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DStaal

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Everything posted by DStaal

  1. I have a very dumb idea... Since KSP is rendering them at half-rez, could you double their native resolution? (DPI.) Then when they're rendered down to half, you get the same effective resolution as before.
  2. Still a good explanation, if you want to really get into it: https://arstechnica.com/information-technology/2012/06/inside-the-ssd-revolution-how-solid-state-disks-really-work/ Note that in the past ~6 years, a lot of work has been done to mitigate some of the issues, and to make things work better. If you're using a modern OS, you can probably ignore the issues - TRIM is almost certainly supported on your OS, and the SSDs are better at balancing things out. (Though deletes/changes will still take longer than writes, and cause issues over time.) You can definitely check out your setup for yourself, and fix issues - but for KSP loading, raw access speed will help a lot, and even the worst fragmented SSD is still better than a spinning disk. (Though multiple high-end disks might get close.)
  3. Already done: Though I tend to treat a 'ran out of power while trying to transmit' or something similar as a natural hazard - if I can't recover the satellite, it's my own fault for getting it into that mess.
  4. I only wish the texture wasn't completely symmetrical. I keep believing that if I just knew where the 'front' was, I'd be able to plan which orientation things would be in when I get them built...
  5. Hmm. The thing that jumps out at me is the 'Dump Excess Oxygen' button. Can we get logs as well?
  6. Feature, not bug. This was requested in the original thread - it makes behavior consistent between non-extendable solar, extendable solar, and extendable/retractable solar. Also, it means it's easy to find a solar panel with the button - any solar panel will have it, even on a ship with mixed solar panel types.
  7. So probably part of the perception in my case is that I'm not using that production chain - I’m using the USI production chain, building using MaterialKits and SpecializedParts. Heck, SP are a pain to build, and probably fairly close to fully assembled 'kits' for some of the parts in question. So for me EL and GC are building from basically the same materials - GC doesn't use SpecializedParts (yet), but it has a DIY kit that should have the equivalent parts/mass. Anyway - thanks for the info, and to @UnanimousCoward for the MM snippet. It sounds like I can slow down EL a bit, and GC has a way to speed it up, so I should be able to get them feeling like they're both at least working with the same level of tech, instead of one with Replicators and one with Rocks.
  8. I think partly it's that there's something to compare it to. On it's own, meh. It feels a bit fast, but nothing worth thinking about. The fact that the same size crew can complete an expedition ship to Duna, and it's lander, in less time than GC takes to build a drilling station makes the difference stand out. I do play with both, and like their overall interaction - but the speed comparison is odd - GC should be like building from IKEA, while EL is building from lumber. I can build a table pretty fast either way, but IKEA it'll take less than an hour, while lumber's going to take me most of a day, probably.
  9. I think the normal stance on this is: 'No way should you post that'. The core assets are part of the game, and under their copyrights. Assume 'all rights reserved'. You have the right to do with them whatever you want *for your own use*, but not to distribute them.
  10. Thanks! Sounds like it's time for me to get tweaking...
  11. I'm asking this in the EL thread as well, but is there a way to adjust the base build speed in this mod? I use both EL and this mod, and I'd like to balance the speed each mod builds at - currently EL is much faster, which just seems very odd. (Asking in both because if either can be adjusted, I'll try to get something working.)
  12. I don't think so, but it's a question I'd like answered as well. More because I'd like to balance the speed between EL and GC - I use both in my game, and the fact that EL is faster than GC is kinda weird.
  13. It's also why when I submitted the PR moving the EL patches to PatchManager, I set the recipe patch to be active by default. If you're building out a base, I find building using DIY kits and MK during early stages easy, and reasonable. Later on EL gives you flexibility and allows you to build out complex things that don't fit will in DIY kits or to build without having to ship from Kerbin - but you have to deal with the production chain to SP (and yes, Machinery if the part uses that). So it works quite well for initial infrastructure to be built via GC, and later expansion to be built via EL, in my opinion. (Though there is still some mismatch between the two - Notably EL builds about an order of magnitude faster than GC, and that really should be the other way around.) Building using EL and the included recipes will require fairly large supplies of SP, so you have plenty of incentive to stick to using GC while building out - SP are hard to ship, after all. (Not trying to change RoverDude's opinion here - he ships the patches, and things work fine as is. But wanted to add a further point to the overall discussion.)
  14. It should work fine on it's own. (Just tested in my install.) Can we get a picture?
  15. Best place to ask this is in either the Konstruction or MKS threads - those are the relevant threads for this mod, and you'll get the most common user's attention best that way. That said: Basically everything's magnetic. I don't think that there's an exclusion there. As for a weight limit - good question. I was going to say 'depends on the local gravity' but you didn't ask mass, you asked weight, and that's the right term. And for stopping your vehicle from doing a flip - we'd have to see the vehicle. I've had no problem, so it's probably a design/use issue.
  16. I see that ring as well - but I don't actually have this mod installed. (Radeon as well.) For me, it appears linked to altitude. In fact, I've seen that ring with *no* mods installed, using a stock ship. This is a KSP 1.4.1 (never got 1.4) bug.
  17. I'll do some troubleshooting when I can for a better bug report - but the settings window is always blank for me. 1.4.1 with the latest USI-LS. The USI-LS window appears to work in other scenes, from the main KSC screen where I should be able to configure the settings, I just get a blank grey box.
  18. Before: Loading Systems: Elapsed time is 627.9476s After: Loading Systems: Elapsed time is 386.0955s Impressive.
  19. The boycott was a while back. The CKAN people were being a bit aggressive in adding things to CKAN, and not being helpful to modders. There was a kerflufle, and a compromise was reached. The boycott ended at with the CKAN admins giving the mod authors some more control. I personally don't use CKAN, so I can't say from experience, but I believe most USI mods get to CKAN at this point. If not, ask about specific mods (in their threads, if possible), and offer to help - but make sure RoverDude is aware of and approves of anything you do. That said, I believe in most cases installing by hand and using KSP-AVC (currently semi-broken, but being worked on by LinuxGuruGamer) is the fastest way to be notified of updates.
  20. Which just means the problem would be with the other 'normal' file. (And you may not be able to do anything about it.) Sorry, I shouldn't be back-seat coding.
  21. Essential that meets that criterion are very few. Even the initially offered Near Future I'd say you'd only want to stick with Construction and Solar - Electrical and Atomics have extensive new mechanics that people may not like. (And even Construction assumes you like to build space stations or similar...) About the only mod I'd think for sure meets those requirements is Better Burn Time - which just makes the time to maneuver node actually useful. Kerbal Alarm Clock is also probably close, though not quite as 'no cravats'. There are some basic parts mods that are also close - but if your play-style never uses those parts, then you just don't need them. KIS/KAS are nearly universal - but do change how the game is played. I'd want to comment on things like All Y'all or Crewlight, but I can see 'realism' folks looking down their noses at such.
  22. Ah, sorry - I read 'recycling', and figured you meant the recyclers, not the Nom-O-Matics. Nom-O-Matics are *greenhouses*, and generate supplies (using Mulch and Fertilizer) instead of reducing supply usage (like the recycling modules). The latter are reflected in the USI-LS screen, as I said, as they reduce the rate of change over time, and it extrapolates based on that. Greenhouses, as converters, don't change the rate of change - they add a different rate, the rate of Mulch+Fertilizer -> Supplies. As such they don't affect the rate of use of Supplies, which is what the Supplies window tracks. (Though I'm vaguely remembering some of the more recent versions have a 'Fertilizer' line, which would show that - of course, that assumes you aren't mining or using one of the more complex chains to Supplies.) Basically replenishment is not recycling, and needs to be thought about differently. The window tracks recycling, but replenishment is more complex and the LS window doesn't track all the interactions that could change that.
  23. The life-support window should show the actual time with them considered - assuming you've activated them. (Since they cost EC, they aren't activated at launch.)
  24. Again: Nothing actually happens on ships not in physics range. The USI-LS window just takes a snapshot of the ship the last it saw it, and counts down resources based on time. Go back into physics range, everything recalculates, and you'll have EC again. (Assuming you have generation.)
  25. The other mod that will allow you to build and deploy rockets off-word - again, using mined or shipped resources, and using crew to do the construction - is Extraplanetary Launchpads. It uses a different set of resources, and doesn't require that you ship a kit up from Kerbin, but instead spawns from launchpads or launchsites (the former being specific parts attached to your building ship, the latter being areas defined by specific parts on the surface of a planet). Your choice on which you prefer.
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