CaveJohnson376
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About me
Young robotics engineer and game developer
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Russian Muhosransk
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[KSP 1.4.2] Better Looking Oceans [v1.3.0.3] [01 April 2018]
CaveJohnson376 replied to Galileo's topic in KSP1 Mod Releases
Just tried this mod on 1.12.3. it works perfectly, but has same performance as stock water, so it's basically just a texture change, nothing more. If you have old and/or laptop GPU - this mod probably will not fix bad performance. I have yet to try different graphics settings though, just in case...- 27 replies
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KSP Loading...: Getting ready to celebrate!
CaveJohnson376 replied to UomoCapra's topic in KSP1 The Daily Kerbal
well, that's sorta sad for me, because i prob won't be able to play KSP2 at all in next few years after release... for the record, i have a potato laptop with i5-5200U CPU/APU, intel HD graphics 5500 GPU and 8gb RAM, and even tho i've got a job lately i don't think i'll be able to get a decent new pc in next few years... so i'll stick to KSP1 for quite a while. also i hope there will be some performance fixes, like oceans literally killing fps down to 15 (i have steady 60 fps literally anywhere else) on any graphics settings (haven't tried putting it higher than medium)...- 354 replies
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- update 1.12
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KSP Loading…: Leading up to something special
CaveJohnson376 replied to UomoCapra's topic in KSP1 The Daily Kerbal
all these new parts are cool, but what about bugfixes and performance improvements?- 177 replies
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there is now one! it's very new, and i haven't tested it yet, but you can try it out
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Most players had problem of "managing" vessels using map/tracking station. So, what exactly it needs? Vessel grouping. It should be done like in OpenTTD. In OpenTTD, all the transport can be added to group and groups can be added to groups as well. But it should be possible to add vessel to multiple groups. For example: we have multiple static base modules, several rovers for moving stuff around, some kerbals at EVA and some bigger rovers landed at Eeloo, so we group them as this: - Eeloo landed - - Rovers - - - [Eeloo rovers goes there] - - Base "Alpha" - - - Statics - - - - [statics goes there] - - - Mini rovers - - - - [mini rovers goes there] - - - Kerbals - - - - [kerbals goes there] - - - Rovers - - - - [rovers goes there] Do we need vessel filtering based on vessel type then? I don't think so, vessel grouping should come as addition to this. Your thoughts?
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Stock HABITAT, Just ONE PLEASE
CaveJohnson376 replied to The-Doctor's topic in KSP1 Suggestions & Development Discussion
XD XD XD XD -
[Theory] How kerbals survive without oxegen?
CaveJohnson376 replied to CaveJohnson376's topic in KSP1 Discussion
Good theory! -
[Theory] How kerbals survive without oxegen?
CaveJohnson376 replied to CaveJohnson376's topic in KSP1 Discussion
[snip] Engines never fail, because they're perfectly engineered and built by robots, not kerbals. RTGs lasts forever because of kerbal tech, they can make a material, that can produce some energy, but it will never stop doing it. Also, kerbals have tech to make resources out of money. Yes, they just convert money into fuel, oxidizer, monopropellant, xenon, ore... -
Landed on Duna for the fisrt time... and added an landmark for my first Duna surface base!
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New Suit for DLC 3
CaveJohnson376 replied to GoldForest's topic in KSP1 Suggestions & Development Discussion
Nah, this one already present in Breaking Ground DLC -
Maybe some sort of editor tools for better craft building, like various measurement helpers, XRay, angle helpers, CoM/Thrust vector/Lift vector position readouts, staged CoM/thrust vector/lift vector. Because reasons.