Jump to content

TheKurgan

Members
  • Posts

    1,020
  • Joined

  • Last visited

Everything posted by TheKurgan

  1. It looks a little lighter.. or more pale to me, but I like it! My custom settings for my ocean if anyone likes it... https://www.dropbox.com/s/awrkcpv21kha6fw/KerbinOcean.cfg?dl=0
  2. Sorry... I should have posted this here... @blackrack I can remove it from the scatter thread and post it here if you like? or just link to it... I guess
  3. Ok, here is a comparison between; Scatterer, v0.0621 Plus an old version of EVE (Using SVE Configs, with the scatterer configs deleted) vs Scatterer v0.0630. Plus Blackrack's "performance-enhanced" version of EVE (Using SVE Configs, with the scatterer configs deleted) Computer; Core I7 7700k @ 5.05 GHz (custom water cooling loop with 1 x Black Ice Nemesis 280GTS rad, and 1 x Bitspower Leviathan SF 240 rad) 32Gb DDR4 3200 14-14-14-34 XMP enabled. EVGA GeForce RTX 2080 SUPER FTW3 HYDRO COPPER (water cooled of course) Mods... or at least most of them besides Scatterer, Eve and SVE... ModuleManager ClickThroughBlocker FilterExtensions Toolbar BAM BDArmory CameraTools DestructionEffects EditorExtensionsRedux Firespitter KerbalEngineer KSP-AVC PhysicsRangeExtender ShowFPS v0.2.3.0 SmartParts TextureReplacer VesselMover I personally like the color of the water better in the old Scatterer, but that is nit picking... All in all, there seems to be a very slight performance increase with the new Eve, but for me, only about 5 or 6 FPS. This may be much more pronounced on a lower end system. This maybe should have been put in the new EVE thread....
  4. Disregard, I needed to update Realplume/Realplume-Stock and/or Smokescreen.
  5. Well, for the Phaser weapons, look in the config, and change laserDamage = ???? to whatever you want. 1600 is the standard damage of the ABL in BDArmory. The other laser weapons (Star Wars types) are not really that powerful. The photon torpedoes are going to absolutely devastate anything it hits, you can change the tntMass = 1000 to something lower, but it's still going to do alot of damage.
  6. No, ballistic weapons do not work correctly in space anymore. Something back in one of the major patches broke it. The same thing will happen with regular BDA weapons.
  7. Yeah even my railgun from KTech takes 3 or 4 shots to destroy the VAB.
  8. Yes, BUT those craft files are referencing BDA parts that have been depreciated, and re-worked or replaced. Any part that is showing as belonging to just "BDArmory" is an old part that has been renamed due to their function/capabilities changing. BDArmory FPS doesn't exist anymore, I believe it was replaced by SMI_SmallArms, but even that is gone now, and no longer available to download. Parts with the baha prefix still remain the same AFAIK... for example: // --- general parameters --- name = bahaFlirBall module = Part author = BahamutoD @katateochi and @HebaruSan Thanks much for looking into this, your services are of supreme importance and value to this community. /salute
  9. Apologies, was having a bad day... I guess being cooped up like this for weeks is driving me a little nutz... I put zero thought into that request before I mindlessly submitted it. Thanks for looking into it.
  10. The wing was depreciated according to the Mod's thread.
  11. Why wouldn't you ask in the mod thread? Why start a separate thread for your question?
  12. On average, I am getting 60 + fps in the flight scene, but when there is alot going on, or I use ships with a lot of parts, I am droppping to 30 at times. I'll give heappadder a try though. yeah, my install of win 10 is OLD as dirt...
  13. I am running 32gb of DDR4 3400 ram (overclocked), a 7700k overclocked to 5.05gHz and n EVGA 2080 Super, both water cooled, and with AVP, even my machine drops to 30 ish FPS.
  14. I know that ballistic weapons never worked well in space, I will do some testing tomorrow and see what happens. There are space weapons... I have a mod in my signature block called KTech, it still works in 1.8.0 and 1.9.1.
  15. I always have the G limits on, I don't want to make the missiles completely impossible to dodge... just very very hard and unlikely at the highest difficulty settings (G -Force part and Kerbal limits on) That drone will pull 44g's in a turn regularly. 50 is max.... at 50 stuff explodes. That drone can dodge about 1 or 2 out 100 sidewinders/AAMRAAMs and it's insane... I have not built or seen anything that can maneuver better at high speeds... at least nothing that is aprox the size of a fighter jet. I have built micro drones that can dodge missiles, but that defeats the purpose of my testing. Oh, and this is the BDAc AI Pilot doing the flying... I have dodged a missile while manually flying, it's not extremely hard, you just need to know how to do it... your timing has to be perfect... and the AI doesn't know all the tricks
  16. OK, you guys asked for it... I spend the last little while modifying my missile testing drone to be somewhat less mod heavy, and made an MM patch to create the engine I use. Here it is: https://kerbalx.com/TheKergan/Missile-Target-Drone-Stockish Requires BDArmory Continued of course Plus B9 Aerospace Parts Pack and the engine patch: https://www.dropbox.com/s/hyjuyejozfj9smx/HBTurboFan.rar?dl=0 Plus Kerbal Foundries2 and Orbit Portal Technology [OPT] Spaceplane Parts And if you are curious about my difficulty setting, here is what I use for all testing:
  17. What the ___ is this? Airship Pirates KSP Modpack Why is BDArmory showing up on KerbalX as belonging to some TRASH modpack?
  18. Kind of irritated at your responses... I have tested, and re-tuned EVERY SINGLE missile for BDAc, and Spanner's mods, and I have been doing it for about 2 years now... I needed a craft that would push the boundaries of maneuverability that a stock or mod craft could do WITHOUT cheating. This craft evolved from that need... slightly appalled that you guys think I would resort to cheating to do what I have done. That's my thanks I guess.
×
×
  • Create New...