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Everything posted by Sovek
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there seems to be an issue with scatter and the visual configs. As I near space things start turning black, reach about 90 km and this happens until I'm about 120-150 km up You should be able to see Japan, or at least the island that the rocket was launched from, but for some reason it doesnt show.
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[1.2.2] Quarter Sized Real Solar System (2.5x Stock Scale) Version 1.0
Sovek replied to pap1723's topic in KSP1 Mod Releases
Noticed a bug in your Remote Tech config. It needs an @ symbol in the config, should read @RemoteTechSettings and for good measure :FINAL incase anyone hase Seti-Rebalance installed -
[1.3.x] Airports & Fictional KSC for Real Solar System & KSC Switcher
Sovek replied to Osel's topic in KSP1 Mod Releases
working on a save in quarter RSS and would like a launch site at either baikonur cosmodrome or somewhere in Japan, Its for the fictional school of Pravda from Girls Und Panzer. Also, how do I make sure remote tech uses the stations given in rss? For some reason its reading all the stock ones. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Sovek replied to Galileo's topic in KSP1 Mod Releases
How do I edit your config to remove your sunflare and use someone elses? -
THANK YOU. Ugh, I was wondering why my engines would explode on decouple.
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why in the world would you NOT want to play with the new areo model.... things actually fly like they should in the new model.
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Nope... just no.. A synthetic benchmark DOES NOT equate gaming performance. And my GPU comparison is very relavant as the OP wants a 3D based game, something thats going to be VERY DIFFICULT to do on a GPU that has half the processing power of a R7 240, a card that even Linus from LTT thinks is garbage. Also, you trying to tell me that a phone (the 6S in this case) with a quarter of the power, can play a 3D game just like an AMD A10 that pushes 770GFLOPS, I call utter nonesense. Could we have a 2D version of KSP with CPU performance... maybe, I'm still questionable. But thats not what the OP is wanting, is it.
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As @Red Iron Crown mentioned, there are 64bit versions currently, but unless you know what you are doing in Linux and have a powerful GPU (something better than a GTX460 BTW), don't bother. OpenGL isnt near as fast as DirectX for some unknown reason, and I could never KSP to start under Ubuntu anyway. The community workaround has several drawbacks, there are some bugs (like the Stragegia mod being unuseable in late game), mouse button issues, building issues and all around unstable (but more stable than an install full of mods). If you want to play stock or with a few mods, 32 bit works just fine.
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OPM is already supported.
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Correct me if I'm wrong, but editing the minlevel of the strategies should allow you to bypass this requirement, correct? I play with an upgraded KSC anyway because even with the facility reset, its STILL bugged (KSC)
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add a new test building
Sovek replied to ASTRONICK13's topic in KSP1 Suggestions & Development Discussion
Use Kerbal Construction Time... if you want to play without the time delay, you can disable that in the settings. -
Inclination changes
Sovek replied to legoclone09's topic in KSP1 Suggestions & Development Discussion
Yeah, obviously you can't make the change in only one area.. the Mun's orbit would have to change to allow for a window. Thats what HSS does, it changes the Mun's orbit to a similar 26 degree or so orbital inclination... I forget what Minmus is though. And yeah, Axial tilt is a thing I wish they could easily impliment into KSP, but it requires massive rework. -
Nope... no physics warp and roll was pretty good with SAS with multiple engines.. You could even get the bug when you ran a simulation under KCT when you placed the craft in orbit. I tried ALT X the first time this showed up, Nothing.
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Can't see how though, considering I have all the same mods...
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So I'm a tad addicted to mods, and my GPU/CPU just isn't capable of dealing with OpenGL (not to mention the whole host of glitches that brings) and used the X64 Community Workaround. So far the only real bug is the buildings, but I found I lost little to nothing when I simply started with a fully upgraded space complex and just bought all my parts anyway. But there was one really REALLY nasty bug. It was if I had a phantom joystick or seperate SAS mode activated when I didn't (neither MechJeb or RemoteTech) that kept wanting to induce an extreme left or right roll. Things would be fine if you turn SAS on, but any attempt at a roll command with fine controls enabled issued an immediate reversal of your command as soon as you stopped the roll command and would often go past that, making you only able to roll in one direction.Now normally, this wouldnt be a problem, however with SETI Rebalance and the pretty much universal removal of reaction wheels and needing RCS... this proved to be a major fuel waster. So after being fed up with a glitch in my save that caused Kerbal Alarm Clock to freeze the game at timewarp anytime I was flying a ship (but only at 1000x and above), and my wanting of alarms for Transfer Windows, and being overall fed up with the phantom roll commands, I decided to do a complete new install and downloaded all my mods Via GitHub, KerbalStuff and Curse (where applicable).... I am pleased to report that at least the roll command bug seems squashed (YAY)... Therefore, I'm done with CKAN... For all I know there were folders that I didn't need... not sure though.
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Inclination changes
Sovek replied to legoclone09's topic in KSP1 Suggestions & Development Discussion
A better method is to move KSC to more northern/southern location like in Harder Solar System, this would offer more of a challenge, and 3 degrees is nothing considering its size and mass. -
This...
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Uhhh.... no. From what I understand the thermal power output (which can give you an idea of just how fast it actually is) for ARM is, from what I've found 3W... The nearest x86 that is on that scale is the ATOM processers from Intel. I had an ATOM based netbook, No WAY that thing could handle much in the way of simple games, heck, it struggled under simple web browsing. The reason smartphones "seem fast" is because they are working under extremely scaled down programs, lots of features and whatnot available for a desktop are simply not there in a smartphone because the phone has neither. To give you an idea, I ran across this graph that can really sum up the argument We can see ARM's new A8 and A9 dont even reach 1B Instructions Per Second, meanwhile the best i7 comes in at about 25w power but delivers a whopping 6+ BIPS, thats roughly 10.3 times the computing power, and even with onboard graphics, its unlikely to see above 15FPS... For that you need something along the lines of a dedicated GPU, which can range wildly, but the PS4 (the better of the consoles IMO) offers a whopping 1.8 TeraFLOPS (Floating Point Operations Per Second). FLOPS and IPS dont really equate apples to apples, and better applies to GPUs, But according to Wiki, The ARM-8 dual core clocked at a blistering 1.8Ghz (blistering? BUWAHAH) offers an underwhelming 172.8 GFLOPS. Ladies and gentlemen... my ancient GTX 460, not even top of the line when it was new, offers over 4 times this @873.6 GFLOPS. So what you are saying... is that a top of the line smartphone that offers .3BIPS and 172 GFLOPS is just as capable as a massively outdated desktop (which could be matched... and surpassed by laptops) that can offer up 3.5 BIPS (give or take an older i5), with 873 GFLOPS. ummm, no... just no. Anyone who thinks this needs to stop fanboying mobile devices and do some research. Don't even get me started on the memory. And yes, I am aware that a "nextgen" console beats the heck out of my PC... I really need an upgrade.
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rockets flipping during gravity turn
Sovek replied to cosmodrome's topic in KSP1 Gameplay Questions and Tutorials
Clustering engines can also help instead of using one big one I've found, while providing near the same the level of control without making the whole rocket super stable. The following image allowed for a very stable rocket without any fins Six Wildcat V's from KW offered pretty good control authority for such a heavy rocket. -
get rid of any difficulty mods (if any)... and what @regex said, make a cut down list of maybe 1.25m parts, Then introduce him to bigger and better stuff once he has a grasp on things. 1.25m should be good for even getting small probes around the mun and what not.
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Custom LES contrantraptions.... whats yours?
Sovek replied to Sovek's topic in KSP1 The Spacecraft Exchange
Thanks Hotaru (not used to seeing that name ... Though she made a very VERY dangerous Sailor Senshi [which I'm reminded of the saying from Vader... 'the ability to destroy a planet is insificant compared to the power of the force']) , I'd not thought to use Snubs in that fashion.... Might have to look into your approach. -
Custom LES contrantraptions.... whats yours?
Sovek replied to Sovek's topic in KSP1 The Spacecraft Exchange
you are forgetting unlimited ignitions as well. Something thats been biting me in my recent program, getting to the mun can be difficult when the engine you want to use (like RP-1/LOX based, because hypergolics are expensive and LH2 isn't very dense) has a single ignition, and then you are stuck.... bah.