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Found 5 results

  1. Hangar - store your vessels until they are needed Support me On Patreon! Introduction Hangars are parts that can store whole ships inside. Stored ships are not docked but unloaded, which reduces part count considerably, improving framerate and memory footprint while allowing to carry out missions of great complexity. Aside from the hangars themselves the mod provides a set of utility parts that help in various usage scenarios. To further reduce part count, most parts (including hangars) have multiple integrated modules and resources that are balanced and often eliminate the need to add such things as batteries, lights, generators, probe cores and reaction wheels. Features Many different types of hangars for any application Most hangars may be rescaled to the needed size and proportions via tweakables Ships could be stored in hangars at construction time Crew and resources can be transferred between a ship with a hangar and stored ships Ground hangars have anchors for comfort use on low-gravity worlds An asteroid can also be stored in a hangar. If it fits, of course. And vice versa: a hangar can be made inside and asteroid! In addition, many utility parts are provided to help in various usage scenarios. For more information read: Documentation (partially outdated) ChangeLog Downloads and Installation Delete the old version of the mod before installing the new one. You may keep the config.xml to save positions of GUI windows. Before any upgrade I recommend you to backup your saves. Releases are available at: Spacedock is the main download page CKAN is now officially supported GitHub (including beta pre-releases, all releases and source code) Before using a hangar, study the list of modules that are integrated into it (RMB on part's icon). Many of the hangars have plenty of modules (like batteries, command modules, fuel tanks, etc.) to reduce part count. Don't worry, all is balanced by weight and cost, no cheating. Known Issues GUI: Dropdown lists show vertical scrollbars when there are too many items. But due to the implemented click-through prevention mechanism the scrollbars cannot be moved by mouse cursor; use mouse wheel instead. And curse Unity3D for the poor GUI API. Rovers: Rovers stored in editor have somewhat smaller dimensions due to inactive suspension of the wheels. So if you pack several rovers tightly into a hangar, and than launch one of them, the launched rover sometimes cannot be stored again into that same hangar with the "No room ..." message. Again: it's no bug, calculations are performed correctly, the rover's just got bigger. Mod Conflicts: none at the moment. Other: Removing Hangar in career mode sometimes corrupts the savegame (the user cannot enter VAB/SPH and so on). To fix such savegame see the HOWTO. Requirements Hangar uses KSPAPIExtensions by swamp_ig. This plugin is bundled with the Hangar. The ModuleManager is required. Recommended mods Extraplanetary Launchpads: big ground hangars are not suitable as parts for vessel construction and are too heavy to launch anyway. So the only meaningful way to use them is to build them on site. Throttle Controlled Avionics: if you're planning to build VTOLs and hovercrafts with spaceplane hangars, this mod (which I currently maintain) will help greatly as it ads automatic thrust balancing and altitude control. Editor Extensions: invaluable for vessel design. Even considering 0.90 editor improvements. Supported mods Hangar supports KSP Addon Version Checker. And some functionality and parts are added if the following mods are installed: TAC Life Support v0.10.+ adds life support resources and systems to inhabitable hangars, RemoteTech adds RT antennas and SPUs to controllable hangars, AntennaRange adds limited data transmitters to all hangars with integrated probe cores (thanks to [Kerbas-ad-astra](https://github.com/Kerbas-ad-astra)), Deadly Reentry adds Ablative Shielding resource to the Heatshields, Extraplanetary Launchpads adds a new Heavy Recycler model that fits the style of hangars. MKS/OKS adds the Substrate Mixer -- a converter that allows to turn useless Silicates and Waste into a useful Substrate resource. Unsupported Mods Asteroid Recycling Technologies is not compatible with the Asteroid Hangars framework. Both mods can be installed at the same time, but you cannot use the same asteroid both as a hangar and by ART machinery. Acknowledgements First of, I want to thank my beloved wife for her support, understanding and help. This work takes much time... I also want to thank: Taniwha for inspiration and advice. DragonEG for helping me to fix the friction problem. Kerbas-ad-astra for making AntennaRange adaptation. Thorbane for making Switchable Tank Type configs for support of USI (MKS/OKS, FFT, Karbonite, Karbonite+) and initial support of KSPI to Switchable Tanks. A record that I used to create propeller sound effect was obtained at Sound Jay. My patrons on Patreon. Thank you for your support! Kevin Casey Bob Palmer Ryan Rasmussen Matthew Zaleski Bart Blommaerts eL.Dude Layne Benofsky Igor Zavoychinskiy Issarlk Meiyo BP Jenna Mitchell Squiddy Ted Achenbach SCESW Patrice Hédé Steve Victory And here are the mods which sources provided me with an understanding of how KSP API works. And with working solutions in some cases. In no particular order: Extraplanetary Launchpads Kerbal Attach System Procedural Fairings MechJeb2 Kethane Fusebox CrewManifest TweakScale Kerbal Alarm Clock RealChutes RemoteTech ProceduralParts RCS Sounds Source code is licensed under the MIT License. Models, Textures, Sounds and other assets are licensed under the Creative Commons Attribution 4.0 International License, until stated otherwise.
  2. So this is not a new question; I've seen many other posts on the same general topic. The previous one with this exact title was a bit outdated, though, so I thought I'd open a new one. The question is: what can you do to improve performance of your game (outside of bying new computing kit). More specifically: what can you do to improve performance around space stations. The reason I ask is I've been having inconsistent results with my station designs. I've had massively big stations, 500+ parts, with reasonable (given the total part count of station, docking and approaching vessels) though not stunning performance: And then I've had this tiny station ... : (Modlist for above spacestation: https://drive.google.com/file/d/1vajct196DKoGFBZJ_YWFe_QXjAEuXLRe/view?usp=sharing) ... which sports an entirely reasonable 200 parts (including a few docked tugs) but drops my framerate down to single digits per second - and I didn't even try to make the rings rotate (the rings were just a convenient shape for getting stuff to orbit). So obviously, it's not just the part count, but the type of parts that matter. Some guesses as to what type of parts have the potential to affect framerate: Solar panels: they have to keep track of the orientation of the station relative to the Sun and, if they're the tracking type, adjust their angle. Docking ports: they may be scanning for nearby targets and adjust their behaviour accordingly. (Though the first pic shows a station with massive numbers of docking ports that nevertheless performed way better than the one in the second pic...) The USI Kolonization mod I'm using probably recalculates the current life support status of habitation modules every other. In the above stations I cheated by using the UbioZur Welding mod to reduce part count, by welding most continuous 'inactive' parts together (like adjacent crew cabins, girders or fuel tanks). Now theoretically this should reduce the load and therefore improve framerate. But I'm not a coder; I have no idea how the code for this mod works or how the code of the game proper has evolved since this mod was first developed. It may be that it's not just about the actual parts, but about the modules inside those parts, which aren't welded - I presume. So, mods installed, type and number of parts ... what else affects framerate? Can I - can we - come to some kind of consistent set of guidelines for constructing stations big enough to be worth having that don't cause you to grind your teeth at every docking manoeuvre? What parts to avoid, how to avoid them; what mods to install, and which mods not to ... I'd love to hear your advice and your experiences. Thanks! EDIT: Another thing, I forgot, that may have impact: settings. Like the max DT per frame spent on physics calculations. The Max DT was lower with the top station than with the one below, but I've been told that bigger is better in this case. Soit, I'll have to experiment with this a little. SUMMARY TO DATE: Limit the number of docking ports. Docking ports, especially unshielded ones, scan the environment for partners to mate with, which puts extra load on the CPU. Also, if you limit the number of docking ports, you'll be limiting the number of craft that are docked at any given time, which limits total part count. Limit the number of solar panels. All solar panels, not just the ones that actively track the sun, need to be able to calculate their position and attitude relative to the sun, and whether or not any obstacles are present between them and the sun. Limit the potential for fuel crossfeed. Modularize your station: all fuel (or presumably consumables of any given kind) in one section. See Starman4308's mention of Stratenblitz's video here. Following AlpacaMall's suggestion: limit the number of lights. I haven't had this problem myself, but I can see how lights might require CPU intensive calculations. And of course, try to limit the overall number of parts. Mods like UbioZur's Welding mod my help here, or things like the various Station Parts modules I occasionally see mentioned. Sure, you can build grandiose stations just for the kick of it; try and match Stratenblitz's Kerbol 0 if you dare. But if you're looking for something to use as a staging area and (re)fuelling post for forays into the system, then Simpler Is Better (which is what gave me the initial idea for the station in the first pic in this post: basically just a bunch of girders, docking ports and fuel tanks).
  3. Dear Forumites, I'm posting this question as I did not find any references to these topics. Basically: 1. Any idea if the Devs plan to allow multiple simultaneous vessels with active physics in different parts of the solar system? 2. What method would be used to simulate physics on ship parts? Will each be simulated independently (As in KSP1 which causes lag after a certain number is reached). Or after the ship is build, the physics will be rendered for just that ship, and all other attached parts will be graphically rendered but with different graphical destruction reactions and still be a part of just one unit. If these questions have not been asked/answered in the past or can't be answered yet, no stress, I understand! Thank you for any information.
  4. Due to an ongoing strike in the "hammers and welders guild" over conditions in the SPH/VAB (something about trucks constantly driving in a reckless manner through the workshop, apparently), the KSC has called for mission proposals which requires the fewest number of parts to be joined together. Two missions are planned: to Minmus, and Laythe. Both must be manned by at least one Kerbal, and both require surface samples (or in the case of Laythe a proven ocean sample may be substituted if desired) to be returned to the lab for testing. You are invited to submit your simulated mission results for one/both targets. Rules: Stock (+DLC) only parts please No physics abuse (including ladder/Kraken/drain valve drives) or excessive part clipping Mission must deliver a Kerbal from Kerbin to the target surface and back to Kerbin Number of parts is as defined in the VAB There will be a leaderboard for each mission, ranked by number of parts used. In case of ties, the lowest (launch) mass solution will take precedence. Per the official requirements for submitting, here is where a minimum of 42 parts has already been proven...
  5. Does anyone know of a mod with a docking port that will mate with any size docking port? Either one-size-fits-all or adjustable on the fly in situ? I'm trying to reduce part count and trying to have one docking port of every size is frustrating. Is this possible to do with module manager? Following a suggestion I tried the following, but it disabled all of my docking ports. @PART[*]:HAS[@MODULE[ModuleDockingNode]]:Final { @MODULE[ModuleDockingNode] { @nodeType = size0,size1,size2,size3 } }
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