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ZAJC3W
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Everything posted by ZAJC3W
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ZAJC3W replied to RoverDude's topic in KSP1 Mod Releases
Mod looks great, new features look promising too. I would like to bring attention to the fact that Kerfabricator allows fabrication of unresearched parts. That's for USI bleeding edge 2. one question about catchup mechanics: Lets assume i have drill extracting 100 ore a day, and converter processing 100ore a day into 100lqd fuel a day, plus storage for 1000 ore and for 10000lqd fuel If time warp while sitting there I will fill the fuel tank in 100days What happens when I time warp 100 days while watching KSC? will I get full fuel tank or will I get 1000 fuel as that's my ore tank capacity? - sadly this is the case, WOLF makes even more sense now. -
given current development rate there will be ryzen 6000 about by the time we will see beta tests and ryzen 7000 when it gets released Yes I mean it will take another 3-4 years!!! and intel will be still pushing 14nm 500W comet lake rehashes lol
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speaking of CPUs, ryzen 5600x gives whopping 33% shorter load times than 3600x . RSS+RO+RP1+90 other mods. 2m45s vs 4m10s start to menu. 39s vs 65s - 259 parts MIR loading. £80 well spent
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debris fields + kessler syndrome, why not add n-body physics to simulate it properly. 30 000 000 body n-body simulation on 8 threads takes 2s per frame to solve on 2012 server CPU. Assuming it was 2012 xenon it would run 10 fps on ryzen 5800x and yes you can do n-body physics on parallel threads, first papers on that are from 1996, probably earlier, but google doesn't know them.
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Try reverting back to Principia version from before persistent rotation was implemented, 5-6 versions back from the top of my head. If I remember correctly that's when atmospheric forces started being used by Principia. If this improves your experience then try raising an issue on GitHub, with logs and all. Imho atmospheric flight can be left for FAR to be dealt with, and Principia's rotation forces and all should kick in outside of it.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ZAJC3W replied to RoverDude's topic in KSP1 Mod Releases
WOW, I left USI for a moment (2 years lol ), to play RSS+RO+RP-1 and s***t loads of new stuff came out. Maybe with WOLF fully self sufficient Duna shipbuilding base won't become a 0.1 fps KRAKENtm magnet. maybe after manned mission to pluto... -
Never noticed that with full RSS+RO+RP-1 install on Ryzen 5 3600+rx580+48GB ram machine. Check console for warnings/errors, must be some other mod conflicting, persistent rotation is not compatible, and unnecessary with principia for instance. Stage recovery can be laggy in stock especially after dropping of 9 strap on boosters - at least it was laggy on my old PC.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ZAJC3W replied to RoverDude's topic in KSP1 Mod Releases
Isn't RoverDude working on KSP2 now? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ZAJC3W replied to RoverDude's topic in KSP1 Mod Releases
First line on that link: This page reflects changes implemented in 0.50, but prior to 0.50.9. Some of the ratios may be off unless noted otherwise from git hub: USI Kolonization Systems v0.50.9.0 @BobPalmer BobPalmer released this on 5 Jan 2017 · 448 commits to master since this release well over 2 years, nearly 3 behind, is not up to date in my books But if it's close enough then fine, i'll work out exact ratios as i go. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ZAJC3W replied to RoverDude's topic in KSP1 Mod Releases
Is there up to date wiki/ tutorial anywhere? didn't play MKS/OKS since 0.4xx and need some refreshing. Is 0.50 stuff is still close enough? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ZAJC3W replied to RoverDude's topic in KSP1 Mod Releases
Awesome, Thanks!! Laziness of using ckan has it's downfalls. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ZAJC3W replied to RoverDude's topic in KSP1 Mod Releases
Just a heads up. MKS/OKS depends on Global Construction Core which is still not updated to 1.8.0 and is spamming in VAB: [EXC 21:09:25.687] MissingFieldException: Field 'KSPWheelController.wheelCollider' not found. AT_Utils.Metric..ctor (IShipconstruct vessel, System.Boolean compute_hull, System.Boolean world_space) (at <884dc0722e2f44d080ac1ddc449a08e3>:0) GroundConstruction.VesselKit..ctor (PartModule host, ShipConstruct ship, System.Boolean assembled, System.Boolean simulate) (at <ee2790a7aadc42028b18e84465689e22>:0) GroundConstruction.GCEditorGUI.Update () (at <ee2790a7aadc42028b18e84465689e22>:0) and causing quite a lag. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ZAJC3W replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude Thank you for express update. edit... It even seems to be working in 1.8.1 that just has been released on steam -> somebody(private division) should finally learn how to bug test before release -
Poll: Will you keep playing KSP1 after KSP2 is released?
ZAJC3W replied to EchoLima's topic in KSP1 Discussion
When and IF RSS, RO, RP-1 and Principia get ported to KSP2 i will drop KSP1 for good, until then i'll play both i hsve mars base to set up -
Blocker features in KSP2 -- what would stop you from playing it?
ZAJC3W replied to a topic in Prelaunch KSP2 Discussion
All things above I'm hoping for Station keeping should be automated, you run out of fuel your satellite decays. N-body orbital mechanics are so much fun. Life support slightly simplified - look at USI LS by RoverDude