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Everything posted by sh1pman
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
@Omnipius did you build your minmus base with EL, GC or OSE? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Try reloading the scene. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Well, I've just showed you my specs. Not exactly a potato PC. 70fps without lights, 60 with them. 30 with Kopernicus, lol -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Believe me, lights do affect the framerate significantly. I have a GTX1070, 16 gigs of RAM, and an i7-4790k, and I lose like 10 fps with just a couple of lights turned on. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Yea, it's a really cool feature that's been added recently. Allows you to manually transfer anything between vessels without KAS pipes or docking. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I think you deliberately removed the emissives on Duna modules because they were causing lag. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
If there are no resources in the main base's warehouses, the engineer won't be able to use them. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
It sucks them where? Does the main base 20 meters away have warehouse-enabled matkits storage? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
How so? It should maintain equal levels of resource in all of the warehouses. Also, what does that pump level slider do? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Turn the local warehouses on -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
How do I install this config? MM is reporting an error when I put it into the GameData folder. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
Yeah, but I didn't really research it this time. Somehow my spaceplane still works, and I'm happy about it, not changing anything. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
On mobile now, so can't test, unfortunately. I'll give it a try later today. Still, as you can see here, I also get a significant fps drop at my Gilly base with Kopernicus (from 70 to 45). So if Gilly doesn't have these voronoi PQS mods, the config isn't going to solve the problem, right? BTW, does your OPM overhaul work for 1.2.2? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Also, the 5m KIS container is so big that you can print 3.75m Tundra parts with OSE. If you have a PAL rover nearby, you don't even need EL or GC to expand the base. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
It might be because my Eve satellite is in higher orbit than the Kerbin station (350km vs. 100km). I think MFI is bundled with Kopernicus, that's why I checked both of them (I might be wrong) I feel you... Still deciding what I want more, framerate or beautiful planet packs I doubt this is the case. I haven't seen any drastic framerate drops when I was landing a vessel on the Mun and Gilly. It was pretty bad all the time (55 fps tops for stock-only vessel). Hmm, so how exactly will that help us nail down the framerate issue with Kopernicus? Auto science samplers are blatant cheating! They take so much from the game, you probably don't even read the experiment results, do you? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Nope, never heard of it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Bases are rougly similar, Mun base is a little bit bigger and has a PAL Rover nearby. Kerbin Station is huge and has mostly MKS tundra parts. Eve satellite is small and has many stock and Dmagic mod science parts. Station: Mun Base: Gilly Base: Eve satellite: EDIT: Also, unrelated, this is how I use the Malemute: -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude Here it is: https://docs.google.com/spreadsheets/d/1W912eOmsTE-D45V3jmp5_dhuwiYHyCHtC-WJPs5b-Go/edit?usp=sharing All results are in the spreadsheet. The numbers represent the average FPS I get in that scene. First column represents the mods installed. There is also a chart. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I'm on mobile, so later. I even made a spreadsheet about it -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude I've finally tested the framerate changes happening to my Mun and Gilly bases with or without Kopernicus, SVT, Scatterer and other visual mods, by the way. Got some interesting results. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude what's a ground pylon? -
Can't you find asteroids everywhere with that telescope from the Asteroid Day mod?
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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 so I've loaded my Gilly base and noticed that it is spamming the procedural drag stuff for PALcradle250, whatever it is. Is this normal? I've also installed kopernicus to check if it causes lag for the Gilly base. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
sh1pman replied to Nertea's topic in KSP1 Mod Releases
@Nertea hmm, the large cargo bays seem to have shielding issues again. Check @RoverDude's livestream, around 3:47:30 he shows unshielded cargo inside the closed cargo bay. He downloaded the latest version of Mark4 during this livestream. Again, medium cargo bays seem to be fine. https://www.twitch.tv/videos/129616268 -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
@FirroSeranel so how does th slider actually work? If my install has graphical mods and I'm getting some lag (40ish fps of so), how should I change the physics delta-time?