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KSP2 Release Notes
Everything posted by MR L A
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So I removed all mods, uninstalled and redownloaded the game, and put all graphics settings to maximum with the frame limiter set to the highest 180 fps option - It was pretty much pinned at 180. Flew about a bit at supersonic speeds at ground level and it dipped to 140. Kinda noisy at a little warm with the gpu though. I'm going to put reasonable limitations on it now and see what happens
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I forgot to mention I’m also running EVE lol. Mine manages a steady, limited 60. Will do more easily but I’m trying to lower temps and noise. Mines an MSI Mech 2x… cheapest one by a wide margin when I bought it last week. Overall, I’m super happy with the performance - just not with the temps and noise. I’ll see if I can give some more performance reports tomorrow regarding frame rates at native resolution vs scaled etc
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But is this expected? As in, should modded ksp reach higher temps than doom or the Witcher 3? i will follow your advice though, the temp spikes (and noise) have been a little unexpected… I’ve seen ksp hit maximum junction temperature which was worrying.
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Hi all, I’ve been around a long time, played about 3000 hours of KSP on various machines. Recently got my hands on an RX 6700XT to replace my GTX960. Quite a leap really. I’m running visual mods like scatterer, tufx and waterfall, and I’m just incredibly surprised by how hard KSP hits the GPU. Is this normal? im using RSR and up scaling to 1440p, but even then, it seems as though KSP hammers the GPU more than The Witcher 3 at maximum settings or even Doom 2016. im getting a nice steady frame rate which I’ve capped to about 60 (who needs 144 frames of ksp?). I’m just wondering if modded ksp normally hits GPUs so hard (temp gets extremely high). CPU is practically bored lol thanks for any responses!
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Key word being “favours”. Also, and someone else will need to confirm this, but you’re missing relay strength. For example, 4% connection direct to KSC is still stronger than relays because of how unbelievably powerful the KSC dishes are at level 3. Also, setting up relays is best practice because it means you don’t need big expensive dishes on landers/rovers plus you’ll have constant connection as the celestial body rotates.
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[1.9.x, 1.10.x, 1.11.x] Persistent Rotation Upgraded
MR L A replied to linuxgurugamer's topic in KSP1 Mod Releases
Do you have any other backwards facing parts? I had the same issue caused by a wrong-way-round (correct for the design) engine plate, which I believe was the root part for dV calculations reasons. Essentially this mod ignores what the probe is saying direction-wise and looks at the root -
Hey Anyone know what the deal with fairings is? I have one craft with an interstage fairing that deploys when it should through staging (includes a decoupler on that same stage) and another craft where no matter what I add to that particular stage, MJ refuses to autostage it, treating it like its a payload fairing and waiting until correct atm. pressure etc. Any ideas why one interstage works and another does not?
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
MR L A replied to stupid_chris's topic in KSP1 Mod Releases
@stupid_chris Hi So I'm using the Mk16-xl chute - place it on top of the mk 1-3 command pod, clip it just inside the pod, whack a docking port on top of that, so the chute is hidden inside (how I wish there was a stock chute docking collar). Anyway, this config works in stock AND at low altitude WITH the mod, I've done a few abort tests at various altitudes and they all worked absolutely perfectly For the specific scenario I mentioned - craft is at 500km circular orbit, perform deorbit burn until PE = 0km, then press stage which separates the pod from the fuel tanks and engines and has the parachute in the same stage. At this point I get the message saying deployment failed cus in space (slightly annoying as this staging technique works in stock and means I can do something else for a few minutes). Now I manually click the 'arm chute' option (I'm testing this as im typing), currently 66km high with the option to disarm the chute, waiting to see what happens. I've just noticed that the Predeployment setting is set to Pressure of 0.01atm, I'm not sure, but that seems to suggest it will attempt to deploy very high up when I'm still going rather fast... yep, deployed at 23km whilst travelling at over 1200m/s lol. I'll change to Altitude and see if that fixes my issue... annnnd yes it did So my bad, basically a user-setting error Though it would be nice if the staging option was changed back to arm, rather than deploy.. maybe in RC2? Changed setting in menu Thanks for your time! Edit: Oh, just discovered that I can't change chute settings in VAB when I right click on the part. Is that normal? I'm an idiot Always helps to read the instructions first Thanks again! -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
MR L A replied to stupid_chris's topic in KSP1 Mod Releases
Hi, just an observation/question about intended behaviour I only use RealChute to give the stock chutes much much much nicer chutes and an extra dose of realism - i ignore the custom parts because I only use stock parts in builds (I’m one of those annoying semi-purists lol). Anyway, I designed a craft years ago where the last stage (post re-entry burn) simply separated a command pod from the fuel tanks and armed the parachute, meaning the next time I touched the controls was to click the recover button a few minutes later. With the mod installed, I’ve found this approach no longer works, unfortunately. I’m having to arm the parachute manually despite it being part of the staging PLUS it’s deploying unsafely very high in the atmosphere which of course leads to a failure and kerbal death - bizarrely, post failure I cannot deploy one of the spare chutes or repack the chute. I’ll check what I’m doing again tomorrow and report back after some testing (gone 1am and I’m tired lol) - so don’t consider this a support request just yet, more an anecdote but I must say, thank you for the mod (stock chutes look so bad) and I’m very excited for whatever RealChutes2 brings! -
Hey Linuxgurugamer! Thanks for the help previously, only just seen your reply I do have a feature request if I may be so bold... A button to change the Fairing Expansion setting Its state isn't remember by the game unfortunately, and those of us with fairing-heavy builds (see https://kerbalx.com/The_Black_Badger/craft (not mine, but a darn good example)), its incredibly annoying having to turn all the fairings off again I appreciate its a bit niche though thanks!
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Marginally more modern - courtesy of this thread https://www.reddit.com/r/KerbalSpaceProgram/comments/3fa29t/wacs_deltav_map_continued_ksp_104/
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How do I build it? over and over and over and over and over... I have a bad habit of progressing so far and then erasing everything.. then rebuilding the crafts with slight tweaks/optimisations/aesthetic additions. haven’t done so for a while... but probably will when the next update drops and I need to edit all the docking ports and solar panels
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As a side question, where does it measure the height from exactly? Both images below feature a 2.5m panel attached to the lowest component of the craft with B set to 2.5m as above the panel is placed *after* pressing B and is only there to give a sense of height This one is okay, albeit slightly out (I'm not *that* fussy) : and this one is a good 1.25m out for some reason: I have another one perfectly aligned with the floor and another a good meter too high :S and again, I do appreciate you're a busy individual and this is by far the least concerning issue you likely have at the moment
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hey So I'm one of those people that finds the B key to be absolutely brilliant and scratches that particular itch (I think you know what I mean) I've recently noticed in settings it can be changed from 5m to whatever - (I manually do this as 5m is too high for my tastes, but i do love it being centred :)) unfortunately its one of those stupid sliders where you can get every number except the one you actually want I'm aiming for 2.5m - so I thought there must be a way to change this in a file somewhere seeing as the slider is about as useful as a chocolate teapot - but I can't find said file (I can find various settings but no reference to 5.0m setting Any help on this one?
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There's not really much advantage to orbiting Kerbin... but there's not really a disadvanatge either. You're going to circularize at some stage after launch, whether you then carry on burning to reach escape velocity or not makes no difference to the amount of dV used - you might as well plot an efficient transfer while you're in orbit of Kerbin. It doesnt waste any fuel.. arguably saves you some with better planning. also un-necessary hypen is unnecessary
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how would you like research to work in ksp2?
MR L A replied to jastrone's topic in Prelaunch KSP2 Discussion
I think I might be late to the party, and I suspect someone might have already said this... But why not make it somewhat realistic? Funding unlocks new parts > New parts means you can gather more science > Science gives funding. The science itself doesn't unlock anything, but is more of a result - for example, gathering scientific data from Jupiter doesn't generate money. But it does pave the way for future expeditions by generating interest/making more funding available. Conversely, if every single rocket launch/mission in human history had failed, I doubt there would be *any* interest in funding government bodies like NASA or interest from private ventures. I hope that makes sense, I also appreciate reality is much more nuanced and complex, but I think its a good way to boil it down to a game mechanic. Successful mission (gathering science) = more funding for developing new tech/parts. Sounds about right to me. -
Aren't updates meant to be quarterly? I'm sure I read ages ago in a dev diary that's how they were doing things now... could be wrong
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I mean, being 1GHz doesn't make it inherently weak or even slow depending on IPC, architecture etc. etc. But in this particular case.... yes it would be diabolical haha
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Space Shuttles! Post your pictures here
MR L A replied to ShuttlePilot's topic in KSP1 The Spacecraft Exchange
Shouldn't that be "*aren't* being used"? The Vector's gimbal means you don't have to worry about CoT aligning with CoM quite as much - and in situations where it's too powerful... well that's what the throttle control is for lol. Also, I love a good *noozle*. -
there's two completely different companies working on the games lol. KSP 2 is not being made by SQUAD, so I don't think we need to worry about that part lol