endl
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Everything posted by endl
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Low frame rates with new hardware
endl replied to endl's topic in KSP1 Technical Support (PC, modded installs)
my system is clean, i have a passive AV so its not memory intensive, i also only have 59 processes running for win 7. i disabled some FX mods (better atmosphere,planet shine, collision FX,etc) and was able to get my fps to 35+ -
Low frame rates with new hardware
endl replied to endl's topic in KSP1 Technical Support (PC, modded installs)
well then if thats my only option ill just have to shelve this game until squad implements better optimization because theres no way this game will continue to function well offloading to one CPU core, its going to only get worse until they actually address the elephant in the room dropping to 10 fps on a 30part model is pathetic even for an "older" cpu, i mean its just sitting there theres no actual physics to calculate because nothing is triggering -
will there be tanks or will FTT/NFT still be my only options?
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whats the deal with liquid hydrogen can you mine it? i dont see a repossessor either
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Low frame rates with new hardware
endl replied to endl's topic in KSP1 Technical Support (PC, modded installs)
once again the cpu is not the issue here, i dont have any framerate issues of this nature with any other game. and yes i have 4 cores not 2 i dont see a reason to make an expensive purchase because 1 game is poorly optimized. i just tested the game with a sub 30 part count rover in the builder i get 70FPS, if i launch it drops to 12fps, clearly there are performance issues here beyond the CPU -
Low frame rates with new hardware
endl replied to endl's topic in KSP1 Technical Support (PC, modded installs)
yes its dd3 its socket am3 the cpu is only 4 years old and am3+ is still the current gen. why should i get a new cpu when unity is only using half my current cpu -
Low frame rates with new hardware
endl replied to endl's topic in KSP1 Technical Support (PC, modded installs)
yea i doubt its the CPU, so basically unity blows i figured it might have been the part count but it probably isnt -
Low frame rates with new hardware
endl replied to endl's topic in KSP1 Technical Support (PC, modded installs)
i already listed the specs: athlon 2 x4 2.6ghz 8 gigs of ram radeon r9 270 as i said the settings are to minimum im running at 1080p with 2x AA everything else is off i have textures to half resolution even. its probably the part count of the rocket i sampled but i was expecting better performance from this card -
so i just bought new ram and a new VC im currently on a system with quad core 8gig ram and a R9 270 GPU yet on the launch pad im still getting 10FPS playing on win7 with the 32bit ver. i have around 60-70 mods i have my settings to lowest im using ATM im using DDSLoader im using command line forced openGL (also tried DX11) also tried a "performance" optimizer from AMD (pretty sure it did nothing) what gives? i used to get like 7fps with a HD 7770 i would hardly call this an improvement
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[0.25] NEBULA space engineering - EVA handrails pack
endl replied to Krasimir's topic in KSP1 Mod Releases
would making 90 degree bars and T bars be a possibility? -
any chance you will make them fit the b9 parts like HL or the SP type parts?
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
endl replied to Nertea's topic in KSP1 Mod Releases
try using these cells they have a great charge per second notice i didnt say minute and they dont need to be deployed. with the great wide design of this fuselage you can fit them right next to cargo with no clipping -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
endl replied to Nertea's topic in KSP1 Mod Releases
with respect to landing gear its a question of useable surface space, with heavier planes you want to go wider since the wings will have to be wider too. i was under the assumption the engine pods were also radial fuel tanks i cant really tell you how to fix it for far since i dont know how ferram balances it, but the problem is just the way you have your numbers set up for engine performance it scales differently and the current set up definitely feels like its for stock aero performance. you might want to just ask ferram if you have an interest in supporting FAR with your mod. just as an example the plane i pictured has a TWR of 1.2 but flies like it has a TWR of .5, it gets off the ground but gains no ALT at a 45 climb and no speed either as for the drag problems i think its caused by the way the nose is modeled you might want to ask ferram again to take a look. also as a side note are there any plans for VTOL or HYBRID NUKE engines? i have those set up for the plane but it would be nice if someone made some to cut parts down for those of us who want a plane that can do everything. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
endl replied to Nertea's topic in KSP1 Mod Releases
well i just tried my first design using this mod and FAR/Deadly Renentry lots of things to go over so bare with me fuselage problems: placing landing gear is difficult especially if using the ramp. getting the right angle is tricky and im using bahamoto's adjustable landing gear placing RCS is difficult all the curved surfaces make parts clip when trying to fix angles with RCSbuildaid for example radial fuel tanks have no fuel very unstable with far aero, in sim my numbers are all green i get to 7k and it starts drifting hard all over engines are not giving enough thrust with far i gain like no speed in lower atmosphere on the plus side this thing does 2 things better then my b9 HL cargo plane, its 30t lighter and has a crew cabin which i could not do with B9 HL parts -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
endl replied to Nertea's topic in KSP1 Mod Releases
awesome another mod with a ramp for ssto, hopefully i can make my planetary xfer vtol ssto much smaller the HL planes are so unwieldy. -
[1.0+] B.Dynamics - Retracting/vectoring engines etc. v1.2.0 (May 6)
endl replied to BahamutoD's topic in KSP1 Mod Releases
theres nothing to update it works fine in .25 -
exactly this. im looking for a way to have large solar panels that dont burn off and will not be torn off by far. id probably use it on some drop pods too.
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something protected against far but i do want heat shielding if possible so if they are hanging radially and the HS is "to size" it has protection
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not on a heat shield on outer housing for reentry alot of the parts are unshielded against aero forces deadly reentry
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are there any heat shielded solar panels for larger power generation besides rescaling the stock ones, for example ones like near future solar? just so that theres more types to use on reentry surfaces
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i have some practical operation questions. how does this work with various "ship" configurations i.e. if i slapped this on a space station does the bubble expand to cover the ship no matter the size/shape? how does this effect the physics of the ship normal propulsion puts stresses on docking ports and joints does this ignore the normal physics of the game? does this work as lifter propulsion from ground to orbit? or are there some rules against using it?
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im just looking for something that is more flush with the edge of procedural fairings parts
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do i drop this file into the DR dir?
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with tweak scale......
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i need a 5m heat shield ive rescaled the 3.75 one that comes with DR but it clips outside of my 5m fairing housing. any suggestions?