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KSP2 Release Notes
Everything posted by Jimbodiah
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1.7.3 frame rates
Jimbodiah replied to Jimbodiah's topic in KSP1 Technical Support (PC, modded installs)
Running a 1080Ti with 11Gb, should be enough, KSP has always been more load on the CPU than anything. Running a 8086K (binned 8700K) at 4.8Ghz on all cores in a Z390 board, 32GB ram, Evo Plus M.2 SSDs. KSP has always been low fps even with memgraph to remove the stuttering, never reached anything over 60fps (3440x1440 on 120Hz monitor), and that was fully modded. I can try forcing DX11/12 in the command line to see if that helps, will need it for SSTU anyway. -
Always played 1.3.1 with RSS and a ton of mods, updated to 1.6.1 when RSS support came out but never really played it as new versions just kept on piling on top and mods nod keeping up, now decided to try 1.7.3. I have a fresh install, unmodded, and am getting like 3fps at the same high settings I've used on the fully modded installs. Anyone have similar issues with 1.7.x? Any ideas? PC is definitely not a potato so is not the limiting factor. As stated: fresh vanilla install.
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Sorry guys, for some reason it was unpublished. I've activated it again.
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I changed that text last week Working on it, not as active in KSP lately. And with the constant stream of updates that require all my mods to update again, I am not sure I will play much in the future to be honest. It's going to take me a few weeks of gameplay just to update my JPL patches, and I notice they are releasing 1.7.1 and 1.8 soon. No idea why they choose to update so frequently on a game that relies so heavily on mods.
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Yeah. it seems like they got a bag of free version numbers and have to use them up before the sell-by date or something.
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Working on updating these patches. More info soon™
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If you have any of the builds in the repository for 1.6/1.7 I'd be happy to add them and credit you.
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Yeah I figured, some parts have been combined into one modular part and even modules have been replaced, so I doubt anything will load properly. Trying to fix all my COS based parts for the JPL patches mod at the moment, need to rework them all from scratch I think.
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Currently I am working on a 1.6.1 install to update my RSS setup and will be working on the craft repository. The upcoming 1.6.1 craft files should also work in 1.7.0 according to Mage. Also, I will remove 3rd party dependencies like BDB and ProceduralFairings.
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Updated for KSP 1.6.1
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Updated for the 1.6.1 release of Real Solar System. If you have RSS working in 1.7.0 then this should also work. The mod is quite simple so should not break between versions. Only the Alcantara launch site is mod dependant in this patch.
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You mean the current 1.3.1 files work in 1.6/1.7? I can check. Found a bunch of things in my JPL patches that no longer work, mostly based on the COS parts (modules have changed). Just updated the RSS patch and SSTU Color Presets, almost no changes needed here so I got off easy
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Far Future was always a deep WIP mod and has not been updated by Nertea in a while. Near Future I can look into soon as I am starting up a new install (although probably 1.6.1, it should update a lot of those integrations).
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OD'd on ARK the last few months, slowly playing KSP again here and there. Right now I am contemplating making a 1.6.1 RSS install, updating from my current 1.3.1 setup and was wondering if there is any use in making craft files for the repository in this version? Are there major changed between 1.6.1 and 1.7.0 that would break the craft files: would 1.6.1 crafts work in 1.7?
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Kind of tired of the endless KSP updates that bring little to nothing. I'm still playing 1.3.1 and wonder what benefits the player has actually noticed during all the updates since then vs the hassles to have all the modders stay up to date?
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Sorry to be a no-show... Playing Subnautica and ARK lately like it's an addiction. I need a stable 1.5.x SSTU before I will play again I think, not messing with 1.4 :))) My 1.3.1 still works fine.
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RCS and a small reaction wheel for orbittal stuff. Lifters only require a little gimballing, if it flips there is something wrong with your flying or maybe even a aerodymanic bus (stuff not shielded with fairings). Reaction wheels on a launcher are useless and should never be required.
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You don't need reaction wheels. The engine gimbals should take care of any vectoring you might need. Are you building VERY long rockets perhaps? Rockets flipping is usually a problem of not enough thrust or too much drag while turning, causing the rocket to flip. You could try some wings at the bottom (and top if that wasn't enough) to see if it's an aerodymic problem. Also press F12 to see the aerodynamic forces when it flips.
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@Nightside If your monitor is capped at 60Hz, but your GPU can push a lot more, you could opt to increase all the quality setting to max instead. Pushing more frames will waste processing power like Mage said, and it might even cause other glitches. And yes, you can definitely see the difference between a 60Hz and a 120Hz monitor, let alone 240Hz on a 1080p. I just switched from a 60Hz to a 120Hz 3440x1440 and will never go back. Some games only push 80Hz at this resolution, but even that is still noticeable vs 60Hz. Running Fallout4 at 120Hz capped (boatload of manual settings in the files) which gives anything between 50-120Hz in-game. Add to that a high dpi mouse with low sensitivity settings and it makes for a much smoother experience (no use in KSP though). But beware... KSP is severely limited by itself, meaning that if you have more than a few dozen parts in a ship, frame rate will drop to under 40Hz even though you have the CPU and GPU to do a lot better. I recently went from a 4790K@4GHz to a 8086K@5Ghz and saw no change in fps on the same view of my station; stuck at 35-37fps. Dito when going from a GTX970 to a GTX1080Ti, or from 16Gb to 32GB of ram (even 1600 to 3200MHz). In short, hardware is only a bottleneck if you are running an outdated system. For everything else it is hindered by Unity and KSP itself, not the hardware. So in short: bump up graphics settings to the max and enjoy. No need to spit out more frames than the monitor can handle.
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MechJeb is COOL!!! MechJeb is LIFE !!!!!!
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SSRSS used to do that, plus include a lot of visual effects as well, but not sure that mod is still active.
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[WIP] Nert's Dev Thread - Current: various updates
Jimbodiah replied to Nertea's topic in KSP1 Mod Development
FFT is a WIP mod by Nertea with even more advanced engines (Fusion to Antimatter) with support parts like tanks/reactors etc. I still play a 1.3.1 save with that mod