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brusura

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Everything posted by brusura

  1. Doing a perfect angle is hard, to be sure without using any mod, you can put more than one docking port to make sure the two ships dock at some defined angle.
  2. Uhm hai provato a ricopiare i file di mechjeb? Io ho avuto uno strano problema quando ho installato mechjeb 2.0.7 , in pratica la versione 1.9.8 non mi dava più la finestra dei deltav nel VAB ( anche attivando il relativo flag ), ho dovuto ricopiare sovrascrivendolo la versione 1.9.8 così la finestra è ricomparsa nel VAB
  3. Hehe lol at hamster Jeb , thanks for the hint Ringer I could actualy make a second version of the pod one with with rotPower set to 0 and use it as I need, I also took a look at quicksave.sfs to see if I could change the behaviuor after the launch, but there are only things related to positions and resource or..... I could try distract Jeb throwing at him some nuts
  4. Nope, I mean the torque force of capsule, the thing that let you rotate for example your mk1 pod without rcs
  5. Hi, been looking around forum and google, found this dead link: http://forum.kerbalspaceprogram.com/archive/index.php/t-33801.html is there something to toggle torque on capsule? That should fix the woobling when more spaceship are docked at same station Thanks
  6. So, you tecnically just place them really close in the VAB and then when the physics kicks the magnetic force dock the ports together, not what I was looking for but nice trick thank you!
  7. TehGimp666 http://forum.kerbalspaceprogram.com/showthread.php/26326-This-fan-trailer-I-made-took-off-on-Reddit-took-off-unexpectedly-Build-Fly-Dream
  8. Yeah got it, thank you. I managed to make a cubic structure slinky like , I still have to figure out how to close/weld a structure like that without using struct connector.
  9. Picture below, look like additional micronode works only on Y axis, if I attach another micronode in X or Z it snaps correctly but remains transparent and not attached at all, am I missing something or is an intendend feature?
  10. I see, look fishy indeed.
  11. do you mean x86 right? You are right jfx not "necessarily" but the type of calculation involved ( mostly floiting point operations used in 3d calculation and physics ) are processed faster anyway by the gpu.
  12. I disagree, GPU are much more suited for physics simulation than a general purpose cpu
  13. Alright then no physx support and looking at the dev blog next patch will bring optimization only to database, so it will speedup the loading time not the simulation, so nothing yet cronos1082
  14. Hi while my station keep on growing the framerate keep on lowering, nothing new here , but I was trying to mess around with the the option in nvidia control panel to force gpu take care of simulation (as I recall unity rely on nvidia physx...right? ). But, forcing cpu or gpu to take care oh physx calculation do not seem to change the outcome at all! I have a quad core @ 2,5 Ghz and as you can see it look like ksp is using more than one core, also I was expecting 25% cpu not 46% for single thread application anyway these results are the same even with GPU as PhysX processor, only the CPU reach 52% while GPU remain the same ( should have been the opposite ) http://i41.tinypic.com/apdvew.png So what are your experince about?
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