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KSP2 Release Notes
Everything posted by sh1pman
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Maybe Zuma is the first one?
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It does sound a little bit creepy
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KSP 2 Would Have Microtransactions
sh1pman replied to llanthas's topic in KSP1 Suggestions & Development Discussion
Well, I guess most of them have some sort of software development background. Also, another reason for KSP2: implementing all of the great ideas from mods by people who actually know what they're doing! -
More like 20. At least one of them will get the job done.
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KSP 2 Would Have Microtransactions
sh1pman replied to llanthas's topic in KSP1 Suggestions & Development Discussion
Better engine would be great. It's really annoying when the game cripples my framerate down to 15 fps when two or three medium-sized vessels are loaded. Or one, but on a heavily modded install. -
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Wat. Come on SpaceX, stop trolling us!
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
You don’t need to download anything not already bundled with MKS. -
KSP 2 Would Have Microtransactions
sh1pman replied to llanthas's topic in KSP1 Suggestions & Development Discussion
But whales don't care about the community outrage, they'll still buy it and spend their thousands of bucks in it. There will be fewer non-payers for them to destroy, though. And that might hurt their sense of satisfaction and accomplishment, and may even make them move on to some other pay-to-win game to sink their hard-earned [citation needed] cash into. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
It's either in KSP difficulty options or in USI-LS options in KSC view. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I mean rename the whole PR to reflect all of the commits, nvm, it's not important anyway -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
You can just add more commits to your existing PR and then rename it to include all of the changes. (that's what I just did with my reactor fix PR) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Two versions, I think. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
However, as of now, specialists cost the same amount of kerbucks as main three classes, but have more skills. So it's better to just hire pilots, scientists and engineers to do everything at once. I also hire some kolonists because they increase all three Kolony scores simultaneously. -
This. I built a $2,000 powerhouse of a PC that can run any modern game at 120 fps and 2K resolution. Yet SOMEHOW this game manages to cripple it down to 15 fps when 2 or 3 medium-sized vessels are loaded. Drives me nuts, obviously. Maybe it’s secretly mining bitcoin in the background or something like that?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude well, I don't know. In stock save I have 100fps with the same base that gave me 27 fps in modded save. Scatterer lowers it to 80 or so, Kopernicus doesn't seem to affect it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude I'm getting a log spam with this thing, something about procedural drag and cradles. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Sure, I’ll test it on a stock save. This is a new 1.3.1 save, btw. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I really hate to complain about things, but something in MKS slows the game to a crawl. While I can get up to 60 fps with medium sized vessels made of stock parts, it’s down to 20 fps for an 80-part MKS base. It gets even worse with disconnected vessels, the worst performance I’ve seen is 7 fps with 3 disconnected vessels. Something is fishy here, but there’s usually no log spam or nullrefs. Now, I’m playing with GPP and Scatterer, but since I have a stable 60 fps with non-MKS parts, the performance hit is probably CPU-related. Did someone else here have performance issues with MKS ground bases? Especially with disconnected ones? -
Well, theoretically, if it were to deliver anything, it would cost less. Same amount of expendable hardware, but double the payload.
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Should be even less when FH starts flying.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Hmm, I've descovered that my log is being spammed by this thing: (Filename: Line: 97) DragCubeSystem: Rendering procedural drag for PAL.Cradle250 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Starting the Dispatcher (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) It REALLY tanks my framerate when the base is loaded. 13 or so fps, almost unplayable. Output log: https://www.dropbox.com/s/apkjccr5gu5jdx5/output_log.txt?dl=0 -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
MKS works flawlessly on my 1.3.1 install. I did migrate my save from 1.3 though. I suspect a destructive mod interference of some kind. Does it work with just MKS? -
Magnetoshell aerocapture technology CubeSat test!
sh1pman replied to sh1pman's topic in Science & Spaceflight
You don't repel neutrals, you make them collide with charged particles trapped in your magnetic field. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
It's sort of MKS-related. It seems that DIY kits don't know how to deal with expandable Ranger parts. Doesn't matter if the part is expanded or not, I still need the same amount of MatKits to build it. So I wonder what's the "right" way to build them with GC, because I don't want to accidentally cheat the system and then feel bad about it.