from this mod are normal. Maybe someone met this problem?
  13. 1. Decoupler upside down , or attached to engine to it's low point. Seriously , switched to separators only. 2. RemoteTech: Ok , I just need to change main antannae to focus another relay , switch target to notarget.....derp 3. Lack of sepratrons. Or abuse of sepratrons , which kill central stage with exhaust. 4. 1000 m/s delta-v ? more than enough to land to Mun from low orbit and get back to Kerbin! .... And most funny , placing 2 sats on prograde and retrograde 5mn orbits for remotetech stuff. Making their orbits nearly perfect match (except 180* rel. inc.) , and getting sat-deployer vessel destroyed by retrograde sat.
×
×
  • Create New...