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Brofessional

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Posts posted by Brofessional

  1. Right now the game is still missing a lot of features.  Modding is great, but the game shouldn't be so heavily reliant on mods for basic features.

    Once the game is in a more complete state I think most people would be happy to pay for a decently sized expansion pack.

     

    Hopefully the next update will include some of those missing features, now that the big engine overhaul is done.

  2. 53 minutes ago, Rocket In My Pocket said:

    I've been doing this as well, only problem is sometimes the act of alt-tabbing over to the task manager crashes the game lol.

    Anyone know how to write up a .bat file or something that would automatically start the game in high?

    Pretty please?

    Run the game in borderless windowed and you won't have to alt-tab.

  3. 1 hour ago, Pecan said:

    In 1.0.5 I was mainly doing exo-atmospheric stuff for the past several months so, obviously, not using heat-shields.  Now in 1.1 I'm starting from scratch and have noticed something which seems odd to me.  I hope this is an appropriate place to get others' comments on it:

    Launching causes high temperatures and I saw that my heat-shield was ablating before even reaching orbit.  Now during launch it's both facing backwards and has a shroud fitted from the decoupler just below it.  Since ablator adds mass I was trying to carry as little as possible and this meant there was insufficient for re-entry (although the rest of the ship managed to take the remaining heat-load) Is this ablating during launch correct behaviour?

    It's not really "correct" behavior, but with how the thermal system in the game works it does happen. It's usually negligible though, assuming you're not using the heatshield in an unusual way.

    In general if you're heating up that much during launch you need to lower the throttle or head back to the VAB and adjust the thrust limiters on your SRBs.

  4. I've been using this on my new career save.  Just have to override the traction control and lower the friction on the wheels.  The range isn't the best, but it's really maneuverable and can carry a few science instruments.  Good enough for early career jobs.

    As for the runway, I don't use it.  The plane is light enough that you can just do a U-turn after spawning and take off on the flat end-portion of the runway.  It gets airborne as it reaches the drop-off of the runway kind of like an aircraft carrier.  Alternately you can just roll it off the side and onto the flat ground.

     

    d2AMNSz.jpg

  5. 15 hours ago, DrMarlboro said:

    At least from my playing with the LY-01/LY-10 gear, it seems to be a problem with the traction control. If I have traction on, then it will skitter/skate across the ground, increasing in speed if I increase control, and will stop if I turn it off. The problem there is with it off you slide all over the place now. I'm wondering if legs (since they are wheels now) behave in the same way, and have this traction control coded into them. And I don't know a thing about reading code so until someone who can chimes in I'll have to keep guessing. Still no clue why wheels/legs clip through the ground sometimes though. 

    This.  Overriding the traction control and lowering the friction makes the gear nice and stable.  Only downside that with little/no friction on the wheels it's very easy for them to start rolling on their own if brakes aren't applied.

  6. The LES is never necessary because there are no random part failures or chain-reaction explosions in KSP.  Even in worst case scenarios like your boosters slamming into your core stage, the capsule remains unharmed 99.9% of the time.

  7. Delta means change, and V means velocity, so it literally means "change in velocity"

    No matter how big or small your spacecraft is, it will always take the same X amount of delta-v to go from A to B.  (assuming the mission profile is executed the same)

    However, a big heavy craft will require much more fuel to make the same change in velocity than a small light craft, and different engines can use that fuel more or less efficiently than others.

  8. 15 hours ago, Rocket In My Pocket said:

    You'll be fine right up until the game crashes/glitches/bugs out just as you are about to finish a couple hour long mission. Then I expect you'll need to purchase a new keyboard, a sturdy one at that.

    In my opinion KSP quicksaving is more of a quality of life thing as opposed to a difficulty thing. I don't feel the game gets any harder without quicksaves, it just becomes more time consuming.

    Just my two cents, best of luck!

    I have to agree.  I'm fond of very unforgiving games, and like the idea of difficulty mods and no quicksave, but the game is still too unstable for it.

  9. When the time display in the upper left corner changes from green to yellow/red, it means the game is slowing down the timescale.  This is usually because the CPU can't handle the physics calculations when you have a rocket with a lot of parts, so in order to keep the framerate playable it slows down time in the simulation, allowing the CPU more time to calculate physics for each frame.

    Since KSP is on Unity 4, it can only use a single thread for physics calculations, which means even modern multi-core processors struggle to keep up with KSP.  The upcoming 1.1 update is switching to Unity 5, which allows for multi-threaded physics, but to my knowledge (someone correct me if I'm wrong here) it's still limited to one thread per craft, so we'll just have to wait and see how much of an improvement it really brings.

    The i5-6400 is a modern Skylake processor, but as a lower end model, the 2.7GHz the clock speed is a bit slow.  You could look into overclocking it, but the multiplier is locked on the 6400, so I'm not sure how much of an overclock you'd be able to get out of it.  You could upgrade to a higher model CPU like an i5 6600k or i7 6700k, but that's probably not worth the significant cost of those models.

    There's really just no good solution, KSP started as a very simple little game and ballooned into a much more complex one. As a result it was kind of shoehorned into the Unity engine and doesn't run that well even on very high-end machines.

     

    All that said, I would still recommend getting at least a mid range dedicated GPU, given that your other hardware is not too shabby. I would probably also wait for the 1.1 update and see how the game performs after the Unity 5 switch before spending any money, unless you have other games in mind.

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