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mark-o-solo

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Everything posted by mark-o-solo

  1. Yes I did, I can open the windows of all four wheels simultaneously, but I cannot control them individually. Luckily, I still had a seat installed, and with a kerbal inside, the symmetry changes accordingly, but still its a huge inconvenience to not be able to steer the wheels individually.
  2. Yea, I have a rover stuck on the mun. While I totally agree that symmetry is important, it is just as important to be able to break it manually. Particularly for stuff like setting the dampers or similar. The way players are currently limited by the symmetry is just unacceptable imho.
  3. HI, thanks for the answer. I do have mutilple points from which to control the thing. However, since my wheels were placed diagonally with symmetry, nothing works. Either they diagonally spin in opposite directions or they steer in opposite directions. It is so ridiculously infuriating that you cannot set their mode individually. I will go looking for a mod regarding this, any suggestions ?
  4. Hi, I have a rover for which I used symmetry for the wheel placement. However, I cannot invert the motors individually and therefore the rover cannot really move. How do I configure the wheels individually and without the symmetry partner being configured too ? PS: Please dont tell me thats not possible because that would be ridiculously unpleasant for gameplay and construction.
  5. Alright, I tried the welding mod but it doesnt work at all for me, its extremely buggy. Ok, so steve_v, you claim, the issue is mostly due to the physics and the crappy thread distribution, right ? Thats quite a shame, since there really is no fix in sight... In that case, I really hope, they switch away from unity or distribute the load otherwise. Although I must say, that in the task manager several threads light up, could it possibly be different for the 64bit version ?
  6. Alright, Ill check it out, thanks for the help. The part count of the base on the picture is about 800, but Id like to launch some even bigger crafts... Alright, I tried it, same goes for the active texture management. I get from 5 GB of RAM usage to about 4GB, but that does not seem to be the problem. Also, the problem persists in space, so no smoke, clouds or other textures. It does not seem to be memory related, but the CPU spikes up to about 100% load. Any ideas
  7. Hello, I am having trouble with my KSP 1.05 with large crafts. I have pretty much all the popular mods installed like KW rocketry, B9 aerospace, Kolonization system, KAS, TAC life support, EVE, etc., all up to date. And I therefore play with the 64 bit version of the game from unity (otherwise, the 2 ridiculous GB ram of windows do not suffise). The game works just fine, only from time to time do I get a crash. My problem is just that with large crafts, it gets horribly laggy, I get about 1 FPS with a big station, or launching a big craft even less. It cannot be a hardware problem, I have: I7 3970x 16GB RAM DD3 CL8 2666Mhz GTX780 Ti For my station, this leads to a big relative motion of the different docked components which then wiggle dangerously. I thought, this might actually be the cause, so I reinforced all with KAS struts in a tedious 1 FPS EVA game, no help. I dont think, this stuff is much too difficult to calculate for the PC, but I suspect, the problem lies with the memory chunks to be transferred between RAM and CPU, once again the FSB or CPU caches being the bottleneck. I also have the feeling, the lagging only comes about when the kolonization system is used, ie. combining all modules necessary for a self sustainable craft... Can anyone help me here ? Do you know some trick to make it playable again ? Tanks PS: here is a pic of my latest base rising on its way to the mun, less than 1FPS: base
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