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Posts posted by Arco123

  1. 1 minute ago, kerbiloid said:

    Banned because here are no characters. Only users.

    Banned for using incorrect terms. Here doesn't refer to the Kerbal Space Program forum on the page "Ban the user above you!"  

  2. 22 hours ago, themaster401 said:

    Both have negligible impact to the CPU. TUFX allows for the AVP profile to be easily swapped and tweaked in-game, but currently has an issue with ambient occlusion, creating the 'shadow banding' seen when zoomed close to a craft. KS3P does not have this issue, but you lose out on some ease-of-use and newer effects.

    Exactly. One thing to consider is that ks3p is kinda bugged. It likes to create a black haze? Or blob on the edges of craft.  I personally find ks3p's effects a lot stronger and better. 

  3. On 4/12/2021 at 1:58 PM, themaster401 said:

    6je8EKX.png

    Update v4.1 (Beyond - Phase 2)

    Changelog

    • Massive performance improvements. The following measurements were recorded using AVP with 8k textures at 1080p on an i7-7700k @ 4.5GHz, GeForce GTX 1070 Founders Edition, and 32GB DDR4-2400 memory. All suggested mods are enabled. OPM is installed.
      • 30-40% decreased RAM usage in most situations.
      • 20-30 fps increase in most situations (note that a GPU bottleneck occurs here; stronger GPUs should be able to benefit even more.)
      • 20% decrease in uncompressed mod filesize.
    • Higher resolution textures.
      • Cumulus cloud particle has been upgraded from 256x to 1024x.
      • Cirrus cloud detail texture has been upgraded from 1024x to 4096x.
    • Removed snow.
      • This visual effect is not feasible with the current performance impact of EVE particles, though may be revisited if new developments arise here.
    • Disabled terrain shadows.
      • This visual effect is not feasible with the current performance impact of the feature, though may be revisited if new developments arise here.
    • Adjusted Kerbin's terminator.
    • Optimized Duna's atmosphere.
    • Optimized Laythe's atmosphere
    • Adjusted Sarnus's atmosphere.
    • Adjusted Neidon's atmosphere.
    • Adjusted Tekto's atmosphere.
    • Adjusted Tekto's lightning.
    • Adjusted Thatmo's atmosphere.
    • Adjusted Duna's auroras.
    • Increased city lights scaling.
    • Removed Vall glow.
    • Reduced scatterer ocean fourier grid size to 64.
    • Added caustics to and adjusted Tekto's oceans.
    • New loading screen logo.
    • New loading screens.
    • Removed old loading screens.

    Thank you all for your patience. 

    holy cr*p

  4. 1 hour ago, jimmymcgoochie said:

    The only issue with having one giant part is that if you crash into it, half your station blinks out of existence in one go, not to mention the strangeness of trying to combine parts with different stress tolerances (heat, impact etc.) which could make for some very odd results. Ruthless design optimisation to cut out every unnecessary part would be the more practical option, and/or using something like KSTS to create the vessel in the VAB editor then build it in orbit as a single vessel, without the need to actually fly each launch and dock it all together.

    Would you crash into it in the first place :cool: To be honest anything above like 20 parts together crashing creates lag for me. 

  5. 5 minutes ago, Master39 said:

    I'm against the "no optional systems" stance, but it's true that KSP 1 was developed (due to its story) like a bunch of completely isolated optional systems each with its own part sets barely interacting with each other.

    I want option to be there, but I also want the game systems to be designed together as parts of a whole and not as a set of unrelated switchable addons.

    Keeping it on this example I would prefer a "automation" branch of the tech tree, starting with the first probe cores, crossing the "logistics" one for the supply routes and culminating in a full blown flying automation system instead of a mere "flying everything automagically" switch in the settings.

    This is completely what I think. 

  6. 4 minutes ago, Brikoleur said:

    (A while back I argued that KSP2 should have no optional systems. I stand by that. Options, yes, but these should be scalars that you can tune to adjust the difficulty to your liking -- but nothing like optional CommNet, atmospheric heating, etc.)

    I don't like having to bother with commNet or anything more advanced in my casual play-through. Sure it's a space simulator but it's also a game.  Who cares if you make a unrealistic thing. Realism isn't always fun and nobody dictates what is fun and isn't fun. Some people are casual. 

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