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KSP2 Release Notes
Everything posted by linuxgurugamer
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Except that you would have felt that, 3 1/2 miles away. If you were right across the street, it would be unimaginable
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Technical difficulties
- 161 replies
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- demon space agency
- play through
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(and 3 more)
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I did not activate the drive before hyperedit, I did that after I did not change any settings, just did an "activate drive", and then shift
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[1.12.x] SpaceTux Industries Recycled Parts
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It's a problem with the model, this happened on the Atomic Age parts as well, but I got those fixed. Haven't had time to follow up on these yet. For now, I'd suggest just locking the gimble in plase -
I've recompiled the Release branch for 1.7.3, and fixed the sample ship to be able to load (missing modules from old version of game) I haven't had a lot of time to do this, but when I hyperedit the warpship to about 800 km high, activate the warp drive and then hit the shift key to start the engine, I get massive explsions and the universe goes away Before I dig, any ideas?
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First, you are correct that the current performance is not optimized, by a lot. That's due to the inherent design of the current KSP Second, multi-threading done correctly is extremely difficult to do. I don't know the details of how the Intel chips work, but there are several ways around bottle necks. One is to allocate chunks of memory to cpu A for it's work, another chunk to B, etc. These chunks would need to be an exact size which matches what the memory manager can handle. Best thing to say is that the new developers are optimizing KSP in many different ways, and we won't know exactly what or how until the release.
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I'll think about it. I looked at the repo and forked it. I see two branches, Master and Release. I assume that the release branch is what is released to the wild?
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@Denko666 just popping to see how you are doing. I had a request to revive this, but right now I have too much on my plate. Besides, you are still around. Are you back at work yet?
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SRB Overhaul
linuxgurugamer replied to RocketSimplicity's topic in KSP1 Suggestions & Development Discussion
And of course, most of the wishlist item mentioned here are in my new mod which I’m developing, Modular Segmented SRBs. 7 parts, of which there are 3 types of motors, each provided by itself or with a 2m segment already attached, and SRB segments in the following sized: 1.25m, 1.875m, 2.5m. The stack segment has three sizes, 2m, 4m, and 8m. Obviously all engines will have versions for each size -
That is the point. It is incomparable. Frankly, no game engine was designed for what KSP needs. I suggest you look at the trailer on YouTube, and keep in mind that it is pre-alpha footage. Yes, it isn't the smoothest, but that sort of optimization won't be done until near the end. I respect your opinions, and sincerely hope that your fears are unfounded
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I'm curious as to your background. You are making some strong statements, do you have any background in computer science, programming, game development, mathematics, etc? Have you written a mod, for any game, not necessarily KSP? How many years of experience do you have in the above mentioned areas? Do you really know where the bottlenecks are in KSP-2? That would be amazing, since the developers do not yet know the bottlenecks. I'm going to make an assumption that since you started being an "Avid" gamer in the 80s, that you were maybe 12 years old when starting to game, and assume early 80's. Which would make your birth year around 1970 or so. Taking all into account, I'd say you are under 50 years old, but not by much. Can you explain the differences between multi-threading and hyperthreading? Advantages and disadvantages of each? What are co-routines, and why are they different from threads? I'm trying to make the point, that being an avid gamer does not give you any insight into game engines, game optimizations, game development, etc. KSP is KSP because a couple of guys without any experience from an internet marketing company decided to write a game. They literally learned as they went, and the resulting mess was KSP. It's been cleaned up and updated a lot over the years, but the basic framework is still there, and cripples the game with high part count vessels. A new developer, with more than 30 employees, all with years of game development experience of successful games, started to write KSP-2, mostly from scratch. How can you make a statement without any supporting facts?
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They all require the same two mods. This provides both a reduction in code size and complexity, both of which are good things. In general, everytime I add the toolbar controller to a mod which supports both the stock toolbar and the Blizzy toolbar, i end up removing more than a thousand lines of code from the mod.
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Why bother with useless dead weight when you can move fuel around?
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[1.2-1.7] Blender (2.83+) .mu import/export addon
linuxgurugamer replied to taniwha's topic in KSP1 Tools and Applications
Ok, so back to my original problem. Blender 2.80, and the plugin cloned today I'm importing a tank into Blender. I rename the main object So far, so good. To export, I select the collection, and then do the export. But when I load this into KSP, the tank is on it's side What can I do to fix this? Thanks in advance -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
linuxgurugamer replied to blowfish's topic in KSP1 Mod Releases
For now I'll either provide multiple part files, or get the object in each .mu file renamed so that the stock Variants can handle it -
[1.2-1.7] Blender (2.83+) .mu import/export addon
linuxgurugamer replied to taniwha's topic in KSP1 Tools and Applications
@taniwha Never mind, my shortcut was going to the wrong Blender -
Still relevant. Follow my instructions listed in the above mentioned post, and you should be ok. From what I just read in the thread, it doesn't sound like any significant issues will come up
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
linuxgurugamer replied to blowfish's topic in KSP1 Mod Releases
Your right, i forgot. Sorry. I’m working on a new project, and ran into the same problem as before. -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
linuxgurugamer replied to blowfish's topic in KSP1 Mod Releases
Is it possible to use B9PartSwitch to change the scale of a model? Specifically, I'd like to change the length and width, but leave height alone. Not clear from the docs -
Oh, cool, thanks. There is one thing, there is a patch I have for the SpaceY Vernier engine (I believe it is in SpaceY Expanded) which fixes the effects; I'm considering adopting the SpaceY stuff in a purely maintenance mode, and would include this patch. The patch replaces the ModuleRCS with an updated ModuleRCSFX, I'm including it in the spoiler below so you can do what's needed for it.