bandi94
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How to boost FPS near big Stations?
bandi94 replied to MrKittens's topic in KSP1 Gameplay Questions and Tutorials
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) -
How to boost FPS near big Stations?
bandi94 replied to MrKittens's topic in KSP1 Gameplay Questions and Tutorials
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. -
How to boost FPS near big Stations?
bandi94 replied to MrKittens's topic in KSP1 Gameplay Questions and Tutorials
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. -
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
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[WIP] Runway illumination / Flight instruments
bandi94 replied to bandi94's topic in KSP1 Mod Development
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. -
[WIP] Runway illumination / Flight instruments
bandi94 replied to bandi94's topic in KSP1 Mod Development
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. -
Take a look here , i think you want something like this : http://forum.kerbalspaceprogram.com/threads/104916-WIP-Runway-illumination-Flight-instruments
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I am working on a such thing already , take a look : http://forum.kerbalspaceprogram.com/threads/104916-WIP-Runway-illumination-Flight-instruments
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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+)
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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.
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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 ... )
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GPU based physics calculation
bandi94 replied to FrozenDefender's topic in KSP1 Suggestions & Development Discussion
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. -
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.
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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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Orbital Station Contract - support x Kerbals
bandi94 replied to ondofpond's topic in KSP1 Gameplay Questions and Tutorials
@armagheddonsgw Is right , any module that have crew capacity is valid , so if you have a 2 Kerbal habitation module and a command module with 3 seats that is a 5 Kerbal station. -
Well i have an idea to. Until now we put a bunch of batteries and anything what needs electricity can use them. Now if you wanna make it more realistic : - solar panels usually requires charger unit , they can't just directly pump in batteries , they need a battery charger unit which limit the current/amps pushed in battery + decuple if the battery is 100% charged. - also we can't just hook up 20 battery after your head's , they should be connected to a battery driver and the battery driver will output the charge for consumers. So ingame : - solar charger unit ( starts with a low end model , it will be limited to power so it will charge the battery slower ) - solar driver unit ( similar to the solar charger unit , but this one will redirect the remained power to the main power controller so the power will be used directly by consumers , if the solar charger unit can handle 4 charge/s and the solar panels output 6 charge/s , 4 charge will be pumped into batteries by the charger unit and 2 charges will be directed to the main power unit and can be consumed in real time by consumers but they cant be pumped into batterys ) - main power controller ( starts with low end model , limited to amp consumption if consumption is exceeded -> fuse pops ( nothing will be able to draw electricity) , and must be replaced by an Engineer Kerbal)
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You should do the other contracts and the survey with ABOVE X meter. You will be able to get enough science point to unlock gears and the basic jet engine , so you will be able to construct a small jet plane , from there is very easy to do the BELOVED contracts. At least this is the way i made it few hours ago, i started the career mode again from 0 in 0.9
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Stock SAS hates FAR... why?
bandi94 replied to Elmetian's topic in KSP1 Gameplay Questions and Tutorials
I started using FAR 2 days ago , i had the same problem : with SAS activated a nasty wobble gets place. Actually after you get the basics it's not hard to lift things. - use a launch TWR around 1.4-1.6 - when you reach 50-100m/s perform a 5-10 degree turn - wait for your prograde vector to catch up - follow the prograde vector up to 25-30km - you can do whatever you want. I had to send 2 probes to Mun , after a bit of re-design , the rocket launched all alone , after i did the 5 degree turn the rocket by himself ( no SAS or anything ) followed the prograde vector. So it was something like "look no hands" Second thing i lifted was an MKS module for my Mun base , same thing after doing a 5 degree turn the rocket almost followed the prograde vector hoverwer this time i was needed to do some adjustments ( the rocket tended to deviate a bit from the prograde vector but with some adjustments it was easy to hold it manually). -
Question about Fairings.
bandi94 replied to bandi94's topic in KSP1 Gameplay Questions and Tutorials
Yes that 3-5 degree turn around 50-100m/s works very well , a smaller probe delivery rocket to Mun did almost all the job on it's own after i started at 50 m/s a 5 degree turn it was "no hands" up to 25 km from there i did a maneuver node. That wobbling was from the SAS it looks that if i activate SAS on launch it will induce a nasty wobbling. Thx. -
Well , it's not a good idea to unload resources ("parts"). You may not using them on the current vessel but maybe another one is using them and if you will fly in the Physical range (+/-2.5km) the game will need to pause and load that parts ( it may take couple of secounds). Unity / physX 2.8 ( what unity 4 uses ) should have garbage collector functions , how good they are filtering unused data and unloading them from RAM idk. Unity 5 will use physX 3.3 , it's much faster ( early test showed 2.5x faster processing ) and supports multi-core processing. So let's hope KSP will be moved to Unity 5 when it will be released.
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Question about Fairings.
bandi94 replied to bandi94's topic in KSP1 Gameplay Questions and Tutorials
Yes i just downloaded FAR and houahhh a pin straight rocket starts wobbling short time after launch , huh. I think this is not made for me , at least for the heavy lifts as MKS modules , it will take to much time just to put them on LKO. Well until now my LKO was : - straight up to 9-10k km , slow turn to 45 degree ( in 4-5 stepts) , got a 75-80 km periapsis , circularization node , and it was done. -
Question about Fairings.
bandi94 replied to bandi94's topic in KSP1 Gameplay Questions and Tutorials
Thx for the informations, i will take a look at FAR. At the end i am looking for a realistic gameplay -
I watched numerous videos about KSP and i saw that many players use the fairings ( parts from modes ) so i was wondering if they really help during launch ( reducing air friction , etc so with the same amount of fuel i will be able to go higher) or they are used for aspect / reproducing real rocket models ?