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phoenix_ca

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Everything posted by phoenix_ca

  1. Congrats on release. One question: Is this backward compatible with the original TweakScale you forked it from? That is, is it okay to get rid it now? Technically that's already implemented. All it should take is a change to the part config. That's explained in the OP (which you should've read). Short answer: Yes.
  2. Absolutely not. That will not help with a CPU bottleneck at all. Also regarding replacing your CPU: There is a damn good reason low power CPUs have different sockets than their high-wattage desktop brethren, and it's to prevent just that. Even if you could shove a higher wattage CPU into your laptop, you'd do irreparable damage. For one, the motherboard wasn't designed to deliver the power required, so it might not even start. If it did start, it would damage itself within seconds and you'd have a ruined CPU because of heat dissipation problems. I'm not kidding when I say that an improperly cooled CPU can kill itself in seconds. Replacing your CPU isn't an option. Unfortunately in this case if you want to see any really big gains at this time in performance with KSP, you'll need to get (or build) a desktop. It sucks but thems the breaks. Settings tweaking will only get you so far. Though on the plus side, you can build a respectable mini-ITX gaming PC for about $1,000. Less even, depending on parts. (But NEVER EVER EVER skimp on the PSU. EVER.) Most of this is still a moot point though until Unity 5 is released and KSP is updated to it, and physics multithreading is a thing. Until then, the best way to eke out more performance for KSP on any system is to build a custom liquid cooling loop and overclocking the CPU as much as possible. Hell, I'm running on an i7 (okay, it's from 2011 but that doesn't matter much in this particular case), and it's no slouch, but the fact that Unity 4 can only use a single core for physics in KSP makes it behave like a piece of crap. Given that you only have a two-core processor, I wouldn't expect any significant gains if/when KSP gets updated, unfortunately. Some, but not much. And Comrade, your problem is completely different. Start a new thread.
  3. I hate those moments. I hate feelings of accomplishment. I hate being happy.
  4. So the only way to not be a dirty cheater is to not play!? Such wisdom!
  5. Well, yeah...it's funny. But given Russia's recent behaviour (or I suppose more accurately Putin's) in Ukraine...it's not that far off. I'd say that if they want to go do their own thing, let them. I can't be the only one who's tired of all this crap.
  6. Sounds reasonable. I don't know what you're saying but I'm sure it's reasonable.
  7. Sirkut, I have a feature request. Can 0.16 please make me sandwiches? I would greatly appreciate this.
  8. Read the license. In short, yes. Fractal is perfectly fine with people editing and redistributing KSPI. So sayeth the license.
  9. That sounds more like an Active Texture Management bug I vaguely recall. Do you have it installed, and if so, which version? The "aggressive" version can do a real number on RPM.
  10. Procedural Fairings has multiple textures? What is this madness? I sense black magic at work.
  11. Or I could just not be a derp and not try to use them on a plane that only has elevons for pitch control in the first place. A very d'oh moment when I realized that pretty much all my aircraft I've made since installing FAR have had huge delta wings reminiscent of Concorde. Very, very stable, but flaps don't behave in the same way as a more conventional wing at all. Hrm. Maybe I could get away with small amounts of deflection on those control surfaces.
  12. I don't suppose there's any chance of explaining this in...any documentation? The readme doesn't cover it in detail (note the link to the readme in the OP is dead), and Taranis' post only says what it is, not how it works. I'm going to have to draw a flow-chart to get a grasp on this logic though. O.o (Sorry, but I can't decipher what you're trying to say. I appreciate you trying though. )
  13. I will sacrifice as many kerbals as is necessary to make that a reality.
  14. Antarctica has penguins. Don't you like penguins? Do you have something against penguins? ARE YOU A SECRET PENGUIN HATER?!?!
  15. Doesn't sound like something that would work with FAR, unfortunately. :/
  16. I hope you aren't using star maps with that sextant. Non-cheaters would obviously do it all from memory.
  17. You can't automate that, no. The most you can do is remove the FissionRadiator module altogether and replace it with a complete FNRadiator module. To do what you ask would require that one could declare and use variables with MM, and that is not a feature that will be added. Ever.
  18. http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures Read it. See if you're doing something that's a bad idea. Then come back if it doesn't help. With pictures. Pictures of the craft in SPH with CoM, CoL, and CoT indicators can help. Also knowing whether or not you're using FAR.
  19. O.o Is using the Mun for that any less costly than a plane change while in a circular orbit? My guess would be no, especially at higher altitudes (less Oberth effect when circularizing again).
  20. After some tweaking I got He-3 extraction down to this: PLANETARY_RESOURCE_DEFINITION { name = Helium-3 celestialBodyName = Mun resourceName = Helium-3 mapUrl = WarpPlugin/PlanetResourceData/vall_water resourceScale = LINEAR_SCALE scaleMultiplier = 0.05 displayTexture = WarpPlugin/water_resource_point displayThreshold = 2 } @PART[FNRefinery]:NEEDS[WarpPlugin]:FINAL { MODULE { name = FNModuleResourceExtraction powerConsumptionLand = 60 powerConsumptionOcean = 60 extractionRateLandPerTon = 0.0000226 extractionRateOceanPerTon = 0.0000226 resourceName = Helium-3 unitName = Helium-3 Extractor extractActionName = Extract Helium-3 stopActionName = Stop Helium-3 Extraction resourceManaged = True resourceToUse = Megajoules } RESOURCE { name = Helium-3 amount = 0 maxAmount = 200 } } @PART[FNInlineRefineryLarge]:NEEDS[WarpPlugin]:FINAL { MODULE { name = FNModuleResourceExtraction powerConsumptionLand = 60 powerConsumptionOcean = 60 extractionRateLandPerTon = 0.0002226 extractionRateOceanPerTon = 0.0002226 resourceName = Helium-3 unitName = Helium-3 Extractor extractActionName = Extract Helium-3 stopActionName = Stop Helium-3 Extraction resourceManaged = True resourceToUse = Megajoules } } Put an ISRU Refinery on Mun and you'll get 0.01 He-3 every ten seconds or so. The upshot being that you can timewarp at full speed while landed, rather than the 4x limitation on Jool. Tweak the variables to suit your tastes.
  21. Did I mention that using logic to point-out to people that you can't cheat in KSP is cheating? So is having colour in your avatar. Real players would rig their own radio transmitter to bounce a signal for a greyscale image off a satellite in GEO to the KSP forum servers. Anything else is also clearly cheating.
  22. Nah, regex is right. It's cheating. Any addons are cheating. Also, if you don't increase drag on all parts in stock KSP by at least 300% you're cheating. Or if you dare to use manoeuvre nodes. Real players never use manoeuvre nodes. Or the patched conics paths to see where they are going. If you want to not cheat, you need to set the conics limit to 1. Clearly. And never forget that other people's opinions of what cheating is in KSP always matter and are sacrosanct.
  23. Oi vey. The sheer amount of water and detergents required for recycling precludes the use of that junk up there in-situ. It would have to be deorbited to be of any use. We just don't have any way of moving that much mass into orbit.
  24. Can't speak to what they might be planning, but adding a uniform amount of He-3 to the Mun is easy enough with an MM patch: See post below. I haven't tested that at all yet, so it could be way off, way underpowered, or overpowered. Maybe someone could figure-out a reasonable extraction rate per MJ so that an extractor can power itself with He-3, but not so much that it produces way, way more He-3 than it would require to power itself.
  25. *facepalm* Yeah, sure. Tell people that their information about performance doesn't matter because their computer isn't the best in the world. That's definitely how development is done right? Only cater to the top 5% of the market. That'll work. The physics problem is also something that actually can't be remedied yet. That will take Unity 5 and the PhysX 3.3 SDK that comes with it to fix. As it stands, KSP requires a fair number of physics calculations, but that is handled in an anachronistic way. All of that is done on a single thread, meaning only one CPU core gets used at any time. In these conditions, a quad-core CPU has little-to-no advantage over a dual-core CPU. This will only be fixed with a software update, and until then, the only way to really leverage an appreciable amount of extra performance from KSP's physics is to overclock your CPU. To do so substantially requires a custom liquid-cooling loop (more esoteric cooling would use liquid nitrogen or liquid helium for cooling of the CPU, but it's safe to say this is far out-of-reach of most if not all KSP players). You might cry "but what about a dedicated discrete GPU", but nVidia GPUs (the only ones that support off-loading PhysX to them ever since nVidia bought PhysX) are massively parallel computers. A single-threaded PhysX process can't be pushed through that with any appreciable increase in performance, and even the most recent versions get little to nothing out of it. CPUs are actually better. What fun. If anyone is actually saying that people's reports of crap performance don't matter because they aren't using the latest-and-greatest, they need to be hit over the head with a baseball bat for their elitism. The people who matter are the majority with mid-range hardware, not the minority with top-of-the-line stuff. To develop strictly for the latter is just bad business. It's for this very same reasoning that one sees so little support in games for multi-monitor setups. They are rare, and so rare that they aren't worth wasting time catering to.
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