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KSP2 Release Notes
Everything posted by Derpotron
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Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: i7-7700k | GPU: GeForce RTX 3070 | RAM: 16GB DDR4 During atmospheric flight, SAS will overcorrect in a way that seems most prominent in roll, but also will at times be strong enough to destroy craft on the runway. Wing authority below 10 deg. seems to be the only method of correcting this in-flight, and while reducing control surface does work to a degree, almost all aircraft (especially if not perfectly balanced) will experience cascading stability failures that do not occur in manual flight.
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Here's what I've found helps: VRAM is mostly used for texture preloading, and since KSP loads almost everything when a scene is loaded, some mods like Distant Object Enhancement or Physics Range Extender can cause issues. If not, I'd try messing with a single visual setting without touching other ones. I mean, it takes a hot minute to load when we mod KSP but I think that some mods and settings have an outsize effect on performance due to big textures and rendering bugs. I'm running a 1080 Ti with 11GB of VRAM and I still run it around 90% full, even though my CPU/GPU cores are below 50% usage. I'll see if I can pagefile some of the RAM allocation and update, but otherwise I don't have any real solutions.
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[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
Derpotron replied to camlost's topic in KSP1 Mod Releases
Is a 1.0.5 release being developed? Also, how is the new afterburner mechanic going to change the way the pack works perhaps? Would be nice to be able to have realistic propulsion with the new models. -
Hey Hellblazer! I have a good picture here and would be very, very happy if you were to do your magic! 1920x1080 picture.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Derpotron replied to BahamutoD's topic in KSP1 Mod Development
I'd think that the best way to set up the AI is to test them out on your planes and adjust accordingly. I mean a super maneuverable plane is not very effective in the hands of an AI that can only turn at 1 degree a second. I think that the plane is the trick. -
The Elcano Challenge : Ground-based circumnavigation
Derpotron replied to Fengist's topic in KSP1 Challenges & Mission ideas
Is Eeloo Elcano challenge a thing? Because I'd love to try to do it. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Derpotron replied to BahamutoD's topic in KSP1 Mod Development
Playstation 2 breaks Oh noes Try not to cry -
I would love to participate! Gimme the contacts and stuff, and I'll comply.
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Ok guys so here is my attempt! I got Jeb out and that somehow messed up the F3 panel but the other 33 pictures should serve as proof. Totally stock, no oxidizer, nothing. AND, I did it in *just* under 1 hour. By 38 seconds! I love KSP - - - Updated - - - How the heck do you guys get up to that fast without burning up? I found that 1200m/s was my top safe speed. (quite quickly and abruptly, actually)
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Discussion thread - BD Armory AI tournaments
Derpotron replied to colmo's topic in KSP1 Challenges & Mission ideas
Oh my god this is a great idea just let me go and make a fighter for this! -
Today, I set up a space station with the exclusive purpose of just having a station. Because you know what, why not? Who doesn't want a station? Weighs over 100 tons though. Getting just the core into orbit was a job and a half. Used a 500 ton launcher. At least it worked:D.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Derpotron replied to BahamutoD's topic in KSP1 Mod Development
I have a question, When a cruise missile is fired, and the target will be or is out of physics range, will the cruise missile still pursue or will it fail to continue? Because I think something really cool would be the ability to fire cruise missiles from >20km away and be able to see them coming in to hit a target. Or maybe being able to remotely target and fire the missiles with communications. Ah, these are just some ideas. Anyways great job so far! Everything looks good. Big fan of your work! -
hello to the world of kerbal space! today the game begins
Derpotron replied to Haxsis's topic in Welcome Aboard
Nice! With docking, travel to other bodies is a lot easier. If not already, try to go o the Mun! It's a fun place to start your interplanetary adventures at. -
https://www.dropbox.com/sh/w9doszmzkvt274e/AABhXYPjBMraA5R1GOrf1M6ca?dl=0 Crash report of my up to date .25 save. Running: EVE Extra planetary Launchpads Firespitter JSI MechJeb Interstellar There are some other mods but mostly .dll s for all of them. Thanks for reading!
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Derpotron replied to BahamutoD's topic in KSP1 Mod Development
Sorry to ask but I think the pack would be much nicer with assorted bombs, or maybe even modular or customizable bombs (And missiles, anyone remember the customizable missiles mod?). Sorry if it's too much to ask but just an idea. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Derpotron replied to BahamutoD's topic in KSP1 Mod Development
How do you actually change the size of the model? I would like to know. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Derpotron replied to RedAV8R's topic in KSP1 Mod Releases
Sorry for the late reply. I looked at my GameData and saw there was no Real Fuels. Installed the mod. Works fine now. Thanks for the advice! -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Derpotron replied to RedAV8R's topic in KSP1 Mod Releases
ISSUE KSP stops loading when it reaches squad/Parts/Engine/engine3. Before, RedAV8R files did the same. Can exit and quit KSP, KSP just stops loading where it is. STEPS Install all the required mods. Load up 32 bit KSP (64 bit can't run half of these mods). When using only 1 version of module manager you can see there are 948 patches, 80 hidden. Loads until about 3/4 of the way through, then stops loading. The bar stops going. No crash. WHAT I TRIED -Install Active Texture Management. -Uninstall all unnecessary mods. -Uninstall all but latest Module Manager. -Remove RedAV8r files that were causing the game to stop loading before. -Install Aggressive Active Texture Management. -Lower render settings via launcher. OTHER COMMENT With 16GB of RAM on Windows 7 64 bit, running KSP 32 bit, I can't see what went wrong. I see other people installed more mods, and it still works fine with them. Thank you. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Derpotron replied to BahamutoD's topic in KSP1 Mod Development
Sorry to digress from the chat but here are a few parts to try out maybe (A mod to a mod). I created them as a concept and they are either horribly under or overpowered. -Guided Bomb This bomb has missile thrust enabled, without smoke though. I think I might have put too much thrust on. I also tweaked the explosion size and force. -Warhead This is a modified stock nosecone with the bomb module added to it. I made it really powerful. Don' use within 200 meters of anything valuable. -GAU-12 I just renamed the part, made it shoot 15000 bullets a minute and made it tolerate less heat, do less damage, made it less accurate and made the bullets slower. DL link below. Read the README. https://www.dropbox.com/sh/cjee2j93iqwss8k/AADhxIYpLkWjFmbflfojilzCa?dl=0 -
What will happen if a FTL ship hits Earth?
Derpotron replied to Aghanim's topic in Science & Spaceflight
Oops! My bad. Sorry about that. Thanks for the feedback. Won't make the same mistake later on. -
TT NeverUnload - Vessel Unloading Preventer
Derpotron replied to TouhouTorpedo's topic in KSP1 Mod Releases
But I think you can just contact the devs to get your content. They saved it when they shut down spaceport, so why would they keep it away from you?