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Found 5 results

  1. 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 The previous one with this exact title was a bit outdated, though, so I thought I'd open a new one.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)
  2. 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 an
  3. 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 eliminat
  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 result
  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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