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Found 5 results

  1. So, I finally came back to playing KSP, gradually and carefully built my mod list... only to realize that the game is unplayable with my mod setup (nothing excessive, mind you - all fits under 2Gb). I have not "the latest and greatest" but still a pretty decent CPU, GTX780, 16G ram. EDIT: Removed "observations from prior versions" comment because I did proper testing with 1.1.3 and found that it was just false memory on my part - tendencies are the same in terms of slowness (except that 1.1.3 is ~25-30% slower overall). Now in 1.2.2 (identical behavior in 1.2.9, at least for those mods that work with it) I see huge performance hits. Example: a 300-part airplane on the runway: 1. Full stock: 50fps, down to 35 over ocean (btw, why such a drastic drop in fps, when there is little to render and nothing has changed in physics/parts?) 2. Scatterer: 48-35 fps 3. Scatterer + Kopernicus + SVT: 41-29 fps 4a. SVE + SVT (+EVE, Kopernicus, Scatterer)): 21-12 fps 4b. Same mods, but flying Aeris 3a: 60-44 fps (!!!) 5. KJR only: 31-12 fps (!!) So, these are heavy visual mods and one physics mod, so one would expect a performance hit (even though it was not nearly as noticeable in 1.1.3). BTW, at no point do I get 100% CPU core usage - at most it goes up to ~75%, with a couple more cores at ~25-30%. Graphics is definitely not the bottleneck either (see 1 and 4a/b above). So, what if we install a few essential and light-weight mods that should, in theory, have minimal impact on in-flight performance? 6a. MM, Toolbar, Better burn time, Better time warp, KAC, CCK, CRP, CTT, AGX, EasyVesselSwitch, EditorExtensions, KAS, KIS, MechJeb2, Docking alignment, Vanguard Parachutes, no KJR, same 300-parts airplane: 31-25fps (just a reminder - 50-35fps in pure stock). 6b. Same mods, but flying Aeris 3A: 60 fps (limit!!!). At some point I tended to blame the total memory footprint as being the culprit, but it does not seem to be the case - although total RAM consumption and part count (existing in game, not on vessel on in the scene) does have some effect, it is nothing compared to number of mod DLLs installed. Conclusion: what (tf) is going on here? Why mods that should not work on per-part basis (visual enhancements, utility non-physics mods) slow the game down proportionally to the size of the craft? And even if, for some bizarre reason, they are called on each part, why the execution is so slow for what is essentially just a few lines of code (from my long-past days of hands-on programming, this feels like every call to third-party procedures is wrapped in several layers or extreme debug exception handling - btw, no exceptions reported in the log)? Do you experience something similar, or perhaps you have 200 mods and more than 5GB in GameData folder and yet everything runs just as smoothly as in stock? Either way, please report your experiences here (keep it civil, avoid excessive quoting, and include your rig configuration and specific test results if available).
  2. Hello everyone, The public pre-release of the localization pack is here! It has been a massive undertaking to localize Kerbal Space Program in four more languages: Japanese, Simplified Chinese, Russian and Spanish. Around 4,000,000 lines of code carefully revised to catalogue all the aspects that needed to be localized and addressed. More than 82,000 words translated. 456 images created for textures and UI. 684 slides prepared for the KSPedia. For the past few months more than 20 dedicated volunteers threw everything they’ve got at the game in order to help us catch any error and to ensure that the KSP humor and technical accuracy was kept intact. They did an incredible job and we can’t express enough gratitude for their help, but now we need more eyes to help us polish the final details of the localization effort to ensure a high quality experience to all KSP players around the world. This test build is open for everyone before we officially release the update (1.3). You’ll be able to opt-in via the Steam betas and through the KSP Store. Naturally, you’ll need to own a copy of the game beforehand in order to access these builds. A Pre-release project has been made available on the bug tracker to report errors and/or unlocalized texts. Additionally, to facilitate discussions of the Pre-release branch we’ll be opening up a temporary sub-forum for feedback, but while talking about and exploring bugs on the forum is welcomed, we highly encourage you to use the bug tracker to ensure the team gets all your feedback. For more details of what and how to report, click here. If you need help to get the pre-release builds on your language, check these download tutorials to start playing (the KSP Store tutorial will be made available tomorrow, March 17th). Steam video tutorials: English Español русский 日本の 中国 But that is not all, throughout the pre-release phase, two “additions” will be inserted to the builds: Ambient Light Adjustment: A Boost value to the ambient light setting that can brighten the render engine settings to bring light into the darkness. Asteroid Redirect Mod: The official mod will finally be merged to the base game to add that extra facet to contract gameplay without needing an extra download - including the SENTINEL Infrared Telescope. For more details and the full changelog, check out the Pre-release Chagelog. Got any additional questions? Don’t forget to read our FAQ, now in five languages! English Español русский 日本の 中国 We’re almost there and we couldn’t be more excited. Happy launchings!
  3. Hello! I am having problems with the latest version of KSP (1.3.0). I am running 32 bit unmodded KSP (on steam) on a 32 bit version of Windows 10. The game just crashes when it completes loading. Would anyone tell me (if you know) if there's a fix without going to a older version of KSP? Thanks!
  4. I recently purchased the game and after I installed it i realized that every mod i tried to install would cause the game to crash. I have a friend whos had KSP for a while and I really like BDarmorys' mod. It was one of the deciding factors in purchasing the game. If anybody knows which mods will work with the new ksp 1.2.9 and if and when BDarmory will be able to be used also, I;d love to hear back asap. Thank you
  5. This thread is not for speculation. If you wish to speculate, please do so in this thread: Discussion of confirmed features is still welcome! ----------------------------------------------------------------------- Original post in spoiler below: Now that Squad has confirmed several things upcoming in 1.3/1.2.9 it seems fit to change this to a features thread. So, without further ado, let's begin! EXPERIMENTALS CAME THURSDAY, MARCH 16! Please report any features I missed to me! Expeimentals are for PC only. The changelog for experimentals can be found below: Confirmed Features 1. Localization. Talked about for a long time, this feature expands the demographic of the game to a larger part of the world, creating more revenue, which in turn means moar development! The devs have had to change and reorginize a lot of code to make localization work, such as biomes, science, vessel situations, and celestial bodies. The Kerbal name generator has also been overhauled to make it work for all four new languages. The four languages are: - Russian - Chinese - Japanese - Spanish 2. Intergration of Asteroid Day. The Asteroid Day mod, an offical Squad mod (that should totally be a catchphrase) that brought you the HECS 2 probe core and many other parts will be fully stock! So, the SETINEL Infared Telescope will be added, which is the "final part to make the main game" as all other parts in the mod have been added already. 3. Ambient Light Adjustment will also be added. This adds a "Boost" value to the ambiet light setting, which brightens the render engine, causing darker objects to become lighter. Yay for better screenshots! 4. Bug fixes. Something we always need. The most notable are the fixes of terrain seams (especially on the Teir2 and Teir3 runways), the correction of ablator darkening on heat shields, and flagpole interaction fixes. The save corruption issue on consoles has been fixed as well. See the changelog in the spoiler above to see the full list 5. New art. New art is being worked on for an undisclosed purpose. We have been told that they are working on a nebula, which might mean new background images or images to look at with a telescope. Eyelids have also been mentioned for animated Kerbals, so the Kerbals in IVA may actually be able to blink! 6. KSPedia additions. Tutorial videos have been made. 7. Adjustable sturts. Struts can now be picked up from both placed sides without deleting the premade strut, allowing you to edit your extendive strut networks. 8. Coherent contracts. Contracts will actually make sense now. Console Exclusive 1. Better UI. Radial menus have been added on console, for better compatibility with those platforms (via Bitworks). They also look pretty cool! However, more still needs to be done. The VAB tools are still unavaliable for use. DLC 1. KSP Making History. KSP's first paid expansion, this DLC will add all sorts of new features to the game to make it more fun and challenging to new and old players alike. Some additions include: - Mission builder. This allows you to create and plan missions for you or others to complete. You can add part, mass, price and size constraints as well as random failures. - History pack. A bunch of pre-made additions for you to complete. You can relive missions from mankinds earliest space exploration. - New parts. A bunch of new parts will be added like farings, fuel tanks, adapters, decopulers, and command pods. These new parts are inspired by the US and Soviet space programs. - New astronaut suit. - Personal Kerbal parachute. - Highly customizable and moddable. - Results and successes sharable with the community. - Simple building interface. - And more! Stay tuned for more updates as more information comes out about the DLC! For anyone intrested about the offical announcement, look in the spoiler below. Unconfirmed Features (talked about by the devs, but not a confirmed offical feature as of yet) None at the moment. Outside of game features 1. The bug tracker has been updated, so bugs can be more efficiently reported and squashed. If I missed anything, please say so (use @Garrett Kerman to alert me, otherwise I won't see it). You can also PM me if you wish. GK
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