earth
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Everything posted by earth
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The engineers at RSI sure know how to use their shaders
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
earth replied to ferram4's topic in KSP1 Mod Releases
Hi thank you again for your mod, ferram. I was wondering if your mod would mitigate (or even fix) the two main bugs of 1.0.2 with planes : - The memory leak that causes an out of memory crash after ~20 mins of flight - The parts that get constant heat amage even at subsonic speeds (my winglets and landing gears dont last longer than 30 or 40 minutes)- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Hi all. I had a crash to desktop upon recovering my vessel. I think this is an "out of memory" crash (I'm not a KSP.log expert though). The thing is that I have 16GB of RAM sooooooooo its definitely a bug :/ I had done many different mission items (like 6 items of 3 different contracts) during that flight so it might be mission related. KSP.log
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Bug with Linus, Gene and Mortimer
earth replied to earth's topic in KSP1 Technical Support (PC, unmodded installs)
Well, I have Windows 8.1. Version was 1.0.1 so it might be resolved already? Replication steps : Start a brand new career game, and visit all the buildings without closing any help windows. Space center reliably breaks then. -
Hi all! Another bug : When looked at directly from above, paint marking decals disappear in the VAB and SPH (and maybe on the lauch pads but I couldnt check) Pics for proof :
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A an engineer, I must say : THIS. EXACTLY.
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This. Part count is almost 3000 : It never made it to LKO though, the orange tanks always snap. I have no idea how to make the structure hold the flex, the orange tanks always snap at some point.
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started in 0.13
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What was the most unnecessarily complicated thing you have done?
earth replied to InterCity's topic in KSP1 Discussion
my 148 mainsail monster was a huge exxaggeration, but it can lift a dozen orange tanks to lko. i can provide the craft file, but beware its 1700 parts lol -
I present to you, the 89 mainsail monster! It works pretty well, but right now i'm trying to pack more fuel on it. That isnt easy bacause it's ca break under the weight
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An observation of the effects of flights in progress
earth replied to RTS321's topic in KSP1 Discussion
I would not have thought that the effect was this great when the ships are not withing 2km and thus are unloaded -
what is it?
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i would push for more accurate aero model
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Not interestingly so. To get better performance you would need other tricks like multicore processing or GPU calculations.
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Youre all saying that 32 bit processors can handle big floats and thats true. the only thing is that Physx does not support it. All physics calculations are done with vectors of 32 bit floats. A "true" x64 Unity would mean that all its extensions are made able to use 64 bits. In this case, this would mean integrating a later version of Physx, for example physx 3 (current verson used is physx 2), or a different, more capable engine like Bullet (bonus points for bullet because it supports natively joints and motors and GPU calculation via OpenCL)
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glitch/clipping error, looks like no fuel tanks.
earth replied to ForrestPailes's topic in KSP1 Discussion
You need to host you pics on a server if you want us to see them because we cannot (thankfully) access your hard drive. Use Imgur for example. Otherwise, the toroidal tank stacking exploit is known, as well as the intake stacking is. -
processor speed! I can have 2000 part ships with no lag since i OCed to 4,2 GHz. I did not try 7000 parts but the slideshow wouldnt be too bad. Also, setting a higher detaT limit can make the flight longer, but smoother.
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it's late because of KerbalEdu!!!! it happened yea guys! http://www.pcgamer.com/2013/10/30/kerbaledu-launches-to-bring-kerbal-space-program-to-more-classrooms/
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at squad, yesterday was "lets pretend its monday" day
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i pay you 200$ for it
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.22 SAS is now all WIbbely Wobbly (but not timey wimey)
earth replied to JebidiahsBigSister's topic in KSP1 Discussion
that is because of the inertial matrix of the ship. Yaw can cause sideways velicity without even making pitch drift. If you know the math, install FAR, because the mod can display that info.