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lude

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Everything posted by lude

  1. Hey could you as a team please have a look at the tessellation of things, I have the feeling that some objects that do not require very high tessellation have it extremely high as well as the general game world. Overall this could improve performance quite drastically GPU side wise. People with AMD GPUs could test this, because they have an option to restrict tessellation, for example NVIDIA's hair physics were once upon a time a reason why some GPUs (AMD and outdated NVIDIA) tanked extremely in performance if faced with such hair physics or extreme tessellation, that setting would allow many old cards to run those hair physics with marginal to no quality loss but extreme performance boost (tanking means it was somewhere around 10-15fps and recovered to 40-60ish) I don't have a state of the art rig right now, but even the best out there wouldn't be near double in performance and I wonder a little about the frame rate at 1080p and it being GPU related for me. Tho will update my drivers soon, something I barely ever do. Also perhaps do a performance assessment of certain things over others, which you could then split into further options in gameplay, graphics and so on, there might be minor things that just eat a lot of cpu or gpu time due to minor flaws or oversights adding up. Great game! Looks awesome and feels good, never expected that a KSP game could load that fast, switching between scenes in not even seconds and I can feel the love to detail and better usability a lot.
  2. Thanks so much, the fix GC heap solved all my horrible stutter problems
  3. i like this mod a lot also you can remove the kis issues by removing the kis subplugin
  4. I just wanted to say that this is a pretty great mod especially if used with FMRS
  5. Luckily that's the version I'm using so far is fun, was a bit surprised by the research time but another good function. Oh next restart I'll try FMRS hope the 1.1 works on 1.1.2 on the github I don't find anything current. And I like these kind of mods they make the game a bit harder and every so much learnt stuff I like having the game a bit morre trying. Hehe thanks, there probably will be many questions in my future
  6. I'm using KCT and the mod I'm looking for is what I wanted to use with KCT but in worst case, KCT might be the mod I'm looking for if it does that. Wow it really is :E sorry for the thread and lots of thanks for clearing that up for me, I spent ~20 minutes checking spacedock and kerbal release section for something to jump to my eye I wanted to try FMRS but understood that it only manages stages, I'll have a second look now to make a list of what modules need to be reset with the mods i have :E
  7. this does nice stuff to all the OPT parts but I think fueltanksplus integration would be more awesome now that I think of it all thanks go to the dude of starlionindustries/mk2 KSPI integration so what is the most current project state? I wanted to have a look at newer FAR integration and already updated the control surfaces but not with accurate data for that I need to install blender, if someone here has blender I'd be up to share the work load for proper FAR integration.
  8. but with the mod you were able to reuse rockets/pods/ssto if you managed to land them again, as in exactly the same craft after recovering, been looking on spacedock and the forums for a while but no luck tho will just continue to sift through spacedock under newest category, hope it was posted there and not just on the forum.
  9. Copy to symmetry doesn't work for you? In an earlier version it would turn it into 90 / - 90 for symmetry partners and last time i checked 90 / 90 but still flips one of the parts in question and all parts should work very well with tweakscale.
  10. So I just joined two station parts with Senior docking ports but as soon as I dock some magical kraken force appears, turning it like a pendulum over an imaginary point and creating an accelleration effect that decellerates my orbit, what am I doing wrong? anyone had something similar? -- edit -- judging my error log almost everything is breaking when that happens
  11. Good to know :> thank you three. Yeah currently it's kinda more of a feature to me^ now that I know that it didn't just change. @stock orbital decay so is the bug that reverts circularized orbits on vessel change related to that? or was it even vessel change that triggered it?
  12. So, I noticed that when I have mysatellites at 2.863.334 metres my satellites shift their relative position to the KSC quite noticably over the course of a hundred days or so, did that change? What is the current geostationary distance?
  13. Does Ghosting mean I'd be able to follow a burn 45 degrees between let's say prograde and normal? With less amount of work than using a flight computer? (watched the video and still clueless)
  14. So I noticed that you can avoid the radiation belt bei polar rocket launches or reentries (in reality, with all kind of planets), will the mod reflect reality this way at some point or is it too hard to code such a non euclidian radiation belt?
  15. If a mod adds lifting surfaces how to properly turn them into FAR compatible ones? (e.G. lift arrow causing vs no lift arrow in VAB just lift) make a patch so that all LiftingArea gets turned into FSLifting or what would be the appropriate step? Someone else had that, when I had that problem it was caused by a single part from UbioZWelding (three quadcores on each other) it broke the voxelization for the whole craft. If you installed VDS Hullcam that will be the culprit.
  16. After the engine switches to closed cycle it has about 12-15 times the thrust for the same amount of fuel, the X-44 Mattock for example from MK2 expansion, but also all others that follow that module design i think it's because it takes the ISP rating for the JET/opencycle in closed cycle -- edit -- 12-15 times meaning 4000kn thrust on a rather small, it's easy to speed up to ~15000m/s right after leaving atmosphere with rather small fuel tanks, there's a few mods that offer these dual cycle engines
  17. Pilot Project ISP Bonus breaks dual state engines, at least those with closed/open cycle system, JET/RAMjet works in the example I use
  18. Oh and also B9 Aerospace has been updated, B9 Aerospace HX offers gigantic spaceship parts and it's very FAR compatible. MK2 Expansion is also quite nice
  19. Since this is is a mod that ddn't need any coding to work (just configuration scripting) It's dependancies have been updated so unless it relies on old functions not available anymore (doubtful) only the Baha_SP animation module seems like it wasn't updated but others here seem to have good experiences, I just downloaded and will test next restart. OPT still works flawlessly imho and people in the thread are trying to scavengen a better built by using and modifying older ones until the dev comes back.
  20. Oh, I have to try that, I occasionally have that bug as well, but for me it's probably caused in conjunction with dmagic and other science mods. I put "stock alike" as complementaries but it doesn't allow for all science to be transmitted and perhaps directional connection will alleviate the cluster love I have a little. Also I found out what caused my bug, it's CC_Remotetech in ContractConfigurator
  21. I have a problem with a function that calls on some currency change when researching something which leads to severe lag until I leave the research center and I also failed to properly do the plant flag thing (in 1.2.0 tho) after returning kerbal and ship it didn't end, beside that great mod that really changes how career works. Will edit in the actual error once I get to research something again.
  22. I think the KKRT.cfg is causing problems with RT but I can't be too sure, perhaps ask RT people if they could make an api for ease of appending ground stations from in game? is what I get, but I think it's save persistent so I could only check by making a new one and picking a vessel from tracking station or it's completely unrelated ^ well after removing it and starting a new game exactly the same problem so unrelated
  23. Dunno how to cause/recreate this, happened randomly on selecting vessel from tracking station, is save persistent. I think this is caused by duplication of the remote tech config in KerbalKonstructs, wrote there as well would it be possble to create an api to add ground stations from within game? that would enable a lot for kerbinside/kerbinkonstructs -- edit -- well it's not caused by that config, starts in new game as well time to remove some mods and see if there is a conflicting one the weird thing is that the ground station works perfectly fine
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