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Posts posted by gsantos9489
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1 minute ago, JoeSchmuckatelli said:
Monitor spec? 1080p / 60hz?
Yes.
I'll buy a new GPU with faster monitors in a few months hehe. -
On 12/7/2022 at 10:35 AM, gsantos9489 said:
Did any of you already played KSP within the iGPU of an Intel 12th or 13th gen CPU using DDR5?
So, I'm quoting myself with answers...
So let's go, I finally finished this build
• System Information
Motherboard: Gigabyte Z690 Aorus Ultra
Processor: Intel I7-13700k running at 5.25Ghz default turbo, no OC (cooled by Aorus Waterforce X 360)
Memory: Corsair DDR5 5200Mhz CL40 via XMP 3.0
M2: Kingston KC3000 512GB
GPU: Integrated UHD 770• KSP Install
Fresh install
No mods
FPS read with default Steam FPS tool• KSP Configuration
Full HD with graphics maxed out and V-Sync off• Savegame
New sandbox game.
All samples taken using Acapello default ship (158 parts)(when ship is needed of course).... aaaaaaand, the FPSs per scene are:
• Menu: ~110 FPS
• Main screen at Kerbal Space Center: ~20 FPS
• Tracking Station: ~170 FPS
• Waiting at Launch Pad: ~33 FPS
• During Launch looking up: ~60 FPS
• During Launch looking down: ~20 FPS
• Orbiting Kerbin and looking nowhere or at Mun: ~97 FPS
• Orbiting Kerbin and looking down at Kerbin: ~64 FPSThe integrated GPU was at 100% most of the time, because there was no frame limit.
While this, the CPU handled the situation quite well, the kerbal clock was always green, and CPU usage on task manager never passed 50%.The temperatures on CPU was 50ºC on average during tests.
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3 minutes ago, JoeSchmuckatelli said:
And that is your monitor...
Sure thing. With the new GPU I'll buy new monitors too (aiming for 2 x 1080p 144Hz, I'm not that hardcore gamer), in a few months ($$$).
In about two weeks I'll have the machine built and ready to run without GPU.
I'll report the I7-13700k performance running KSP solo here aswell.
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On 12/4/2022 at 5:31 PM, MechBFP said:
Yup. There is at least 1 mod that you can download that disabled vsync during loading screens if you want it enabled otherwise in the game. I think @Poodmundmade it if I am recalling correctly.
Maaan, I did NOT know that, and I play KSP for a long while (since 0.24)...
If anyone is interested, I've found the mod repository, didn't tested though.
Here is the link for it: https://github.com/Poodmund/LoadingVSyncDisabler
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Hey guys.
I'm building an PC for mainly for work, but also some games here and there.
Initially, the PC will have an Gigabyte Z690 Aorus Ultra motherboard, Intel I7-13700k processor, 2x16GB DDR5 5200MHz CL40 memory and one Kingston KC3000 M2 SSD, without external GPU (this part will come later).
Did any of you already played KSP within the iGPU of an Intel 12th or 13th gen CPU using DDR5?
I'm curious about Kerbal Space Program concerning the iGPU of those new processors (obvously this build will be an overkill for KSP when I put an GPU on it)...
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9 hours ago, Teilnehmer said:
Oops! I didn’t test it for different screen resolutions. That was really stupid!
Here’s the fix:
Version 1.12.3.1
- Screen resolution fix.
Lol... It happens to all of us... Take my dev feelings!
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On 4/26/2022 at 2:21 PM, Teilnehmer said:
Thanks a lot for pointing this out!
I fixed the issue (I hope).
Version 1.12.3.0
- Docking to altimeter fixed.
I'll test this out...
Thanks
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Edit:
Well, the movement of CTG worked pretty well...
Except that there is an X, Y coordinates offset relative to bottom left of the altimeter, as can be seen on the images uploaded here: https://imgur.com/a/U9VBGQX
The same situation occurs on:
1. Vanilla KSP + CTG Only
2. Vanilla KSP + CTG + Draggable Altimeter (The movement of CTG works fine with this mod btw)
3. Heavilly modded KSP
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Hey @Teilnehmer
First, thank you for the mod, great addition to the game.
I would like to suggest a visual feature.
When the flag "Dock gauge to altimeter" is set, is there a way to move the gauge along with the altimeter when the mouse hovers it showing the buttons "Recover Vessel" and/or "Space Center"?
Also, I noticed that when the altimeter is not on default position, the gauge still docks to the default pos.
Thank you again
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On 4/10/2022 at 1:13 AM, TriggerAu said:
Hey All, Apologies for the slowness and details, I have two jobs and theyve both been very busy.
Thanks for your patience and the PRs that come through.v2.11.0.0 Release
* Recompile for 12.1.3 - any 1.12 version
* Fix for NRE on opening settings (Issue #96)
* Fix EVA Fuel not displaying correctly
* Fix resource duplication - thanks @Mathieu
* Fix Readme.md links - thanks @rayanthDownload from GitHub or Download from Curse or Download from SpaceDock
Cool man! The community will really appreciate it!
Thanks
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On 11/21/2021 at 2:30 AM, TriggerAu said:
Been working on this one today - think I got that and some errors solved, will publish a new version this week
Hey @TriggerAu. Happy new year (a bit late, lol).
Any news on that version ?
Thanks
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Hey guys.
Congratulations on awesome work.
Could you please check the game "freezing" when opening settings while in flight scene?
I can't control Kerbals and the only way to play is Alt+F4 and open again.
Also, please consider fixing the UI near the clock:
Thanks
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On 5/25/2020 at 2:23 PM, pleroy said:
It's a perfectly valid suggestion, in fact it has been suggested before, see #2295. With any reasonable GUI system it would be a 10-minute fix, but not so with Unity's GUILayout which doesn't support such an advanced UI feature. We'd need to program it ourselves and even so it couldn't be on the title bar but it would have to be in the window pane itself, which would probably look odd, and require some repositioning of the current UI elements.
I understand. Well hope there is a way to implement it without any major issue or mess in the layout in the future.
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Hi guys!
I have a suggestion for you.
Is there a way to implement a close (x) button on top right of each page opened? Like a windows form.When we have some Principia windows opened, we can only close each by clicking again on the button that opens that particular window.
Finding that button make me strugle some times, mostly when I have many Windows open and they are all over each other. I think this close button as a handling facilitator for the system.Hope its a valid suggestion , it's not much, but it's honest work. lol
Take care of yourselves and your families.
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Anyone know if this mod is going to be updated to 1.8 and future releases?
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Hey @SQUAD, @linuxgurugamer !
I've finally found what was causing the FPS cap.
It's the "Reflection Refresh Mode" parameter, when it is set to "Every Frame", the game stucks on 20 FPS.
But if I select just one step below, "Medium", games runs fine.Also, if we change the Reflections Texture Resolution, overall performance changes too (without cap).
@SQUADMaybe there is a way to check if this could be optimized in the future releases? (I will open an official ticket to notify this with all the details).
@linuxgurugamer thanks for the brief help!
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18 hours ago, gsantos9489 said:
Hello guys!
This is a very annoying feature that came along with 1.8 update and I'm experiencing it too.
Here are two videos that I made to SQUAD support:
https://www.youtube.com/watch?v=JKhRtwioIn8
https://www.youtube.com/watch?v=27JQvcVvrgI&t=
Ticket 10481.
The support team answered me just now. They will send this issue to QA to further investigation.
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Hello guys!
This is a very annoying feature that came along with 1.8 update and I'm experiencing it too.
Here are two videos that I made to SQUAD support:
https://www.youtube.com/watch?v=JKhRtwioIn8
https://www.youtube.com/watch?v=27JQvcVvrgI&t=
Ticket 10481.
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There will be a solution for the input lag problem on Joysticks and H.O.T.A.S. with the new 1.8 release ?
What exactly causes this lag in the game ?
With the Unity update we may have a fix for this ?
Thanks
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Will KSP 1.8 fix the input lag on hotas joysticks with the new Unity version ?
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7 hours ago, nestor said:
There’s more to come after 1.8
Wohooooo
Breathtaking ! ! !
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15 hours ago, eggrobin said:
A single angle is not enough to describe how a planet is oriented (this requires three degrees of freedom), nor even how its axis is oriented (two degrees of freedom).
You may find it useful to read the section on the semantics of the quantities used for body rotation, and to look at the figure referenced therein, to understand how to properly describe the orientation of a planet.
The section on the principia_gravity_model configuration will then tell you how to specify that information in the configuration file.
Thanks.
Eureka, I didn't noticed that more than one angle is necessary to tilt a planet, now all (the documentation) makes sense ! ! !
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5 hours ago, pleroy said:
Yes, you'll need to write a suitable configuration file.
Thanks @pleroy ! ! !
I was searching for this a couple days
Edit:
I'm reading the link you sent me, but can't found which property into the configuration file we should use to set the Axial Tilt Angle.
Do you happen to know which property has to be set in this particular case?
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7 minutes ago, TriggerAu said:
I think Id have to do a lot of playing with principia to do that . Almost all the flight tools with KSP rely on the pched conics model thats used in most teaching, so from a pointA->pointB model I think it should be relatively close, but if principia is taking control of the CBs and their orbits as well ten it depends on if its updating the conics of the bodies and how far into the future your plotting - ie the further away in time s the further the conics and n-body models will diverge. Im pretty sure I recall from a while ago that taking teh actual Kerbin solar system orbits and switching directly to n-body physics means things can come apart fairly quickly depening on the accuracy and calculations.
Well, near future (3 years) is working pretty well in my installation... Great mod btw...
I can imagine how hard is to do a mod like this to work in real time with Principia, so lets leave things as they are for now
One more thing, do you have plans to update Alternate Resource Panel for work with 1.7 (or 1.8) in the future?
Have a great week !
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Hey Guys
There is a way where I can add/change the axial tilt manually for an special planet?
[WIP][1.8.1, 1.9.1, 1.10.1, 1.11.0–2, 1.12.2–5] Principia—version کاشانی, released 2024-05-08—n-Body and Extended Body Gravitation
in KSP1 Mod Development
Posted · Edited by gsantos9489
Hey guys,
I have a small doubt...
I think this happens due to the way Principia works with the original maneuvering system in the game, but let me ask anyway...
When checking to show the maneuver at the navball and executing the maneuver... There is a way to make Principia work together with BetterBurnTime mod (i mean... to consume the DeltaV gauge during the burn)?
I ask this because when the engine is burning the propelants, when Principia is installed the DeltaV gauge is not consumed like it would be in a Vanilla + BetterBurnTime install.
Thanks