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bandi94

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  1. I also have 4GB of ram ( on a 1 year old Lenovo laptop) and i have no problems, don't forget that now 9 year ago there was DDR1 with 1 chanell , now there is DDR3 with dual-chanel much faster, also the RAM speed counts ( standart DDR3 ram now are 1333mhz a 9 year old RAM is a happy ram if it hits 700mhz most of them are only 400mhz)
  2. Well if for you is "normal" that 1 Thread is pushed to the limits by PhysX , one is used 50-60% for sound,and other things, and 2 of them are sleeping because PhysX 2.8 is no capable to work on more that 1 thread then idk for you .... but for me it sounds like a waste of processing power(it dosent matter that the CPU is a 2.5 Ghz that speed is reached at the top of the CPU potential meaning all the CPU cores/Threads are used at 100% , if only 2 are used and 2 are "sleeping" bk PhysX can work only on 1 that mean's that the CPU is working on 50% the other 50% of the power is "sleeping") , we should buy an i7 to run the crappy PhysX on one Thread when an i3 could easily run it on 2-3 threads ( standard i3 CPUs have 4 threads) and a waste of money..... Beside Unity itself is not the most efficient game engine.
  3. The main problem is PhysX 2.8 ( old, only 1 core processing ) and Unity dev's bad habit to stick with v 2.8 , where there is already PhysX 3.3 much faster , v3.0 already supports multi-core processing, and a totaly new API structure ( 3.3 is almost 2.5X faster that 2.8 ) , but what we can do ..... We need to wait until Unity 5 will be released ( it will use the latest PhysX 3.3 ) , and hope that KSP will be moved to Unity 5.
  4. I dont know about stock vessel but yes in 0.9 kerbin facilities can be broken , if you drop something on them or you hit them with a plane , etc ....
  5. Make sure your two back wheels are as straight as possible according to the ground, if you place them in a 15 degree angle on ground contact the wheel tends to turn
  6. Well no i am not familiar with NavUtilities. But my main class need's a latitude, longitude, width , length, rotation to add a new runway. So should not be a problem to import your runways and add light's to it.
  7. Yep, the first release will have only the KSC runway lights and the compass. The other functions will be added in updates. I will make a release very soon.
  8. Take a look here , i think you want something like this : http://forum.kerbalspaceprogram.com/threads/104916-WIP-Runway-illumination-Flight-instruments
  9. I am working on a such thing already , take a look : http://forum.kerbalspaceprogram.com/threads/104916-WIP-Runway-illumination-Flight-instruments
  10. Runway illumination WHAT I WOULD LIKE TO ADD IN THE FUTURE Feel free to let me know anything that you guys would like me to add. - The ability to create custom runways anywhere on any Planet/Moon - Customize your runway : only ILS , only runway lights ( side ones ) , both of them, ILS lights on both ends , PAPI lights , etc.. Flight instruments WHAT I WOULD LIKE TO ADD IN THE FUTURE Feel free to let me know anything that you guys would like me to add. - Better surface target waypoint / compass ( the current navball target waypoint it's not so great for planes ) - Distance to target , real alitude , etc .... - The ability to select your custom runway as a target. The finaly goal The ability to navigate as easy as possible to any target with planes / SSTO , iluminate your landing place on any planet/moon for an easy SSTO landing. Preview ( very early testing of the ILS illumination CAT II+)
  11. Real-life planes , use the power for something else and not for landing itself. They use the power in case that something gone wrong and they can't land then they have enough power to pull up and circle back. If you check especially how a fighter jet lands on a carrier : 50% throttle while landing , when the pilot feels that he touched the ship they throttle up to 100% in case they missed the cables they can pull-up without any problem. Also real plane engines have a function called " thrust reverse" basically the engine exhaust is reversed to the front so the engine will push the plane backwards helping to break down and take the huge amount of breaking stress away from the gears. This maneuver also request that the engines to be throttled up. In KSP most possible the wings are too small to generate enough lift , or the center of lift is not centered to the mass. I put every time the center of lift "inside" the center of the mass and i had no problem with landings.
  12. Well in the stock game only upload speed differs, a dish antenna is better when you do science on a planet like Duna ( you process science in a science lab and send multiple data (10-20) ) If you want a more realistic antenna usage i recommend : "RemoteTech" mod. Then you will need to build satellites ( planets / moons will block the signal so you will need to cover planets with satellites and "bounce" the signal around the planet/moon , etc ... )
  13. Unity 4 is using physX 2.8 ( old ) physX current verison is 3.3 , 3.0 was already supporting multicore calculation but for some reason Unity dev's are stuck at 2.8 . Unity 5 finally will be using physX 3.3 so it will be a big step ( early testing show's that physX 3.3 is 2.5X faster than anny older version ) so let's hope when Unity 5 will be realeased KSP will be moved to Unity 5.
  14. Yes , i was thinking the same thing. Anyway illumination should be proccessed on the GPU ( CUDA ) it's more efficent and faster than on the CPU. The biggest problem of unity is the crapy PhysX 2.8 , there is already PhysX 3.3 much faster , multi-core support , etc .... but it seem's that only Unity 5 will use it. I was thinking to create new 3D object or use a bunch of unity engine sphere.
  15. It's a good idea , i was struggling with night landing to. I have some experience with Unity / modes so i will try to make something like this via a mode and let's see how Unity will handle a bunch of lighted objects definitely i will need to use light textured objects , no chance to use default lighting, you get a nasty lag from 10 lights on a vessel neither a bunch of them.
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