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Gameslinx

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Everything posted by Gameslinx

  1. GTX 1080 and I have 16GB of DDR4 3000Mhz RAM. If you run at high resolutions (I run at 4k), there will be a much greater strain on your graphics card. But if you play at 1080p you will have about 25% of the usage I have, so whilst the minimum spec for playing this at 4k is a GTX 970 (based off reverse-calculating from my card), if you're playing at 1080p the minimum spec drops to a GTX 660. This is at maximum quality with antialiasing. If you're suffering from lower FPS, just drop EVE since it's the more intensive of the two main visual mods. As for RAM, the actual speed of it plays no part in KSP. Just the capacity. The minimum RAM requirement will be around 6GB. I've made the mod as most optimised as I can, so hopefully most people have at least 6-8 GB. Again if you don't quite have enough RAM, drop EVE and delete the EVE folder from BH. Conclusion: KSP is mainly CPU based. It won't really matter what GPU you have unless you play at higher resolutions than 1080p.
  2. Then don't talk about it here. Many of the configs myself and visual modders have made in the past use this effect. This is an indication that you're not willing to learn how to do it yourself, and you just want the easy route. Learning how to use different visual effects should be fun, not something you want to get around. This is why I tend not to help because not only is this in the wrong thread as you said yourself, but you don't want to take the time to experiment and play around with the settings yourself.
  3. I added some EVE glow to Kerbin
  4. I do! Here it is ingame
  5. This is how I did Solitude in After Kerbin, and developing and improving upon the idea like the one there would be amazing. Like a kerbal hideout on Eeloo.
  6. That's cool! I could design Eeloo like that. I don't like the way it looks at the moment so giving it some more life like that would really help. I'll see what I can do to it
  7. Does this fix the nuclear-jet-plume-in-editor and the engine not functioning at all bug?
  8. I'm using Kerbal Konstructs and just built a new KSC on the moon
  9. I don't know. I've never supported Principia, but you could try adjusting its semi major axis in its config and find a sweet spot so that it is stable.
  10. Rhode and Hydrus. Plus a bonus at the bottom!
  11. I hear it's meant to be comparable to the i9 9900k which is what I have. Since my CPU is overclocked, I imagine it performs roughly the same as the 3700x will (granted that Intel has a history of higher IPC than AMD as of late, and hopefully that gap hopefully closes with the 3700x, we would expect similar performance) For reference on my i9 9900k running at 5.0GHz across all cores, I get ~20-25 FPS using EVE, Scatterer and Beyond Home using a 1000 part craft, autostruts included. (Further example on the video I recently posted on my YouTube channel where I landed an SSTO on Lua and didn't even notice that there was a 510 part craft parked next to it. You should be able to see very similar performance on the 3700x (depending on instructions per clock). Since KSP only uses 1 core (and no, multiple crafts are not utilising multiple threads - this is a myth) the speed and IPC play a huge part in what sort of performance you will get. So, if AMD's new CPU has 15% more instructions per clock which is what I've read, it will be a lot closer to the i9 9900k IPC. So, I'd expect to see similar performance, if not slightly better. But again, it depends on IPC since both CPUs operate at 5GHz. I'm sure it will do you well!
  12. Glad you found out what the issue was! I'll make sure to remember that if I see anyone else having the problem. One Beyond Home is released, I'll make sure to properly update all my other mods to 1.6.
  13. I'm glad you're hyped for it! I'm as hyped for the release as you are! I still don't have a definitive date - it hasn't gone through testing yet and I'm still building the last few planets in the Kerbol system. But on the planets I have made, I've already performed the initial 3 passes (Terrain, colouring, normals + mesh) and when every planet has gotten to that stage I'll start on the fourth pass which is biomes and resources which shouldn't take too long. After that it's a case of adding Easter eggs and facilities which I've already begun to do with the launch site on Lua which you can see in the above replies. The cost to open the Lua space centre is quite expensive and there are limits to the sizes and masses of the crafts you can launch from there however I intend to balance that space centre with the Rhode one. This means you can construct space station parts on Lua and assemble them without the expensive lifters. Another benefit is that Lua is tidally locked and also orbits in a geosynchronous orbit, meaning that sending crafts, shuttles or Kerbals back to Rhode's surface is incredibly easy - you can eyeball it just by taking off down Lua's runway and aiming just below where Rhode hangs in the sky. I got a little off topic here but I'm sure nobody rallty minds!
  14. That's an awful lot of mods. Would you be able to test this again by removing all the mods and doing a clean install of GPO? I understand that might be difficult, but you can back up your gamedata folder first. Let me know if it still persists!
  15. That's for you to find out when the mod is released
  16. Rhode's primary moon "Lua" is quite similar to the Mun is stock KSP, except it orbits a bit closer and has a thin atmosphere. Rhode's secondary moon "Armstrong" is intended to be a small asteroid moon. Although easy to land on, science yields are lower. Rhode's tertiary moon (yes, three moons) "Ash" is another heavier moon like Lua but has lava lakes and huge mountain ranges. It's the most challenging moon to land on safely, and so it yields the most science. For a price of ~10,000,000 you can open up the new VAB and SPH facilities on Lua. Note - there WILL be constraints on the vessels you can launch here in terms of mass, part count and size, but for smaller craft launching from the moon is very beneficial for short term science missions and comm networks. Larger vessels are restricted to Rhode to be launched.
  17. I fired up KSP to take some videos of the problem and upload my logs, but it seems like the issue was related to a certain craft rather than KK. So i think it's all fine, just that KSP didn't like the craft!
  18. Hey, Is Kerbal Konstructs optimised for working on other planets? I have a launch site on a planet that I've made and launching a craft for the first time is stable, but after either reverting the flight or going outside of range of the launch area, the game will crash and result in a perpetual loading screen. Let me know if you need any specific files such as logs, as I have them on hand.
  19. You need to use the correct version of Kopernicus, EVE, scatterer, etc. It's not built for 1.6, but it will work on it if you update its dependencies. The mod says 1.4.x for a reason ;P (Also, you should talk about this on the Before Kerbin thread )
  20. Like, two? Not everything is gonna be bland Nah the lighting just wasn't right in that pic. It's been fixed now.
  21. This is exactly what the stock game needs. The heightmaps for planets like Eve are incredibly underwhelming and boring and look like low effort in the stock game. Kopernicus is also able to add MapDecals but you would need a planet config for this (and KittopiaTech is recommended for editing these ingame). Kerbal Konstructs is not really the best mod to use if you're messing with terrain - that would be Kopernicus and Kittopiatech. You can hit "save body" on KittopiaTech before changing anything to generate a config of Kerbin (also can be found here https://github.com/Kopernicus/kittopia-dumps/blob/master/Configs/Kerbin.cfg ) and you could start editing from there. Hope this helped
  22. I'm aiming for some time this month.
  23. I play the game at 4k on (granted, a 1080 strix) but I can't say I notice any change in performance going from 1080p to 4k with scatterer.
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