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DartBoris

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Everything posted by DartBoris

  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.
  14. Thanks a lot for that , this really makes KSP look juicy. Colours are much more intense. About ram usage - didnt notice any significant change. p.s: steam f12 screenshot doesnt work , it just makes picture without this FX. Guess it cant photo the injector layer
  15. I also met an evil bug , when opening doors was glitched. When I pressed "open" it teleported to open position and started closing animation. This was not a firespitter.dll problem: bug started without installing new firespitter , I think it's some mod conflict. Anyway , I found a solution for this bug , maybe this will help other players: in cfg files for both parts find startEventGUIName = Open service hatch endEventGUIName = Close service hatch //toggleActionName = Toggle service hatch Delete first 2 lines , remove // from 3rd line This will make only default option available "retract" and "deploy" , but thats a low price for working part. I think this bug is caused by conflict , which makes part forget what position its in , so making button a simple switch helps.
  16. Is it possible to add small onmi antennaes for kerbals on eva ? Have seen this asked before , but no answers. It looks like EVAing kerbal is "[kerbalEVA]" part , but it's not just an ordinary part , I can't add antennaes like on stock probes (ModuleRTAntennaPassive) via remote tech config files. However there is vanguard mod , which adds parachutes to kerbals , and it does so via dll. Maybe someone already tryed to add onmi for eva ?
  17. Tryed new version , added all mods (exept warp plugin folder , still freezes on it) - works just fine. Memory with version 1-2 was about 2.7G , with 2-3 it's now 2.5G Parts look normal , however I tryed it thru teamviewer on mobile , thus may missed some glitches.
  18. Looks like new version freezes loading WarpPlugin (KSP interstellar) folder stuff , had to add entire WarpPlugin folder to ignore list. Just for feedback)
  19. "No space today...once again..." - decoupler upside down at orbit achievement stage "This is baaad" - entire lower stage doing hurr-durr wibbly-wobbley , but I'm waiting untill actual destruction to activate abort sequence
  20. Awesome tree idea , however in my opinion there are some problems , expesially in the beginning. 1. There are people who like starting career unmanned , maybe put stayputnik and basic omni antenna in the electricity or even in logic ? 2. Without vanguard's personal kerbal parachutes its about to unplayable in the start. No shutes for control pods , no decouplers or liquid engines for landing, and (look above) no probes. 3. Overall start is pretty grindny , first decouplers are far away (have to use heatshields as decouplers) and have to repeat all kerbal biomes when i get 1 more science device. But in other parts the tree is well done , separated categories for stuff is genius. And one more question - does this tree actually work with interstellar part upgrades? Like upgrading radiators to graphene when reaching "experimental electrics"
  21. Genius! No more using metal truss boxes in the middle of the vessel to hide Goo and other large stuff inside , away from deadly atmosphere during reentry No more chrismas-tree style ships.
  22. Maybe not the most effecient way, but easiest for me. 1. Get to somewhat nearby distance , even 10 km is okay. Kill all relative velocity to <1m/s 2. Aim just at target , get 5-10 m/s (depending on distance) relative vel , velocity vector must just aim at target vector on navball 3. Fly =) Use rss in translation to keep velocity vector on target's vector. 4. Slowdown at 100-50m , killing rel vel to 0 again. 5. Switch camera to chase view , point just behing the ship - this will help a lot with rss translations , they will become intuitive as WASD 6. Slowly coast to the point 10-15m from docking port normal , like on docking trajectory. Stop once there. 7. Point docking port , burn small speed and dock. Use rss to keep on docking trajectory. RSS on low-power (capslock) can help.
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