Jump to content

Dolkramp

Members
  • Posts

    34
  • Joined

  • Last visited

Posts posted by Dolkramp

  1. 2 hours ago, voicey99 said:

    GC cannot built in space at the moment (coming soonTM). You also have to ship the DIYKit boxes from Kerbin in order to assemble their contents (DIYKit manufacturing also coming soonTM)-however, unless there's been some major changes, the bundled-but-no-longer-developed EPL/MKS patch should still be functional and the EPL parts are still in MKS (for now, anyway).

    I'm using normal EPL mechanics for orbital construction, but the spacedock part is the 'stock' EPL spacedock vs. The MKS styled ones. I can see the cfg and .mu for them in the USI/MKS folder. Is there a line that needs to be added/removed from an MM patch? This is purely aesthetic, but the MKS models look much better  

  2.  Perhaps for orbital kits you could make it like KAS attachment; the kit spawns as an item in a "drydock inventory". The player can then drag it to attach to the station/ship they're building on, or even just floating in space. You'd still have the problem of collision when the kit expands or finalizes though.

  3. Right after .20 came out, I was experiencing similar FPS issues. With a moderately sized rocket, I was getting 10FPS(per FRAPS) on the launchpad. Turning down all the settings to low would only pick up about 5FPS or so. Once launched, if you moved the camera so there was no terrain on screen, FPS shot up 40-50 range. I turned the physics delta way-way down. I was still getting 10FPS, but the camera movement was smooth.

    Luckily, I was already in the process of a video upgrade. My original setup(used with the above) was a Radeon HD4870X2 (DX10). New setup is a Radeon HD7950(DX11). The rest of the computer is identical. I now get 50+FPS(per FRAPS) using the same rocket as above, with all the settings maxed. Whatever the issue is, it seems pretty clear it has something to do with the new terrain. For whatever reason, my DX11 card handles it with ease.

    Off topic: Oh hai, a performance issue thread devolved into a language/engine flame war!

  4. Yeah, I had 20.2, but did a fresh install and it works fine now. Thanks to everyone who offered their help.
    Maybe the reason that he isn't very active on the forums is that he is busy making an optimized version of KW?

    Or, God forbid...has a life. And does other odd things like go to work. Or spend time with family/friends, something scientists describe as 'socializing'. In all seriousness, I understand being frustrated by waiting and waiting for updates. I am a little bit, too. But this is the flipside of using mods.

  5. So I'm at a party for a friend of my girlfriend and I find my mind drifting from the endless small talk to wondering how to build my next kerbal space station?

    Has anybody else experienced this or am I just a bad person? :D

    One of us...one of us...one of us

  6. Cheat- verb (used with object)

    1. to defraud; swindle

    - verb (used without object)

    2. to practice deceit

    3. to violate rules

    - noun

    4. person who cheats

    5. fraud

    A single player game with no rules. Doesn't seem to line up with any of the above. I suppose if you were bragging about doing one of rhe forum challenges that stipulates 'no mods' would fit. My question is why do you care what anyone would say about how you play youe game?

  7. If you're using an ATI product, disable the Catalyst AI. I didn't get a huge framerate boost, but camera movement was much, much, much smoother. As in, the stuttering and jerking when panning/zooming/rotating went away completely. I'm sure this isn't the only culprit, but might help a few people.

  8. Eeeeh ... Dolkramp ... are you serious about that stroke? If so, open the the spoiler at your own risk!

    Place a MechJeb AR202 case on the required parts which you want to follow detached. After detaching toggle the Orbital map. Double click on the detached parts to switch to that 'vessel'. All camera\'s on the detached part are now usable until the detached part crashes unto the surface.

    Doesn\'t work when in atmosphere :(

    Yeah, doesn\'t work. :(

    But that doesn\'t in any way lessen the pure liquid awesome of this plugin. My F1 key is broke, and FRAPS is filing a restraining order against me.

  9. Weird. I took the stock thrusters and changed it with this:

    module = MuMechVariableRCS

    fuelType = Energy

    It seems to work just fine, the RCS thrusters work, there are no RCS fuel tanks on board, and using the thrusters started the battery draining.

    I added those config lines into some RCS sets, and they are not working. When I turn on the RCS, they immediately grey out.

  10. When you said 'performance didn\'t seem any different than .14', did you mean the plugin didn\'t seem any different, or that the default joints are still slidy/wobbly? I\'m getting terrible lag on entering the flightscene right now, but I didn\'t notice any problems with the vanilla joints yet, so I\'m really not sure if they were changed.

    So far the results I\'ve had with Connect V2a are identical, regardless of which KSP version I\'m running. The only issue I\'ve had is the KW Challenger pack 2m and 3m engines are incredibly unstable (jitterbug/bouncing) even with a moderately heavy rocket (other mods 2m and 3m engines work without issues). In fairness, this is an issue with or without KIS Connect (any version) and regardless of the KSP version. The problem must not be with the joint.

    I\'m not sure about stock parts...this mod opens up so many designs with mod parts that weren\'t useable before, I haven\'t done much stock. I\'ll mess around with some stock parts (I still have a .14 install) and see if I notice any difference in performance between the KSP versioins

×
×
  • Create New...