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Brofessional

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Posts posted by Brofessional

  1. The only thing a better GPU will help you with is if you're piling on a bunch of graphics mods.  Even then using mods for graphics enhancements isn't well optimized.

    My 390 can run The Witcher 3 on max(sans hairworks) at 70-90fps, but KSP with SVE+Scatterer struggles to stay above 40fps.  Even when just sitting at the space center menu with no craft active.

  2. I haven't really had any problem with the strength of the wheels, only the friction control stuff causing the wheels to bounce and swerve erratically.

    The starter set of fixed gear isn't meant for heavy planes, if you build small and light they can easily survive up to like 40m/s landings.

     

    As for the friction, I found if I set the friction control to override on all wheels, then set the rear wheels to .3 or .4 and the front wheel to 0 then they are pretty stable.  That is assuming a tricycle gear configuration.

  3. On 10/17/2015 at 11:10 PM, Pthigrivi said:

    Moho should be really hot with parts right on the verge of overheating without radiators.

    In earlier versions of the game Moho had a thin and extremely hot atmosphere.  There was no re-entry heat back then, but engines would still overheat.  

    Landing on Moho was really challenging because parachutes weren't enough to land, and engines would overheat in seconds.  The planet was also darker colored and had a huge dormant volcano.

     

    mAmtP.jpg

  4. The only way to make RT work in the stock game would be to have some sort of mechanic to automatically "fix" or maintain satellite orbits.

    You could have a new menu in mission control or the tracking station that you assign satellites to, then enter the numbers their desired orbit and if the satellite has enough fuel it will be automatically corrected to a "perfect" orbit.

     

    I like RT, but right now Hyperedit is basically required to play with RT, as your satellite positions will always drift during long time-warps due to floating point errors.  Otherwise you're going to be constantly tweaking and replacing satellite constellations manually, which isn't fun.

  5. They can be useful for SSTO spaceplanes.  Their low thrust and high mass means they're not ideal for all designs, but in some cases the extra mass of the engine is offset by the fact that they don't need oxidizer.

    I also like to use them to ferry fuel from mining operations on low-gravity moons to orbiting fuel stations.

    Due to their heavy weight you'll quickly lose efficiency when using more than one of them.  It takes careful planning to make sure you have enough TWR to carry out your mission with as few of them as possible.

  6. 3 hours ago, cubinator said:

     

    They kind of hinted a little bit in the last devnotes that they wanted to start experimenting with VR, but I haven't seen any more information about it than that little snippet.

    I not against VR, but I don't really see KSP benefiting from it as anything more than a gimmick.  I'd much rather they spend their effort on more important features.

  7. I've done cranes before, but they've always ended up being more trouble than they're worth. 

    If you're going to use Infernal Robotics the way to go is probably to just build all your base segments with wheels on adjustable rails.  That way each segment can drive itself up for docking and adjust the wheel height for uneven terrain.

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