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Everything posted by Immashift
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Well I'm looking forward to that. The memory issues on my install are brutal lol. Even with things like DX11 and ATM. Texture optimization of this pack would greatly help that. Resources and EVE are also going to make this pack even greater. What I like most about this pack so far (besides the planets) is that you didn't mess with the stock system very much, just expanded on it. I sort of dislike packs that stick Kerbin around Jool or whatever. It just feels weird.
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Yes... I get about 20 scene changes and then I crash. I can live with that. I use two monitors and generally have resource monitor open so I know when it's gonna crash. Thankfully KSP loads in ~20 seconds so I'm not too bothered by it. When I really start going nuts with the game again I may end up reinstalling linux just for KSP. I hate memory limits. Tbh I consider 64bit compatibility to be an absolute necessity for any game nowadays. Unfortunately it doesn't look to be coming any time soon. I was one of the few people who had absolutely zero issues with KSP64, but I digress.... Also your amount of available RAM I believe matters as well. Granted, if you're filling it, Windows should (unless you disabled it as I have) load stuff into your page file. If that's also full it could mean crashing before the RAM limit. 2.8 shouldn't crash. I hit about 3.8GB and then crash. I'm running on 8GB RAM, but the fact that I have a bunch of stuff open all the time as well as KSP does eat a sizable chunk of RAM before KSP even starts. That said I usually have at least 5-ish GB free. EDIT: So I was still having RAM issues, even with aggressive ATM, so I was looking into other options. Last time I tried the -force-opengl option in my shortcut the results were less than impressive framerates (that was with my old 560GT mind you), so I was hesitant to try it again, even with the new 960. So instead I tried for the -force-d3d11 option instead, and, well, I'm now sitting at 2.67GB instead of 3.8something, with a 1.2GB Gamedata folder. Aww yeah . Oh, and I'm still getting ~100 fps. So, if you have a decent GPU, try that option, and see what it gives you.
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<3. This took my mod-heavy install from crashing sizes down to ~3.4GB in the VAB using the normal version. I may use the aggressive version in the future as there are still a few mods I want to install. For reference, on my AMD FX-8320 eight-core, it took about ~10 minutes to chew through everything on the first load. CTD'd right after that, but second load took the usual 20 seconds and all was good. Now if only it were possible to selectively load stuff based on scene.
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Dear god. Even at 2.7 (i think that's what it is) it's going to be nuts. I swear I'm gonna have a permanent base there. Just waiting for a couple mods to update before I try. I wonder if jets work in that atmosphere. Just coming down is going to be difficult because of orbit velocity combined with an atmosphere that thick.
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Yeah that comet is like PF:CE's Ascension all over again. Trying to match orbits will be fun. PF also had some interesting challenge planets. Like one that spun faster than its escape velocity, so I needed a KAS winch with a grappling hook to shoot at the surface to land anywhere but the poles. You guys thought of adding anything like that? Keelon is my favorite so far. Still trying to work out something that can return from it. It's like Eve's big brother.
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I went and hyperedited my Mun scanner into orbit around Ganag for a simple orbital resource scan and found that it does seem to generate atmospheric resources, but NOT ground based ones. Theres probably some generic atmosphere type at work giving it resources. I don't presume to know how this stuff is coded The cutoff buttons change nothing, and even after I did an orbital scan it told me to... do an orbital scan Anyway if you're sure you can manually add them in that's great! Here's the atmospheric tab of Ganag on the right: aaaaand the surface results... sort of empty: I also agree about Potatus. Especially with it spewing all that material out of the volcano it's bound to have some sort of light atmosphere. An Eve update will come. For now I'm glad it even runs on 1.0 for the vanilla planets.
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Immashift replied to Tiberion's topic in KSP1 Mod Releases
I get that feeling too. You get sort of comfortable flying things around a certain way, like the way I did my gravity turns, and then the game goes and changes it and makes me think all my rockets fly like crap. But instead it was me doing bad habits. I could definitely spend time making a sleek looking thing that goes up on minimal fuel for minimal cost and gets the job done in the most efficient way possible. Or............ I could slap something stupidly powerful on the butt end of my payload and send it up in 30 seconds, being somewhat careful with the throttle, as building things like this is sort of like attempting to waterski behind a missile: I know, it's making your eye twitch, isn't it? Anyway... just passing time patiently waiting for my favorite mods Already have half of them updated so that's great. It's actually rather impressive how quickly you guys can roll out updates considering how much things get broken by some updates to the game. -
These are cool. Ever since NFP was first released I've wanted a lander engine capable of using NFP's LH resource. This definitely fills that. One idea for a part I'd love to see added here is a radial version of these engines. Way back when in the HOME pack Bobcat had a radial Aerospike that was absolutely perfect for small landers. I build a lot of my landers dropship style so they have a very low vertical profile which means a full length engine can be hard to fit without part clippage. In any case, with the update to NFP rolling along, eventually I think I'll find it really interesting to try building some hybrid long range landers that use both NFP's super efficent engines for most stuff and these for landing / takeoff.
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Cool! I look forward to it. I assume that using the 1.0 resource mining works on all worlds added by this pack. The map does have the resource tab for all of them but i haven't been able to go out and scan them myself yet. You know what would be really cool? If driving into that cryo-volcano on Potatus propelled you upward. I could just imagine setting up a base near the volcano's edge and using it to fling my craft into space.
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Great pack! Just installed it and some of these look really fun. The comet feels a lot like ascension from PF:CE, which I never did get around to going to, so I'm definitely going to have to do that this time around. Keelon looks like one hell of a planet. When I do my 1.0 grand tour, I think my goal is gonna be to land on it and return from it. I'll probably need mods to do it, but I'm hoping I can cram something onto my lander to do it. The last time I did Eve I had to use a blimp to get past most of the atmosphere. I see quite a few bodies in the pack with relatively high gravity which is going to make things interesting. I thought PF:CE's Thudd was harsh. Hah. Anyway, the one thing I wish for is some sort of visual enhancement patch (whenever EVE rolls an update out anyway, which may be a while). I keep misjudging things when I don't see clouds. Also that cryo-volcano looking thing on Potatus looks a bit fast. I doubt in real life you'd be able to discern any sort of movement unless you looked at it for a very long time. Nevertheless it is cool, and is gonna be where I touch down on Potatus I wonder what happens when you drive inside.
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Hey! Edit down below. So I've run KSP for years on this particular system and had zero issues with my FPS unless I exceed maybe 300 parts or so, but with the release of 1.0, my framerates inside the VAB and SPH only have tanked. In literally every other screen, be it the map, launchpad, in spaaaaaaace, or whatever, I get a consistent ~150 fps. I go to the VAB, and it tanks down to 10-15 FPS. I have no idea what's causing it, but it makes dragging parts around a gigantic pain in the backside. This occurs whether I run the game in a window, fullscreen, or borderless windowed as I prefer. I generally launch the game via a shortcut with the -popupwindow flag to get borderless windowed, but as I said, this happens regardless of that flag or not. It's not a performance issue, since this rig is well beefy enough to handle anything KSP can throw at it. I'll detail my setup here. Perhaps something will catch someone's eye and I can solve this. My comp: CPU: AMD FX 8320 8-core RAM: 8 GB GPU: Nvidia Geforce GTX960 SSC GPU Driver: 350.12 OS: 64-bit Win7 Ultimate Think that's about all that matters. GPU is outputting to 2 monitors and is in multiple display performance mode. In the VAB, the GPU runs cool, is barely under any load, and has plenty of VRAM to spare. CPU isn't under load, and have tons of RAM free. So again, I really don't think it's a performance thing. Game-wise I have settings as such: I've also tried with zero AA, no difference, so believe me, the 8x AA makes no difference on this issue. And before you ask, in my drivers, it's set to let the game decide what graphics settings to use. I've also tried at half res textures and no difference. As stated, with these options I get ~150 FPS everywhere except the VAB and SPH, where it crawls along at 10-15. I tested KSP .90 as well, and the VAB/SPH were completely lag-free on it. So something with the 1.0 update is tanking it. If I can provide any more info that could help, I'll be happy to. EDIT: After some poking around, I turned off "Space Center Crew" in main settings before resuming a game, and that has taken the lag away. I'm back up to my usual 150FPS. I would like to see the little dudes walking around though, so if anyone knows why that option causes lag with my system, please do tell.
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*Hey someone like me!* Y U NO mention "RCS Systems"? I mean them Reaction control system systems are something else. Almost like Automated Teller Machine Machines. *cough* Scott Manley *cough* I have this itch to rant about your/you're, they're/their/there, and the general abuse of apostrophes to "pluralize" things ("kerman's"). But I shall not indulge myself here as that's not the point of this thread. Nice work chap.
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Well, around 1GB less RAM usage for the 32bit .90 client, was hovering on crashes every few launchpad loads and now that doesn't happen. Only two negative aspects - First, FPS is down 5-10 in busy scenes. Complicated launchers are almost always yellow up in the corner now. Second, the opengl flag seems to dislike the -popupwindow flag. It still works, and I do get borderless windowed (as every game should have as a default option, don't even get me started), but tabbing back and forth isn't smooth. When KSP loses or gains application focus there's a momentary reset (flicker) of both my screens I'd rather not be there. But it only lasts a quarter of a second so it's not a big deal. I'm rolling with a 560GT that loves overheating, so I did expect the framerate loss though.
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Holy hannah. That thing must lag something fierce. Impressive though. Good to see this thread is still alive. Anyone got something made with those extremely huge parts to show off?
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SSTOs! Post your pictures here~
Immashift replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
I like the forward swept wing design of the new stock plane, but I wasn't a fan of the staged engines and thought it could be done a lot better, so I tweaked it a lot, redesigned the wings, removed the 909s from the back and threw on some rapiers. This was the result: The Karbonite here is accidental. I forgot to tweak the fuel in the two tiny flat LF cans I use for extra jet time. Around 26km at 1500m/s is when the plane autoswitches to closed cycle. You CAN manually do it and coax it faster and higher with some throttle management, but I more or less set it at a constant low angle at 13km and let it do its thing. All stock save for a couple added features you can easily do without or imitate with stock parts. On the underside are 4 5-way retractable RCS jets from Bahamuto Dynamics (linear jets for downward thrust on the top of the wings), as well as a couple low profile LF cans designed to offset the 60-ish LF you burn in jet mode on ascent. I'm using B9 landing gear because... it's just better. Less weight, motors, steerable... You can elongate this and bring in a cargo bay, it has more than enough oomph to get some cargo up to orbit. I just wanted a nice compact design. -
SSTOs! Post your pictures here~
Immashift replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Who needs struts? -
[0.90] Procedural Airships [1.3] dec 20th 2014
Immashift replied to RadarManFromTheMoon's topic in KSP1 Mod Releases
I think for now you may be limited to sticking a fairing around it if it fits, or trying to fly it fully inflated. Airships with variable size currently only exist in the hooligan labs mod as far as I know at this point. Perhaps if enough people want it this one will get it too. One of the really cool things about airships is flight without fuel use, especially when you strap on some electric propellers, send it to Eve and can muck around the surface without spending a drop of fuel. -
I think the thing here is that you're asking for help doing something that doesn't have a set structure (code for the same thing will vary between mods), and you're asking for help doing something that takes some teaching to really figure out. People who code mods are generally well versed in the language mods are written in, and it takes someone who knows what to look for to find the bits that check for your architecture and make them go away. You're trying to mess with code you don't understand, and that has a good chance of breaking things further rather than helping you. I think that's why this thread was created. Anyone who has even a basic knowledge of programming can grab the source, thumb through it and delete what they want and compile. The fact is most people who USE the mods probably don't know the first thing about writing them, and therefore pre-edited versions are the best option. I think Senshi was right on the whole here. If you aren't already somewhat comfortable with reading source code, you're either going to have to teach yourself some basic programming (google can indeed help here, try looking for beginner lessons in whatever you want to learn), or stick to the pre-edited DLLs that Senshi/folks come up with. Addendum: If I wanted to manually edit a mod and had no knowledge of code, I think I'd start by checking google for a way to open the source code files. That would lead me to the software Senshii linked, or alternatives. Then I'd look up what method (code structure) is used to check for architecture, in whatever language it's written in. Once I know what I'm generally looking for, I can scroll through the source and find all instances of it, and either set it to always think it's running 32bit, or comment out (which makes the computer disregard it entirely) the checker(s).
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Generally I start at 0, and then work up very quickly towards 100% and stop maybe 5% above what's required to lift off. Otherwise it can be inefficient, that and things can explode.
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[0.90] Procedural Airships [1.3] dec 20th 2014
Immashift replied to RadarManFromTheMoon's topic in KSP1 Mod Releases
Yep was just a thought. I know HL worked for quite a while building his own plugin for inflation/deflation and that may be slightly out of your project scope. In any case I look forward to keeping tabs here to see what you do. @azimech.... Dear god. I _may_ have underestimated what this mod could already do. That thing is epic looking. Hmm. I think I'm gonna combine this with those massive B9 HX parts. Perhaps I can fill those parts with airship parts and make a giant floating ship or something -
Well that's at the very least not an outright "no". Long as we all handle this correctly I don't see a problem later on down the line. Regarding the far issues I tend to think it might be other mods interacting in weird ways. I had an issue in .24 ish, where certain parts with multiple versions via tweakables handled very amusingly with far. Perhaps that's what you're experiencing.
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do you using no-gravity hack when assembling landed modules?
Immashift replied to JtPB's topic in KSP1 Discussion
I've been designing stuff with the new humongous b9 parts and I'll use the gravhack when testing how easy it will be to maneuver around them. For example I built a lander and wished to see how simple it was going to be to dock it inside a larger ship. Also I use it when balancing RCS nozzles. It's great because you can use the ground as a reference for how much you move in a particular direction. On that note, I sometimes temporarily enable part clipping if something should stick but is not. Like if I use symmetry and one is red for no apparent reason. I write it off as ksp being ksp and not cheating. Play how you want. Nobody's stopping you. Make yourself happy. -
[0.90] Procedural Airships [1.3] dec 20th 2014
Immashift replied to RadarManFromTheMoon's topic in KSP1 Mod Releases
Promising mod! Any chance of seeing a possible future features list? I love my hooligan labs airships, and this May or may not end up replacing it if it goes a particular way. retractable ones are my favorite there, perhaps that can be done with yours in the future. Now off to make an enormous airship and somehow get it to Eve without falling apart. -
Thanks for your work Senshi. Helps not having to recompile myself. I'll vote for realchutes being included, if license allows it. Thankfully Win64 has presented utterly zero issues for me. That is until the whole checker thing started. Buuuut I get it Gonna go ahead and play with NEAR now I think, accepting that if my KSP burns to the ground it is my fault and mine alone. Made me lol.