Eskandare

Kerbin Side Remastered [1.0.1] [1.7.3]

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Posted (edited)

When I add this mod to KSC Extended, my FPS lowers by 10: from 64 FPS to 54 FPS. I've tested this multiple times and this mod is really somewhat resource-heavy. Is there a way to fix it?

Based on my tests, KSC Extended "eats" less than 5 FPS (EDIT: 13% of the total framerate) without Kerbin Side, which eats additional 10 (EDIT: also 13% FPS).

I probably should have asked about this in the KSC Extended thread.

Edited by Krzeszny
semantics, percentage

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Posted (edited)
7 hours ago, Krzeszny said:

When I add this mod to KSC Extended, my FPS lowers by 10: from 64 FPS to 54 FPS. I've tested this multiple times and this mod is really resource-heavy. Is there a way to fix it?

Based on my tests, KSC Extended "eats" less than 5 FPS without Kerbin Side, which eats additional 10.

I probably should have asked about this in the KSC Extended thread.

Are you using an old version of KSR? The only things that ate up resourced were some of my old anomalies recycled from my "TopSecret" mod, they had colliders that ate up a lot of resources. I used simple geometry and low impact colliders. I even remade a lot of the anomalies to prevent GPU drag.  

Edited by Eskandare

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9 hours ago, Eskandare said:

Are you using an old version of KSR? The only things that ate up resourced were some of my old anomalies recycled from my "TopSecret" mod, they had colliders that ate up a lot of resources. I used simple geometry and low impact colliders. I even remade a lot of the anomalies to prevent GPU drag.  

I use the CKAN version.

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Is this compatible with JNSQ?

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7 hours ago, Krzeszny said:

I use the CKAN version.

Hmmm okay I believe that should be CKAN'ing from the SpaceDock repository, so you should be good. The only thought I have with the FPS drop in accordance with KSR is animations. KSR has a few constant animations like radar rotations.

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On 5/15/2020 at 12:59 PM, alberro+ said:

Is this compatible with JNSQ?

I have tried this with JNSQ and everything gets spaced out. I, too would like to see a config that fixes that, but it's the modder's decision. As it stands, I can't use it, as I only play with JNSQ.

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On 5/22/2020 at 8:22 AM, DJ Reonic said:

I have tried this with JNSQ and everything gets spaced out. I, too would like to see a config that fixes that, but it's the modder's decision. As it stands, I can't use it, as I only play with JNSQ.

Things are spaced out because JNSQ's Kerbin is *not* the same place. :)  I made the same mistake -- some KSR bases are freaking awesome, though -- so a "patch" to put them in better places would be great, but it's not proper out of the box.

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Posted (edited)
On 4/8/2020 at 1:01 AM, Sokol_323 said:

Can we add the old Kosmodrome mod to Kerbinside? I love the assets with the giant pit in the ground.

I moved the Kosmodrome to Woomerang to play a Soviet/Tantares career. To solve the problem with craft exploding I learned just enough Blender to create a launchpad plug so that the rockets (or Modular Launch Pads) sit on top of the pad instead of down inside.

49999322077_88d087a51d_w_d.jpg49997704663_a0ee4c3914_w_d.jpg

A stockalike flame pit would be great, though.

Edited by CaptKordite

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Posted (edited)
20 hours ago, CaptKordite said:

I moved the Kosmodrome to Woomerang to play a Soviet/Tantares career. To solve the problem with craft exploding I learned just enough Blender to create a launchpad plug so that the rockets (or Modular Launch Pads) sit on top of the pad instead of down inside.
 

I read your blog The-sky-calls. This prompted me to move the Kosmodrome to the KSC 2 site. I launch quite a lot of missions from there. And in the game KSC 2 is often associated with the real Baikonur, and even bears the name Baikerbanur in some mods. And this mod, Kosmodrome, is the best fit for the launch pad there. My screenshots. And thank you for the idea and hint of the implementation.

6qwn.png

6qwq.png

6qwu.png

Edited by Sokol_323

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