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Temeter

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Everything posted by Temeter

  1. Eh, its not that bad once you get used to it. The rockets in RSS/RO act kinda like KSPs SRB, although the much longer circularization burn allows for much more precision while doing longer burns.
  2. There shouldn't be, but I guess I just have to set up a vanilla install to be able to check stuff again. Gonna write back what happens.
  3. I've also got the issue where the MK2 inline cockpit is still using the old IVA. Thought it was first an issue with the B9 install, but I deleted and replaced the JSI folder with the current version from this thread; nothing changed.
  4. Yeah, NVidia drivers. I had to update my drivers manually for ~3+ years because their stupid installation program was completely borked on my PC. Lots of common issues, but never got fixed. Only worked for me after i formated my PC after a mainboard switch. I mean, AMD has a bit of a bad reputation when it's about their drivers, but NVidia offers a huge array of loveups and ignorance as well.
  5. Thanks for the update! It's so good being able to install good ol' b9 without worrying about breaking the RAM barrier.
  6. Carry on, I like your way of thinking. So I heard KSP is getting multiplayer? Just asking, no particular purpuse. *readies claw* Only if calculated in valve time.
  7. Lots of things in KSP aren't nearly as good in reality. So if you don't want to accelerate for 5 years to go interplanetary, i'd recommend keeping things that way.
  8. And really GPUs in general are mostly used for parallelization, working off a huge number of simple tasks. Like calculating 124 million pixels per second to show on your screen (1080p 60fps). But there are a lot of things GPUs can't do, and that's why we have CPUs in the first place. You can't just take a CPUs task and give it to the GPU. That's not even talking about the issue of parallelization in KSP itself: KSP can only use a single core pro ship. So there isn't even a possiblity for CUDA cores to help with ships in the first place. There is no hidden, magical power to unlock. Not without completely changing the way we use pc's. If you got a sword, every problem looks like a neck. And we got cloth simulation. I don't see the issue, only a lack of creativity.
  9. 20+ physics timewarp? Maybe also lossless, assuming your PC can handle it? Here you go:
  10. But what if we calculate KSPs spaceships via cloth simulation? Didn't think about that, did you? This is an obvious attempt by Squad to deliberatly avoid using the NVidia GPUs power to sustain parity with AMD. Makes me wonder how AMD has paid off Squad to achieve that. Maybe they are soon creating advertising campaigns for a certain chip/gpu producer, who knows...
  11. If you want more modern - including theoretical - methodes of electric pulsion, also on larger scale, i'd recommend Near Future Propulsion: It's a very nice enhancement to KSP's lategame, much more interesting than just spamming huge, nuclear motherships.
  12. Seems to be absolutely stable. No notable difference from 1.0.5 32 bit. The crashes are almost only reported for modded installs tho. There are still a bunch of quirks in mods like kerbal engineer, and near future mods are their own 'prerelease' anway, although I didn't have notable issues with them yet.
  13. Ah thanks! Thought there was a mod for it, but didn't see it for a long time. Gotta wait for update tho. Tried 1.1 and never gonna go back. :^)
  14. Wrong thread, that's the Atomic Age mod. Stowed bug is a stock issue irc. Try quicksave/reload, helps sometimes.
  15. Btw, I found that the fuel switcher apparently normalizes all fuel tanks weights, is there somethin I can do to keep the difference? Some mods, e.g. KW rocketry, have lower dry weights and higher costs (and an even lighter, unpainted tank), which seems to be lost? EDIT: Looking closer, the general LFO dry weights seem much lower than usual?
  16. Yep, that's a kerosene driven rocket: Only a very small, hardly visible smoke trail! The 'smoke' on ground is only vapor from the launchpads water supply.
  17. Ven stock revamp isn't yet updated to 1.1, so obviously lots of issues are to be expected.
  18. Hm, i'd certainly like keeping KWO tanks balanced different. It's not like you could still build full KW rockets without problems, but it's a nice dynamic, even moreso when you add mods like cryo engines, which create further tradeoffs between efficiency, weight and cost.
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