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Gkirmathal

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Everything posted by Gkirmathal

  1. Been using CTT with joy since 1.0, in the process of adding mods over the months I started to miss some node type. Two new ones that do not fully reflect the parts which are in the current supported list. The node I miss (and added myself) - Specialized Command Modules. Would come after HeavyCommandModules node, useful for the NF Mk3-9 and ALCOR lander, which are both rather advanced. - Adv Electronics and Communications. Would come after Electronics node, for new upcoming antenna's and for high gain antenna adding mods like AIES or RT. Would the above be and idea worth thinking about for CTT??
  2. Several issues I ran into, with forced opengl, are the 1/3 decrease in fps performance with opengl and the inablility to force AA on my older AMD card in ccc. D3D11 gives me one very specific issue: when a ship is crewed I experience severel fps (dips) stutters. Removing the crew and relaunching, butter smooth fps no stutters. Heck I'm unable to track down why this happens.
  3. Hey Toadicus, been using AR for months, really enjoy it and it's immersiveness But now I'm trying to configure 2 extra antennae, from two separate mods, to use with AR....and this is giving me a true migraine due to the counter intuitiveness of how the ranges are configured (and calculated). I am not really proficient in math, unless I have clear formulas which clearly correlate to configured variables (in the cfg). But I can't seem to get my head around it, currently I can't see the correlations. As an example what I'm currently trying to add is an antenna based on the AR mediumDishAntenna configuration, with the following wanted nominalRange = 40000000000, 40Gm in game nominal range, with a max range in game of 56Gm. You explained in posts #646 and #785 how AR range configurations should work, but based on those I'm not getting any correct in game ranges. Could it perhaps be possible clarify how to actually configure an antenna to get a desired in game x Mm/Gm nominal range and in game x Mm/Gm max range? For me personally what would be intuitive would be, might be highly unrealistic compared to now, what you configure as 'nominalrange = x Mm', is the actual x Mm/Gm what it will be in game and simpleRange/maxRange = idem. Sorry if my tone might read as being a bit off, I did get an headache by trying to wrap my head around it today Edit: by trail and error I got figures down to what I wanted to achieve I see that are relation between Power setting and nominal and max range. The correct correctional still unclear though.
  4. Odd, with a full clean install of 0.18.2.0 I am no longer getting the KSP Deepfreeze icon in the defaul KSP toobar. Nor do I have a rightclick menu on the part. IVA's show, but pod models are closed. output_log entries: - AssemblyLoader: Assembly 'DeepFreeze' has not met dependency 'DFInterface' V0.3 - AssemblyLoader: Assembly 'DeepFreeze' is missing 1 dependencies - Cannot find a Module of typename 'DeepFreeze'
  5. Hmm nice! Although actual tri-modal systems used a seperate Brayton-cycle electric generator unit to produce power. And there is a mod which adds input heat > electric generator parts! But I for got it's name and have been searching for it for over a week now.
  6. I'm wondering the same things as FleetAdmiralJ does. As the descriptions in the first post are a bit vague about it. Is a surface landing mission, from being docked to a orbiting station, to a specific area on Mun or Minmus and back possible? This in regards to resource and possibly the IRSU mod. Being able to 'automate' a mission to a 'defined' landing site on Minmus, marked by a resource scanning probe or a rover, that acts like a 'beacon' where in X meter radius the 'landed' craft would be placed on the surface. Currently, do these automated missions show up in the tracking station btw? No need to be able to switch, but purely 'informational' so you get a visual overview as to where what is at the moment.
  7. Tried it with ogl but no luck. Does reshade need a modified ogl or does the normal ogl suffice?
  8. Got a question, does it work with OGL in KSP? Weeks ago I tried ReShade, but couldn't get it to work with OGL and KSP (nor dx11).
  9. Hey NecroBones, I want to thank you for your 3 man LanderCan, it looks wonderfull! Since I started using the 2 man landercan from the HGR 1.875 mod I have been looking for a 3 man replacement for the stock mk2, and this one just fits beautifully to the line as a replacement! A thing I noticed though, the Y size/scale of the model seems a bit off? Is this correct? Comparing door size to other stock doors, it's rather small and squarish vs rectangular what you see in most models. Changed the Y scale to 1.275 and overal it looks imo more in proportion. But that is just me Keep it up! Will be following the mod!
  10. Indeed I have been wondering about exactly this for some time now! How much of a gain would you expect from something like this? An estimate. Sorry to sound critical I have used OPM and several others Copernicus mods. But never really ran into them (added bodies) giving mea worse performance over stock. Except one one huge issue/con, that is: KSP/Unity loading all it's assets on startup. Instead of employing ondemand streaming technology. So how would rendering a sprite, instead of the orbital model and hi res orbital texture as we have now, give a memory saving if all these assets are still loaded on KSP startup? As far as I have read, U5 wont bring ondemand texture/LOD loading.
  11. Great to hear Repo, looking forward to the next release! About that Radial freezer. I don't know if it's model and internals for it is already done and completed? If so, please ignore the idea from below, unless you find it interesting ofcource Radial part idea: You know the wedge components from the Universal Storage mod, wedge shaped models that fit to larger main part. As in make it a wedge model to be used with the Universal Storage mod. Could this approach be done and be something to think about for this Radially Attached Freezer? This way you have only one internal and with US mod installed a player can dictate/choose how many cryo modules he/she want to have.
  12. Great to hear! Will you also plan to incorporate the KIS containers btw? What are your thoughts on resource amounts? I'm currently using 100 units per kerbal for command mudules and 200 p/k for longterm modules like the Hitchhiker.
  13. This is what worries my as well when I see 'new parts' news. I do really like them expanding parts on all aspects, although I'm more in for a revamp of some older current parts, or at least incorporate VENS revamp to stock. But adding more content without addressing the memory issue does really worry me. 64bit is not the wonder cure, if data streaming (ondemand loading/unloading) cannot be incorporated with U5 in the future. One will hit ones physical ram limitation of their computer, for me 6Gb. So I'd rather have this worry taken away for the future, or having a clear statement that the above is never going to be implemented. Thus then we all know what to expect.
  14. RoverDude, great mod in it's simplicity I must say! I was wondering about something which I haven't manually read though all those pages of this thread. Crewed command parts all have internal models textured showing 'supplies/O2/snacks/etc'. From a stock roleplay perspective, can we assume that the crewed command parts weight already accounts for having X amount of basic supplies included in their weight? If so, how much would the min supply nr per Kerbal be, if one would make a MM cfg adding supply/mulch resource and adjusting part weight accordingly??
  15. Oh no problem Repo! Looking forward to any new update when it's there Btw I was wondering about something in general. Can KSP handle a 'part config menu' in the VAB which switches the parts internals between several internal models? Or can a part only handle 1 internal model at a time? That was my thought reasoning as well. Most of my missions to the inner planets have 6 Kerbals, 2x two crew landers and two engineers staying behind on the orbiting ship. Not been to Jool on my career save yet, but my sandbox Jool mission designs do mostly have between 8 and 10 Kerbals. So a 6 cap Cryofreezer could fit in nicely: 1, 3, 6 and 10
  16. Ok, quick test I did was add the DeepFreezer module to a part without internal model from VENS Revamp (copy of InflatableHAB). CrewCapacity and FreezerSize were set to 4. Ingame I get the following message when clicking the UI freeze button "Cannot freeze kerbal. Freezer is full". The UI Menu lists the freezer space being 0. Log also spams the following error: Hope this is of some use.
  17. Haven't had any problems, thanks as well I was just looking around the cfg of the 1300, to change it to 4 kerbals for my own use. But the freeze function didn't work for the 4th kerbal. So it seems the crew numbers (1, 3 and 10) for the Freeze funcionality and UI are hardcoded? If so, could the number be made configurable?
  18. Folks, I have sort of a question or mod/feature I am looking for, this in regards to the crew transfer feature of Ship Manifest. Does any mod exist that uses, or planned feature perhaps for ShipManifest, to randomly switch crew positions/seat on a ship over time? Meaning: for RP purposes, to very roughly simulate a crews movement throughout a ship, if it has more seats than there are kerbals. So that for example: -an engineer/pilot starts in the command module and after timewarp/refocusing on the ship the engineer is moved/sits the docked lander module. -or a scientist Kerbal is moved to the Crewed Lab, then after some time you get back to the ship to find him in the Hitchhiker. Would something like this be possible with Ship Manifest?
  19. KSP up till now is very heavily single threaded focused, so a good ips scoring cpu will give better performance. AMD is not too good on that front currently Overclocking increases your current ips, single threaded, performance a bit so that might help somewhat on the short run. But don't be all gloom and doom about it! KSP 1.1 is set to switch to Unity 5, which introduces multi threading on physics calculations, so you will profit from having your 8 core. How much of a gain I regretfully don't know. Btw I'm in sort of the same boat, aving an older Intel which has about the same single sthreaded performance as you cpu.
  20. @JPLRepo, I haven't fully tested it but I deleted all of my KAC entries, reinstalled DeepFreeze and the error spam in the log seems to be over. Also no fps drops anymore. Might need an other person to verify that one needs to delete all current alarms in KAC before installing DeepFreeze.
  21. Yes sort of, though I read about the majority vote for the 3 man pod. Thus I have been thinking, maybe something in between might fit better? Like 6 kerbals? My personal thought about it was: I miss something in between the 3 and 10 kerbal versions. Mostly my designs have either a 4 to 6 kerbal crew, unless I go for Jool. The 10 version then felt somewhat too big in those cases (weight/cap/Dv wise) and the 3 version too small. Btw I'm getting low fps when a ship has a cryo pod and error spam in the log.
  22. @Drelam, it has to do with how KSP uses your graphics card. If I'm correct (please someone correct me if I'm wrong): at a certain altitude from a body, KSP switches (planetary terrain system PQS?) to physics mode, which only uses the CPU with less processing being done on your GFX card. You can test and see this this by installing the windows utility "GPU-Z" and logging what your GPU does when you switch from low altitude (where terrain is rendered) to orbital altitude (when only the hires planetary texture is loaded and no terrain is rendered) You will see that at X altitude your GFX load reduced by some 10's%. For me 1.0.x it goes from a 60+% load at the pad/launch/surface/flight, to ~40>50% when in any orbit. KSP 0.9 was much worse for me btw.
  23. This mod has come a long way since I last checked it several months ago! @JPLRepo, a few pages back I read you made the 1300 to fit the crew cap of the Mk1-2. A request/question: do you also have a plan to add a 4 crew cryo to fit the Hitchhiker? I do not mind, for my own purpose, to edit the 1300 config to make it have 4 cryo places. But then it'll miss the correct and gorgeus internals, which just make your mod complete. So that's why my question and request
  24. @sal_vager and @NathanKell Thanks for the reply guys and I understand about it not being officially supported. Today a few questions brewed up. I would like to know a few technical things about KSP, not related to d3d11/ogl/d3d9c: - how are the Kerbal 3d models + 3d internals handled? As the issue only occurs when craft is crewed: - What is the difference in what KSP does/renders/loads between: a crewed craft and the same non crewed craft, when it is loaded into the world space? - Does KSP 1.0.x, when you view the craft from the outside, render the crew 3d models and internals that are within the craft 3xternal 3d model?? Reason to ask the above: when I increased Max Physics D-Time per Frame from 0.04 > 0.12, the fps dips/stutters became less on said manned craft. This led me to think: UNITY might be rendering Kerbal 3d models within the external 3d model of a craft when viewed in the 3rd person (?) and that there are then physics calculations being done on those Kerbal 3d models within the craft. Render technique then indeed could be an influence and there might also be a difference in how NV and AMD handles them with each technique. As everything else with d3d11 in 1.0.4 works flawlessly compared to 0.90, only thing now: what are those those pesky crews doing? Are these questions that need to be asked on the UNITY forums as well, or are they KSP specific enough?
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