Samlow
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Everything posted by Samlow
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Nice game too!
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Is there a mod that you couldn't live without?
Samlow replied to Foxster's topic in KSP1 Mods Discussions
Remote Tech comes to mind. Fundamentally changes how you deal with probes and transmissions. Especially when coupled with other mods that add limitations like life support mods. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Samlow replied to ethernet's topic in KSP1 Mod Releases
Well said, as I forgot to say the meaning for me behind space station science: Long term investment and use for big projects. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Samlow replied to ethernet's topic in KSP1 Mod Releases
I thoroughly wish this mod to continue moving into 1.1, possibly with an evolution version. Even though DMmagic's mod has it's own charm, nothing beats bringing up heavy station parts for science (especially in an interstellar-like modded install). Now with 1.1 going 64 bit and being a lot more parts-friendly, I see the oppurtunity of making big science stations again without frying computers. Would happily donate or contribute to such a thing, maybe even co-launch a spin-off (although I can't code for excrements, I can do a lil bit of modeling, as well as do systems concept design and balancing on a professional level). Whats so great about this mod for me: - Simple big parts at the core - Need for supply and recovery runs - Takes time to complete experiments (couples well with life support mods) What I'd love to see evolved: - Longer progression - A few more alternative experiments with different resource needs - Specific situation core parts (ground stations, extra-kerbinial research Random ideas: - Make specific research actions pre-quisites for some high tech parts to work if those mods are installed (like with interstellar extended, you might need to do a very heavy nuclear propulsion test or something). Basically make field research a pre-quisite to unlocking them or something. -
How many/what mods will you run once 1.1 and 64-bit KSP drops?
Samlow replied to GoldForest's topic in KSP1 Mods Discussions
On the multicore usage btw: Unity 5 offers the latest version of PhysX, as opposed to generation 2 for Unity 4. I'm assuming the devs have upgraded to that. Why? Latest PhysX engine does support multicore, and has on average a 100% performance upgrade, depending on what element is tested. -
X55 here too. But key for me is Advanced fly by wire. I have 2 presets for my joystick, toggled with a button. one for planes with roll on X axis and Yaw on Z, and the other with Roll on Z, Yaw on X, and pitch not inverted. That way my joystick left/up means navball left/up. Great for rocket ascend.
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The main points of 1.1: Unity 5: - Stable 64 bit client = no memory cap & better performance on 64 bit systems. - Newer version of physX which is benchmarking considerably better. On top of that, this new version is built around multi-threading, meaning less of a cpu cap on one core This basically changes everything for me, now I can run all the mods I want with better performance, including cosmetic mods which Im currently skipping.
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Personally Im finally doing a re-run of the interstellar quest (Scott Manley) inspired campaign I did back in 0.23, but never got to finish due to mods breaking. Will keep running that as light as I can untill 1.1 hits, and then (fingers crossed) run the ultimate interstellar quest with all the community tech tree mods in there. And maybe, very maybe run some visual mods on top of that to make it look more epic.
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So today I read an article about PhysX engine benchmarking. Going from PhysX 2,8 (unity4) to PhysX 3.3 (Unity 5) on average doubles the performance on the same benchmark tests. This differs per type of calculation though (some tests even have over 10x the performance). And thats non-multithreaded benchmarks.. So maybe that finally, with multithreading, proper garbage collection (current cause of game stuttering) and overall optimisations we get a game that actually runs smooth at normal settings on a modern computer.
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Self-imposed KSP rules. Things we do that make things more difficult.
Samlow replied to Tourist's topic in KSP1 Discussion
Currently Im doing a interstellar quest-alike campaign. My rules: - No reverting - No quickload to get around failures (quickload is used to get around bugs) - Kerbals can and will die. Dead means dead. Also, no man left behind. - Kerbal life support and remote tech change the base! - SETI balance and tech tree add science longevity -
After several days of building and rebuilding SSTO's I took the leap from simulating (sandbox campaign) to applying it in my Interstellar quest-like campaign. After several drone flights that went out of radar range, and several young cadet pilots going missing, I've managed to get a stable and reliable passenger ferry (5+pilot) and small cargo bay going.
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So far today: After updating my install to be stable in directX (openGL giving too much graphical lag), I set out to restart my interstellar campaign mimic. After a good start for some cheap science, I needed the funds to launch my first Remote Tech home network (I play with just the space port as RT base). So I went out to do some atmospheric research. Now, I've only been playing with Ferram for a short while, and manage to get some clean orbits and de-orbits. Flying.. well thats another matter. After some crashed prototypes, I got myself a nice and small research plane. Managed to roll it on the runway, and killed Jeb when he got out to EVA.. Turns out he squeezed himself under the plane and died. Attempt 2 went great, managed to do 2 successive missions with a clean landing in both. Next up: RT Keostationary network.
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[1.1] AFBW v1.7-beta (Joystick & controller mod)
Samlow replied to nlight's topic in KSP1 Mod Releases
Also just encountered this problem, but only since updating to the 1.0.5 version of AFBW. My mechjeb has no issues with directional control, only with thrust. Solved this by making an extra preset called "Mechjeb" that only has throttle control disabled from my (X55) throttle joystick. Just using a hotkey to swap in between makes it a painless temp sollution. -
No Memory Allocated to KSP?
Samlow replied to tottenhamjm's topic in KSP1 Technical Support (PC, modded installs)
Ive actually done quite a bit of research for that same problem. The short answer is: KSP is probably running at over 3.8Gb of RAM, which is the hardlimit for 32 bit unity games. In a thread I made earlier youll find some possible sollutions: http://forum.kerbalspaceprogram.com/threads/122251-Memory-leak-Memory-cap-Crash-to-desktop-workarounds -
Please note, in my sandbox games I do get the TCA button. Just not in career.
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Im having this same issue.
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Continued playing my fairly fresh reboot of an interstellar quest (ala Scott Manley). Ironman mode, no reward boosts and heavily modded game. Turns out Im quite good at making kerbalstationairy satalites, but not so good in launching them the first go. I always forget to turn on the solar panels.... and another dead satalite (with remotetech). So, now Ive been flying halfway around Kerbin just to get some ground prospecting done in my little jet.
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Memory leak & Memory cap Crash to desktop workarounds
Samlow replied to Samlow's topic in KSP1 Discussion
Im actually using Active texture management as well, and that still put me with just 200 mb headroom in directX, as I said, I run a lot of mods. It is a good place to start if you're using a lot of parts mods though. -
Memory leak & Memory cap Crash to desktop workarounds
Samlow replied to Samlow's topic in KSP1 Discussion
Thanks for that PPFX link, that will help a lot too! But for me Im already running close to CTD due to heavy mod usage, so Im kind of forced into OpenGL. I have tried the d3d11 force as well, but that doesnt reduce memory load. Ill slightly adjust the title to reflect your suggestions! -
So in another thread I posted a concrete sollution to the current memory leak with temperature gauges. Since that thread was indeed a troll/whine thread, the fix probably deserves its own thread, and possibly a temporary sticky till its fixed. The Problem The problem stems from multiple causes. - KSP 32 Bit has a memory limit of+-3.8 gigabytes of ram This is a lmitation of 32 Bit programs. KSP stock comes in at +-3.0 gigabytes of ram - There is a memory leak involving temperature gauges Which will slowly but steadily increase the allocated ram while you play. Whilst the game itself plays stable, after a while (depending on your play session lenght) you will inevatibly crash to desktop. The error log will tell you that the game was not allowed to write to memory. Plug that leak Simple! Install the Temperature Gauge Killer https://kerbalstuff.com/mod/775/Temperature%20Gauge%20Killer This greatly reduces the rate at which KSP builds up RAM usage. As sal_vagar pointed out as well, another way to fix this is by turning PPFX edge highlighting off (haven't tested this myself) But Samlow! With mods I already start at 3.7 gigabytes! Just like I did. Basically, if you play heavily modded (for an interstellar experience for example) you will be close to max ram usage even with the memory leak greatly reduced. The sollution to this is to run the game in OpenGL. Yes, it will reduce your eye candy a bit, and doesn't like alt tabbing as much as windowed DirectX. Please note, OpenGL is not the native running environment of Unity (the KSP game engine). To run the game in OpenGL: 1 - Create a shortcut to KSP 2 - Open the shortcut properties 3 - add -force-opengl to the target line, all the way at the end, behind the bracket. Your Target will end like this now: KSP.exe" -force-opengl But Samlow! Now its not as pretty and I dont have smooth edges! Well, thats a result of the OpenGL render not having the high end settings that Direct X does. The way to work around this is pretty simple too. 1 - Open your graphics driver software (Catalyst / Nvidia software) 2 - Find whatever tab controlls 3D program / game settings 3 - Add KSP to the list of custom settings 4 - Tweak the settings to be nice! (especialy Anti-Aliasing maxes a difference) And youre done. The OpenGL version of KSP runs stock at about 2 Gigabyte of RAM, giving you a whole 1.8 Gigs of headroom before it will crash to the memory leak. Youd have to keep the game running for a day or two to do this. If you run modded, the game will not crash after 30 minutes anymore (unless you got buggy addons).
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The memory leak thing is real though. Since I play heavily modded to get an interstellar campaign, I was running close to max mem without the leak already. Basically I did this: - Get the Temperature Gauge Killer - Check how much RAM youre using. If youre close to 3.8Gigs youll crash often. (as its a hardcap on the 32 bit engine) - If youre crashing a lot due to memory write errors (see above), run the game in opengl render mode. You might have to manually put the game on higher GFX card settings in your cataclysm/nvidia settings to make it pretty again. (google that .... to find out how to run this mode) That basically dropped me from 3.6 Gigs to 2.4 Gigs ram usage, and havent crashed in a single playing session (upto 10 hours with alt tabbing) yet. Lot of manual work, but better then just not playing whilst waiting for a hotfix.
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Its was fun for me the last couple of days. I actually had a break after 0.24 came out so I could wait out some mod releases to suit how I wanted to play. Stock however, feels in a good place to me. First of all, we need people go get the "easy" gravity turn out of their system. making a sharp 45 degree turn at 10km worked because of the old aero, now it doesn't as well as it has, as it shouldnt have worked in the first place. Flying planes is in a good place now (even without FAR) To me it feels very satisfactory to get the perfect gravity turn over the entire flight after just 1 nudge to start the turn, after which I just use throttle to keep it nice n smooth.