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SessoSaidSo

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Everything posted by SessoSaidSo

  1. I've been experimenting placing air brakes on my rockets that tend to flip over during launch due to aero effects. This seems to be fairly effective, adding drag to the heavier rear of the launch stack. I'm just wondering if anyone else has done this, or if I am just kinda weird/dumb.
  2. IS it possible to create/add solid fuel segments? Simple idea really.
  3. I appreciate the productive comments. How can we get Squad to acknowledge this issue?
  4. Do me a favor. Do not post on my thread if you are not going to be contributing productive dialogue. Watch the video i posted, then you have my permission to return.
  5. Did you go look at the video I posted? No? Again, and this is the frustrating part; this is not an FPS issue, this is not a loading issue. I do not understand why these types of questions are asked. This is a well described phenomenon of which I have included a video. I am not looking for community support. I am not looking for someone to say, "oh, ya, the solution is...". My question was simple and direct. Is the issue persisting within the KSP versions compiled in Unity 5.x This is a massive bug which I have never seen Squad make mention of and I would like them to work on. I am not a community tester. I do not get paid to fix issues.
  6. Not too bad for only needing two launches... In the last image I included a shot of the OMS engines I added for fine control. I usually turn off the NPD engine with about 30 to 60 dV to go to fine tune my maneuver. These engines are very inefficient...perhaps you could add some sort of built in NTR system for fine adjustments??? Other than that system works very well, I just need to haul 15k of monopropellant to get less than 600 m/s dV Ha! I do have problems with the gimbaling of the NPD. I usually just lock it and let SAS or RCS take control. I can run 4X speed with this entire stack and have perfect control.
  7. Check these out... Stock (Used tweak scale and two SpaceY engines...
  8. Also note that I said I experience the issue in both DirectX and OpenGL so I primarily just use OpenGL for Ram performance. As I said before, I believe everyone experiences this, I can see it in so many KSP videos, however, I believe only certain people actually notice it.
  9. I have actually created two prior threads regarding this issue and many have come forward acknowledging they have this same problem. It may very well be that only certain people actually notice this issue as it appears to be fairly good mix of hardware that can reproduce this. Please see this video I posted on Youtube in July: https://www.youtube.com/watch?v=fI0Rx6dwJEc&feature=gp-n-y&google_comment_id=z12wt1ehdmvftt33522bijkb0kbgzz3p504 Again, this is not an FPS issue, this is a literal freezing of the game that occurs in intervals of 2 to 10 seconds. It's actually incredibly easy to recognize using mechjeb; if you pay attention to your dV stat and watch the numbers change during a burn, you will see the numbers stop for a moment and then resume. DO NOT take this to mean it is a mechjeb issue, I say this to only give an idea of how to spot this issue. In the past 2 threads created, Squad has never given a response and in fact many posts have tried to flat out deny this problem exists usually blaming my hardware. I upgrade my hardware every 3 or 4 months and I have had this issue for years. Played this game on Win 7, 8 and 10.
  10. Hi. So back in July I was pretty upset about the stutter or micro freezing as it may be known. Now it's been pretty much concluded it is due to the GC of Unity 4.x, and I have been playing 1.0.5 and see it is worse than ever. For reference I play off a custom rig running: Windows 10 Home i7-5820k GTX 980 Ti 16 GB DDR4 I generally use a resolution of 2160p or 1440p I have run the game from the following 3 drives: SM951 256 m.2 SSD 850 Pro 256 SATA SSD 840 EVO 512 SATA SSD I go back and forth playing the game with DirectX and OpenGL. Problem persists either way, so I generally stick to OpenGL for performance reasons(RAM savings are significant). No. I do not spend all my money on computer parts. I work for a large IT vendor. I believe back in July I came off as a Kerb-Hole, for which I apologize. I am interested in understanding if the GC issue is a currently acknowledged issue from Squad and if the team is aware of its presence (or lack thereof) in Unity 5.x. TL;DR...too bad. Go Back up and read it.
  11. I'll be glad to see this mod in 2017! :-)
  12. weeeeellll. 1.1 aint out yet...I have a feelin its gonna be a long time....
  13. Why is this mod not just stock? I mean it is just my opinion, but the actual detail is just far superior. Like why hasn't Squad, I mean, c'mon...
  14. Not to be too blunt, but, when can I download this?
  15. cool, like I said it doesn't affect anything performance wise it's just an OCD aesthetic thing.
  16. I am having an issue where the engine tank-butts disappear when I switch back to the ship. Performance is unaffected, however, it just looks weird to have an engine floating there. I apologize if this has been addressed before, I went back about 50 pages and saw nothing. Thank!
  17. So you are unconcerned with a bug you notice and the devs will not fix and are happily content because "hey other stuff does work"? Wow. Just wow.
  18. Regardless if you do or do not experience this problem (or take the time in your save to notice this problem) the fact that this thread has generated over 1400 views in under 4 day should signal to the dev team that this is an issue with which a not insignificant portion of the community is struggling with. To be honest at this point a lack of response on this topic from the team would be in my view, a very serious failure on their part.
  19. I understand what you are saying and you are right, however, the point i was trying to make a few pages back was that 1.1 is not the time to make these fixes or changes. The time for that was between 0.9 and 1.0. Therein lies the problen, and that is where I take issue.
  20. I ask again for the dev team to officially comment on this problem. Continuing to blame Unity as the cause of the issue is no longer a legitimate excuse, no is it professional for a game developer to blame the engine they chose for bugs present in their game.
  21. I am very glad to see this thread attracting so much attention and really communicating to the community that this problem exists and why it exists. I would still very much like a reaponse from the dev team on their progress with this issue. For the success of the game, this issue cannot be ignored or quieted away.
  22. Im sorry i had to get all angry to bring this out. But we obviously have a serious issue with the game. Peoples perceptions obviously have a lot to do with this problem. I want to say again, we know this is a unity issue, however, it is quite seriosly a game breaking issue. It needs to be fixed before this game can truly be called a full release. Honestly the way the community and the team treats this issue has always upset me more than the issue itself. People are always asked their specs and what not when none of that actually matters as this event is replicated in vast array of situations. I feel that the community has really failed itself at explaining and describing the issue. Additionally the community has really failed to push the team to acknowledge and deal with this problem. Again if this was back 0.23.5 it wouldn't matter because it was 'alpha', but now we are talking true release 1.0.4. How acceptable is it (under any circumstances) for a game to freeze every 5 seconds? Ask yourselves that.
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