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Posts posted by swifthands
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servers down? even the status page cant be reached... what happened?
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It does not use those, instead there are separate interstage fairing parts (see the Structural tab).
Thank you i see now there are 3 cover parts for the 3 different engine sizes
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are there no engine covers when making stages as the stock and other mods have?
when i have a decoupler under an engine, it is not being covered am i doing something wrong or this mod doesn't use the automatically generated engine covers?
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Pretty much this, steam work great for most games but not for KSP who is during development. Not only mod incompatibility.
Imagine you are about to do an Jool aerobrake but has to leave for work so you exit the game, coming back reentry heat is added. You are inside Laythe orbit and has less than 1000m/s dv left
you have an option on the steam client to not automatically download and update games \ specific game, do this for KSP if you find this feature to be problematic...
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Thank you so much for the effort in putting those flags together!
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Thank you very much for this awesome mod,
I have a request if you dont mind - is it possible to have the mods in this pack separated into their specific related parts \ capsules etc?
for example if i want only one type of soyuz, or some other craft, but not the rest,
since this mod adds so much content (120+mb), its hard to keep track on what is what in case i want to manually add the parts i want for one specific rocket \ craft type.
that would be really great if you could do that! and i would really appreciate it,
another more simple option that will also work, is listing all the files required separately for each craft, so if we want to do it manually we know what specific parts are required to make each set work properly without missing any dependencies etc.
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*seeing kerbals stranded in jool and barely making it to jool with 2 kerbal command module*
*knowing i need to build a better more complex rocket to rescue the stranded kerbals*
..
....
.....
It just occurred to me how much i love giving a good speech!
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Note that there is a tracking station update coming. Not sure how much the backend code will change.
The idea of planetary "servers" is interesting, but consider this issue if you have a large number of players just hanging out on Kerbin...
Player 1 wants to take off and go into space. No warp.
Player 2 is doing an endurance run with an airplane. Wants 3x warp with physics.
Player 3 is orbiting Kerbin to head to the moon. Wants 50x warp on rails.
Player 4 is in high orbit trying to dock parts for a space station. Wants 100x warp.
Player 5 is testing out a solar-powered dune buggy on the planet's surface, and it's dark out. Wants 1000x warp.
If all players are not on the same "mission", it seems sharing any kind of warp will result in multiplayer being unplayable.
Note that there is a tracking station update coming. Not sure how much the backend code will change.The idea of planetary "servers" is interesting, but consider this issue if you have a large number of players just hanging out on Kerbin...
Player 1 wants to take off and go into space. No warp.
Player 2 is doing an endurance run with an airplane. Wants 3x warp with physics.
Player 3 is orbiting Kerbin to head to the moon. Wants 50x warp on rails.
Player 4 is in high orbit trying to dock parts for a space station. Wants 100x warp.
Player 5 is testing out a solar-powered dune buggy on the planet's surface, and it's dark out. Wants 1000x warp.
If all players are not on the same "mission", it seems sharing any kind of warp will result in multiplayer being unplayable.
hey mate, thank you for your input!
In regards to the scenario of players hanging outside kerbin,
as i see it in theory is that you login into a server, or rather a "domain" if you will, this "domain" is nothing more than a server cluster,
the domain player limit can never exceed a single planet max player count possible,
so even if the domain is full, and all players on the domain choose to be on kerbin sphere ( \ server), then they will be exactly the max players possible for a single planet, so no scenario of players "pending" outside kerbin without a pending system possible in space travel really.
it could be mitigated if you make the planet servers completely unrelated to one another, and are all load balanced between a huge cluster of every "currently available" server of that planet you are trying to get to,
the problem with doing this is the fact you lose any persistent value in the gameplay,
you could leave kerbin with your station on it, that was on domain 1 server 1,
and when you get back there after a trip to the moon, you actually log in to domain 11 server 20 etc, and ofc - in this case, the station you made will not be there, as its not the same planet server you constructed it on...
so having ONE domain which cover all planet server for THAT specific domain, can give you persistent data.
physics warp can be dropped for multiplayer imo... flying anywhere in atmospheric flight to an extent that actually means something will take a lot of time even with physical warp... same for driving, same for waiting those few minutes for your capsule to touch down after you deploy parachutes,
people can live without those minor boosts to speed.
real time warp on the other hand, should be managed on the low scale of one planet between players,
I am sure there even more solutions that can be found to better meet the complexity that exist on the low scale time warp as well...
maybe having 70k alt of atmosphere and above atmosphere set as different synced \ unsynced regions of that same server instance.
maybe a 3rd layer of sync \ unsynced can also exist above 300k alt etc etc...
just to provide some more layers of flexibility and less dependency on the entire player list on that same planet server for doing or not doing time warps, ofc whoever is with you on that same layer \ ring of sync must meet time warp with you as stated before.
i believe the real issue is how to deal with interplanetary travel time warping, as the real problem is having people agree to timewarp on their orbital operations for the length of time required to do a time warp, ie:
player 1 traveling to jool,
player 2 traveling to the mun.
having a group of people agree to enter timewarp to complete orbital maneuvers is easy.
having them agree to warp for 2-3 years so someone else can reach jool, is a serious issue...
this is why my idea completely ignore the interplanetary realm, yet very much keep it as part of the game almost seamlessly.
i think this method could work, or at least it sounds like the best plan on how to go with it (thus far).
i am eager to hear more opinions on this method \ ideas of other methods as well.
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That concept forced me to redesign my entire Kethane operation after the mobile mining rig disaster (the loading up to watch my rigs explode for no reason..) With that, here's my take on a lean drilling platform and orbital refinery. I've been using Minmus as a test site for the real mission to Ike.
how is your craft recharge electricity? do i miss something?
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Splitting the universe into different servers is a bad idea. As the data that is required to be passed between client-server is really small. We are talking about 5-15 kB/s. Of course when you connect to a server, the initial transfer needs to be bigger to receive all the vessels and everything, but after that the constant flow of data is small.
EDIT: And when I say 5-15 kB/s, it's when the server has 10+ players online with 10 vessels each.
Not sure i follow you... what large amount of data needs to be transferred?
the rendering and positioning of the crafts in the server will be done client side, all the server need to do is transfer 3d grid location of a craft, and the parts names that make up this ship, what is it? few KBs?
besides, a more complex data staging can be done with middle servers keeping persistent info of each planet server, and the client will fetch data from these mid servers rather than from the main planet server and impact performance,
in terms of infrastructure and data transfer we have already more than enough solutions to deal with it, even on massive player counts and data transfers.
the real issue here is time warp, which i think what i suggested in my previous reply (page 3), is a good solution to dealing with time war
EDIT: sorry i think i understand what your point was now,
you may be right, if it is proven not to cause too much strain on performance to have all the planet "sphere" regions on one server, then i guess the concept of planet local scale sphere separation can be done in code,
once you enter the regional sphere of a planet, you are then synced in that bubble with the players in it...
splitting it to server per planet with connecting and disconnection from planet servers as you move can only allow for greater player count in theory.
If we are going to go with large servers with many, many players then I think a local time warp system will have to be implemented. While the solar system is frozen or moves at its own pace (maybe an admin command to change speed), each ship will be able to warp on its own missions.read my previous reply on page 3
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How about this:
each planet is basically represented by a server,
the universe is a cluster of servers, once you enter a planet's predefined sphere of range, you are connecting to a server basically....
now to keep things simple - when you connect to a server on a user POV, you choose a server name as you would in any other game,
but this "name" represent a cluster of servers (this is so the same people can go back and forth from planet and meet the same constructions they built \ other people built there.
now as for time warp,
i think we all agree that on a small scale, time warp is doable, a basic all = active basis, time warp priority is dictated by the lowest value among the players in that same planet server,
so if 5 people set warp to >>> and one player set it to >>, the time warp would be >>,
this system is pretty simple in theory, no need for vote prompts, and the coordination on when and how people should warp can be done on a chat system (relevant for that small scale area of a specific server).
how we deal with planetary travels?
i think of having two time warp systems:
1. client side interplanetary time warp
2. multiplayer - small scale - planet specific (server) time warp (shared with everyone on that same planet server).
now these two time warps can be controlled separately.
we consider that most of the activity will be done within a relevant planet's sphere of influence and not during planetary travel (and yes, this is the downsize, you may wont be able to build a space station with a friend as you travel to duna.... i say, "big deal", you can build it when you are both in duna).
now how it works in theory:
the client side interplanetary time warp warps only the solar system itself, the only thing changes are the locations of planets and moons in their solar orbit,
as this environment is warped (completely separated from the online time scale) your craft and the planet server you're in move in unchanged real time scale - so no warping at all.
yes, it means completely separated people can have their solar system oriented in a completely different way, the whole "existence" of the solar system is very much client side for that matter.
what it means in terms of simulation impact? boo hoo the planets wont have a true facing based on their rotation as they should have if the actual time was warped for several years in interplanetary travel, they will however, have their orbital position as far as you are concerned.
so say you and another friend plan to to a trip to duna from kerbin orbit, you both position yourself for the escape burn,
you separately set your solar scale time warp to match your desired burn window,
and then simply burn to escape...
once you leave the planet's sphere of "online realm", you are effectively disconnected from that planet server, and enter some sort of basic online data I\O,
what you do with it? ill explain.
lets say you warped the solar time warp (client side), to the right window in order to escape from kerbin to duna.
your friend got the exact same window, but his is actually two years or more after the window you have in your solar scale.
you can have the option of matching a player's solar time period, since the position and pattern of the solar system is known for each given moment in time,
you can just match your time to be aligned with another player's solar system "time period", so they are effectively matching one another...
why? its convenient, rather than setting it manually for each and every player - if one player set his to the right window, great, the rest can choose to sync their solar system with his, or not... it changes nothing.
but the good thing here, is that a group of players can choose to sync their solar system AND their time warp during the interplanetary travel... (if they go to the same location, burn to escape at the same time, it may be something they would like to do, and ofc - they can choose not to).
if they do sync their solar system and interplanetary time warp, they will "appear" (connect) to the duna server at the same time more or less...
if they dont, one can choose to warp his travel faster for example - and will connect to that planet when enters the duna's sphere of influence... (at which point he is subjected to the local time warp priority for small scale warping operations (orbit, deorbit, escape etc etc).
and lets imagine that the second player doing the same trip to duna chose to take his time, move some parts around in his spacecraft, maybe using a tug to undock and dock a section into another location... it doesn't matter, as its all done client side in interplanetary travel \ environment.
and once he finally reach duna, he will be connected to duna server same as the first player.
downside?
yes it means you can both escape kerbin on the same trip to duna, and each one of you will connect and "appear" on the duna server at a different location, the first player to connect to duna will most likely be further "down the road", completing his capture with the planet etc etc.
does it matter in terms of gameplay? i personally don't think it does, and it does solve the issue of warping on large time scales.
and with the option for people to choose to sync their client side environment (solar system) with a player of their choosing in an instant
its important to mention that the sync of solar env can be done in two manners:
1. snapshot sync - you want the general position of another player's solar system state and maybe even warp more on your own from there.
2. locked sync - it will do a snapshot to sync the time period and "picture" of the solar system state on both players, and will also subject the time warp on that solar system scale to be the same as the "close scale" but only between these two players (it can be 3-4, its basically done by choice of a player to be synced with someone else or not, the other side can accept or reject the request) - and again, at which point, the mechanics of the locked sync players for solar system scale time warp - will work exactly like the one for players in the close scale planet servers (lowest warp scale among the synced players is the one active - simple).
any thoughts? (and yes, i know its long, i apologize - as well as any mistakes that may be in the text, English is not my native language)
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Wow--you see, I thought "slow load times" were normal. Vanilla it's about five minutes for me coming off a 10,000RPM Velociraptor through SATAII. I'm going to copy the install over to my SSD to see if it makes a difference. I'd kill a herd of buffalo for three minutes with mods.
Then again, maybe my C2D is getting just too old to keep up with the new kids on the block these days. Let the testing commence!
EDIT: Copied ~2.6GBs of my install directory over to C:\ on my SSD. Launched KSP at 9:26PM EST. It just finished loading at 9:51PM EST. I was expecting a small bump to load times after having installed FAR and some Romfarer packs.
Clearly something is amiss.
EDIT EDIT: Vanilla launched at 10:00, <1min loaded.
HWSpecs
--------[ Summary - ORMAGODEN ]-----------------------------------------------------------------------------------------
Computer:
Computer Type ACPI x64-based PC
Operating System Microsoft Windows 7 Professional
OS Service Pack Service Pack 1
Internet Explorer 9.10.9200.16540
DirectX DirectX 11.0
Computer Name ORMAGODEN
User Name Konraden
Logon Domain Ormagoden
Date / Time 2013-05-14 / 22:04
Motherboard:
CPU Type DualCore Intel Core 2 Duo E8400, 3000 MHz (9 x 333)
Motherboard Name Asus P5K Deluxe (3 PCI, 2 PCI-E x1, 2 PCI-E x16, 4 DDR2 DIMM, Audio, Dual Gigabit LAN, IEEE-1394)
Motherboard Chipset Intel Bearlake P35
System Memory 8192 MB (DDR2-800 DDR2 SDRAM)
DIMM1: Samsung M3 78T5663QZ3-CF7 2 GB DDR2-800 DDR2 SDRAM (6-6-6-18 @ 400 MHz) (5-5-5-15 @ 333 MHz) (4-4-4-12 @ 266 MHz)
DIMM2: Hynix HYMP125U64CP8-S6 2 GB DDR2-800 DDR2 SDRAM (6-6-6-18 @ 400 MHz) (5-5-5-15 @ 333 MHz) (4-4-4-12 @ 266 MHz)
DIMM3: Elpida EBE21UE8AEFA-8G-E 2 GB DDR2-800 DDR2 SDRAM (6-6-6-18 @ 400 MHz) (5-5-5-15 @ 333 MHz) (4-4-4-12 @ 266 MHz)
DIMM4: Hynix HYMP125U64CP8-S6 2 GB DDR2-800 DDR2 SDRAM (6-6-6-18 @ 400 MHz) (5-5-5-15 @ 333 MHz) (4-4-4-12 @ 266 MHz)
BIOS Type AMI (12/16/08)
Communication Port Communications Port (COM1)
Display:
Video Adapter NVIDIA GeForce 7600 GT (256 MB)
Video Adapter NVIDIA GeForce 7600 GT (256 MB)
Video Adapter NVIDIA GeForce GTX 570 (1280 MB)
Video Adapter NVIDIA GeForce GTX 570 (1280 MB)
3D Accelerator nVIDIA GeForce 7600 GT
Monitor Acer AL1906 [19" LCD] (ETL4908429)
Monitor Generic PnP Monitor [NoDB] (B4LMQS064339)
Monitor Generic PnP Monitor [NoDB]
Multimedia:
Audio Adapter Analog Devices AD1988B @ High Definition Audio Controller [10DE-0E09] [NoDB]
Audio Adapter Analog Devices AD1988B @ Intel 82801IB ICH9 - High Definition Audio Controller [A-2]
Storage:
IDE Controller Standard AHCI 1.0 Serial ATA Controller
IDE Controller Standard Dual Channel PCI IDE Controller
IDE Controller Standard Dual Channel PCI IDE Controller
Floppy Drive Floppy disk drive
Disk Drive OCZ-VERTEX4 ATA Device (119 GB, IDE)
Disk Drive ST2000DL 003-9VT166 USB Device (1863 GB, USB)
Disk Drive WDC WD10 EADS-00M2B0 USB Device (931 GB, USB)
Disk Drive WDC WD3000HLFS-01G6U1 ATA Device (279 GB, IDE)
Disk Drive WDC WD50 00AAKS-00A7B0 USB Device (465 GB, USB)
Optical Drive ATAPI iHAS424 Y ATA Device (DVD+R9:8x, DVD-R9:8x, DVD+RW:24x/8x, DVD-RW:24x/6x, DVD-RAM:12x, DVD-ROM:16x, CD:48x/32x/48x DVD+RW/DVD-RW/DVD-RAM)
SMART Hard Disks Status OK
Partitions:
C: (NTFS) 119.2 GB (38.5 GB free)
E: (NTFS) 931.5 GB (187.3 GB free)
M: (NTFS) 279.4 GB (8.9 GB free)
P: (NTFS) 465.8 GB (167.7 GB free)
V: (NTFS) 1863.0 GB (124.0 GB free)
Total Size 3658.9 GB (526.4 GB free)Full parts list (it's a wee-bit long)
!list.bat
1mGirder
2mGirder
3mGirder
4mGirder
5mGirder
6mGirder
advancedCanard
advSasModule
Ailerons
airplaneTail
airScoop
asasmodule1-2
avionicsNoseCone
B!BareFormat.txt
B9_Adapter_C125
B9_Adapter_LM3
B9_Adapter_SM1
B9_Adapter_SM2
B9_Adapter_SM3
B9_Adapter_Y1
B9_Aero_HL_Adapter_Front
B9_Aero_HL_Adapter_MK4
B9_Aero_HL_Body_Cargo_A
B9_Aero_HL_Body_Cargo_B
B9_Aero_HL_Body_Cargo_Tail_Narrow
B9_Aero_HL_Body_Cargo_Tail_Wide
B9_Aero_HL_Body_LFO_05m
B9_Aero_HL_Body_LFO_2m
B9_Aero_HL_Body_LF_05m
B9_Aero_HL_Body_LF_2m
B9_Aero_HL_Body_RCS_05m
B9_Aero_HL_Body_RCS_2m
B9_Aero_HL_Body_Structure_05m
B9_Aero_HL_Body_Structure_2m
B9_Aero_HL_Body_Structure_6m
B9_Aero_HL_Extension_A
B9_Aero_HL_Extension_B1
B9_Aero_HL_Extension_B2_LF
B9_Aero_HL_Extension_B3_LFO
B9_Aero_HL_Extension_B4_RCS
B9_Aero_HL_Extension_C
B9_Aero_T2_Tail
B9_Aero_Wing_ControlSurface_SE_1m
B9_Aero_Wing_ControlSurface_SE_2m
B9_Aero_Wing_ControlSurface_SE_4m
B9_Aero_Wing_ControlSurface_SH_1m
B9_Aero_Wing_ControlSurface_SH_2m
B9_Aero_Wing_ControlSurface_SH_4m
B9_Aero_Wing_HW21
B9_Aero_Wing_SH_A35_4m
B9_Aero_Wing_SH_A45_4m
B9_Aero_Wing_SH_A65_2m
B9_Aero_Wing_SH_S_2m
B9_Aero_Wing_SH_S_4m
B9_Cargo_M2_Adapter
B9_Cargo_M2_Body
B9_Cargo_M2_Body_B
B9_Cargo_M2_Separator
B9_Cockpit_D25
B9_Cockpit_M27
B9_Cockpit_MK2
B9_Cockpit_MK2_Adapter
B9_Cockpit_MK2_Adapter_M125
B9_Cockpit_MK2_Adapter_M125_2
B9_Cockpit_MK2_Body_2m
B9_Cockpit_MK2_Body_5m
B9_Cockpit_MK2_Body_Fuel_2m
B9_Cockpit_MK2_Body_Fuel_5m
B9_Cockpit_MK2_Body_LFO_2m
B9_Cockpit_MK2_Body_LFO_5m
B9_Cockpit_MK2_Nosecone
B9_Cockpit_MK2_Nosecone_ASAS
B9_Cockpit_MK5
B9_Cockpit_S2
B9_Cockpit_S2_Adapter
B9_Cockpit_S2_Body
B9_Cockpit_S2_BodyLarge
B9_Cockpit_S2_BodyLarge_Back
B9_Cockpit_S2_BodyLarge_Back_EngineMount1
B9_Cockpit_S2_BodyLarge_Front
B9_Cockpit_S2_BodyLarge_Fuel
B9_Cockpit_S2_BodyLarge_LFO
B9_Cockpit_S2_Body_6m
B9_Cockpit_S2_Body_Crew
B9_Cockpit_S2_Body_Crew_6m
B9_Cockpit_S2_Body_Fuel
B9_Cockpit_S2_Body_LFO
B9_Cockpit_S2_Body_RCS
B9_Cockpit_S2_Body_Tail
B9_Cockpit_S2_Body_Tail_2
B9_Cockpit_S3
B9_Control_ACU
B9_Control_ASAS
B9_Engine_L2_Atlas
B9_Engine_VS1
B9_Structure_L1_Ladder
B9_Structure_L2_Ladder
B9_Structure_L4_Ladder
B9_Structure_L8_Ladder
B9_Structure_P1_Surface
B9_Structure_P2_Surface
B9_Structure_P2_Surface_Clear
B9_Structure_P4_Frame
B9_Structure_P4_Surface
B9_Structure_P4_Surface_Clear
B9_Structure_P8_Frame
B9_Structure_P8_Frame2
B9_Structure_P8_Surface
B9_Structure_P8_Surface_Clear
B9_Structure_R1_Railing
B9_Structure_R2_Railing
B9_Structure_R4_Railing
B9_Utility_Leg_H50
B9_Utility_Leg_H50P
B9_Utility_Light_N1_Large_White
B9_Utility_Light_N1_White
B9_Utility_Light_N2_Red
batteryBank
batteryPack
BFT_Form-tank_Battery
BFT_Form-tank_Fuel
BFT_Form-tank_RCS
BFT_Form-tank_Xenon
Boss_Screenshot
CanardController
Cart
circintake2
circintake3
CircularIntake
commDish
commDishBig
commDishGiant
crewCabin
crewManifest
DAcoax
DAhinge1
DApropfan
DArotorypistonprop
DASimpleprop.5m
DASimpleprop.5mPusher
DASimpleprop1m
DASimpleprop1mPusher
DAswingwing
DAtiltrotormech
DAturboprop
DAvjturbines
DAVTOLFan
decoupler1-2
deltaWing
DEMVMark2cargo
DEMVMark2cargo_living
DEMVMark2cart
DEMVMark2pod
dockingPort1
dockingPort2
dockingPort3
dockingPortLateral
DRarmtruss1
DRarmtruss2
DRBallbearing
DRclaw
DRcylinder1
DRdoorhinge
DRhinge1
DRrotatron
dsm_125m_nose_cone
dsm_25m_4x_engine
dsm_25m_asas
dsm_25m_battery
dsm_25m_centrifuge
dsm_25m_decoupler
dsm_25m_ion_engine
dsm_25m_long_command_pod
dsm_25m_long_tank
dsm_25m_nuclear_reactor
dsm_25m_short_decoupler
dsm_25m_tank
dsm_25m_to_strut
dsm_sphere_pod
dsm_strut
dsm_strut_cargo
dsm_strut_decoupler
dsm_strut_hub
dsm_strut_rcs
dsm_strut_tank
DynamicWarp
EngineerChip
EngineerChipFlight
FS_airBrake
FS_airTank
FS_battery
FS_bomberCockpit
FS_bomberFuselage
FS_bomberFuselageTail
FS_bomberWing
FS_bomberWingExtender
FS_copterCockpit
FS_copterRotorFenestron
FS_copterRotorFenestronBothFins
FS_copterRotorFenestronNoFins
FS_copterRotorMain
FS_copterRotorMainElectric
FS_copterRotorMainLarge
FS_copterRotorTail
FS_copterRotorTail2
FS_crewFuselage
FS_engineMount
FS_fighterLandingGear
FS_fighterTailGear
FS_fighterWing
FS_Gyroscope
FS_jerryCan
FS_oxidizerTank
FS_propengine
FS_propengineElectric
FS_propenginePush
FS_swampEngine
FS_tailBoom
FS_tailWing
FS_tailWingLarge
FS_VTOLengine
FS_VTOLengineLarge
FS_winglet
fuelLine
fuelTank
fuelTank1-2
fuelTank2-2
fuelTank3-2
fuelTank4-2
fuelTankSmall
fuelTank_long
HB_SensorModule_1
HB_SensorModule_2
HB_SensorModule_3
HrmHaystack
IEP_batteryBank
IEP_batteryBank_large
IEP_HybridEngine_large
IEP_HybridEngine_medium
IEP_ionEngine
IEP_ionEngine_medium
IEP_largeSolarPanel_XXL
IEP_MK1FuselageStructural_small
IEP_MMI.S Battery
IEP_MMI.S Battery Large
IEP_RTG_Large
IEP_solarPanels3_large
IEP_solarPanels4_large
IEP_solarPanels5_large
IEP_xenonTank_large
IEP_xenonTank_medium
ionEngine
ISA_GPS
ISA_MapSat
JetEngine
KerbalAlarmClock
kethane_2m_converter
kethane_highGain
kethane_tank2mExtralarge
kethane_tank2mLarge
kethane_tank2mMedium
kethane_tank2mSmall
kethane_turbine
ksp_r_largeBatteryPack
KW1mDecoupler
KW1mDecouplerShroud
KW1mengineMaverick1D
KW1mengineVestaVR1
KW1mengineWildCatV
KW1mExpandedFairingBase
KW1mExpandedFairingCone
KW1mExpandedFairingWall
KW1mFairingBase
KW1mFairingCone
KW1mFairingWall
KW1mNoseCone
KW1mRCSfuel
KW1mtankL1
KW1mtankL2
KW1mtankL4
KW1mtankPancake
KW2mDecoupler
KW2mDecouplerShroud
KW2mengineGriffonG8D
KW2mengineMaverickV
KW2mengineSPS
KW2mengineVestaVR9D
KW2mExpandedFairingBase
KW2mExpandedFairingCone
KW2mExpandedFairingWall
KW2mFairingBase
KW2mFairingCone
KW2mFairingWall
KW2mNoseCone
KW2mRCSfuel
KW2mtankL1
KW2mtankL2
KW2mtankL4
KW2mtankPancake
KW3mDecoupler
KW3mDecouplerShroud
KW3mengineGriffonXX
KW3mengineTitanT1
KW3mengineWildCatXR
KW3mExpandedFairingBase
KW3mExpandedFairingCone
KW3mExpandedFairingWall
KW3mFairingBase
KW3mFairingCone
KW3mFairingWall
KW3mNoseCone
KW3mRCSfuel
KW3mtankL1
KW3mtankL2
KW3mtankL4
KW3mtankL4ALT
KW3mtankPancake
KWadapter2x1
KWadapter3x2
KWrcsPod
KWrcsQuad
KWsrbCone
KWsrbGlobeI
KWsrbGlobeV
KWsrbGlobeVI
KWsrbGlobeX
KWsrbGlobeX2
KWsrbGlobeX5
KWsrbUllage
kwstrutConnectorHeavy
kwstrutConnectorMedium
ladder1
LandingLeg
LandingLeg1-2
largeAdapter
largeAdapter2
largeSolarPanel
launchClamp1
lightbeacon_red
lightnav_blue
lightnav_green
lightnav_red
lightnav_white
lightstrobe_white
linearRCS
liquidEngine1
liquidEngine1-2
liquidEngine2
liquidEngine2-2
liquidEngine3
longAntenna
longAntennaBig
longAntennaGiant
Mark1Cockpit
Mark2Cockpit
mark3Cockpit
MechJeb2_AR202
microEngine
miniFuelTank
miniLandingLeg
Mk1-2Pod
MK1Fuselage
MK1FuselageStructural
mk1pod
mk2Fuselage
mk2LanderCabin
mk2SpacePlaneAdapter
mk3Fuselage
mk3spacePlaneAdapter
MMI.K Exploitation - Miner - Small
MMI.K FuelTank 01 - External Regular
MMI.K FuelTank 02 - 1m Regular
MMI.K System - Converter - Medium
MMI.K System - Sensor - Medium
mumech_MechJeb
mumech_MechJeb1m
mumech_MechJebAR202
mumech_MechJebPod
mumech_MechJebPod2
mumech_MechJebPod_Engine
mumech_MechJebPod_Leg
mumech_MechJebPod_LockDown
mumech_MechJebPod_Tank
mumech_MechJebRad
nacelleBody
NoseCone
noseConeAdapter
NP_ASAS_1_25m
NP_ASAS_2_5m
NP_AuxMotors_1_25m_RetroPack
NP_AuxMotors_1_25m_SmallSolid
NP_AuxMotors_RadialSolidBooster
NP_AuxMotors_RadialUllageBooster
NP_AuxMotors_RadialVernier
NP_chute_1_25m_stackparachute
NP_chute_2_5m_stackparachute
NP_chute_FuelTankCapParachute
NP_chute_Radialparachute
NP_couplerp_2_5m_2x1_25m_Plate
NP_couplerp_3_75m_2X2_18m_Plate
NP_couplerp_3_75m_5x1_25m_Plate
NP_couplerp_3_75m_5x1_25m_Plate_slim
NP_couplerp_3_75m_7x1_25m_Plate
NP_couplerp_5m_5x1_25m_Plate_slim
NP_couplerp_5m_5X2_18m_Plate
NP_couplerp_5m_M50EngineStand
NP_coupler_1_25m_dualcoupler
NP_coupler_1_25m_lateral
NP_coupler_1_25m_lateral_tricoupler
NP_coupler_1_25m_quadcoupler
NP_coupler_1_25m_radial_flange
NP_decoupler_3_75m_stack
NP_decoupler_5m_stack
NP_decoupler_radial_1_25m_Aero
NP_decoupler_radial_1_25m_flange
NP_decoupler_radial_strut
NP_LFE_1_25m_AerospikeEngine
NP_LFE_1_25m_BearcatSingle
NP_LFE_1_25m_BerthaQuadEngine
NP_LFE_1_25m_K2XEngine
NP_LFE_1_25m_NERVA
NP_LFE_1_25m_RMA3_OrbiterEngine
NP_LFE_2_5m_4X800Engine
NP_LFE_2_5m_M50Engine
NP_LFE_2_5m_OrbitalBerthaEngine
NP_LFE_3_75m_Bearcat5x
NP_LFE_3_75m_Energia4x
NP_LFE_3_75m_LittleMotherEngine
NP_LFE_5m_M505xPack
NP_LFE_5m_TheMatriarch
NP_LFT_1_25m_HH77
NP_LFT_1_25m_R25
NP_LFT_1_25m_S100
NP_LFT_2_5m_S2000
NP_LFT_2_5m_S500
NP_LFT_3_75m_R1000Short
NP_LFT_3_75m_T3000Long
NP_LFT_5m_TD5001
NP_LFT_5m_TD5002
NP_nosecone_0_625m_micro
NP_nosecone_1.25m_parachute_adapter
NP_nosecone_1_25m
NP_nosecone_1_25m_cargoshell
NP_nosecone_1_25m_fueltankcap
NP_nosecone_1_25m_small
NP_nosecone_1_25m_tailcone
NP_RCSTank_2_5m
NP_RCSTank_3_75m
NP_RCSTank_5m
NP_SAS_2_5m
NP_SAS_3_75m
NP_SAS_5m
NP_SRB_1_25m_SideMount
NP_SRB_1_25m_SmallStack
NP_SRB_1_25m_SSRB
NP_SRB_miniBooster
NP_Yawmaster_RCSBlockHeavy
NP_Yawmaster_RCSBlockLight
NP_Yawmaster_ServiceModule
NP_zmisc_heavywinglet
NP_zmisc_SP_Fin
NP_zmisc_strake
NP_zmisc_wingload1
NP_zmisc_wingload2
nuclearEngine
OrdanInd_telescope
OrdanInd_telescope_large
ORDA_computer
ORDA_dump
ORDA_magicComputer
ORDA_transfer
parachuteDrogue
parachuteLarge
parachuteRadial
ParachuteRadial_Drogue
parachute_single
probeCoreCube
probeCoreOcto
probeCoreOcto2
probeCoreSphere
quantumfueltransferNode
quantumStrut
quantumstrutcore
ra
ra2
radialDecoupler
radialDecoupler1-2
radialDecoupler2
radialEngineBody
radialintake1
radialLiquidEngine1-2
radialRCSTank
ramAirIntake
RCS block
RCSFuelTank
RCSTank1-2
ReadMe.txt
rocketNoseCone
RodFromGod
RodFromGodWinglet
Romfarer_RoboticArmBuran
Romfarer_RoboticArmCanadarm2
Rover
roverBody
RoverTank
RoverThruster
roverWheel1
roverWheel2
roverWheel3
RTG
sasModule
sensorAccelerometer
sensorBarometer
sensorGravimeter
sensorThermometer
sepMotor1
smallCtrlSrf
SmallGearBay
smallHardpoint
smallRadialEngine
solarPanels1
solarPanels2
solarPanels3
solarPanels4
solarPanels5
solidBooster
solidBooster1-1
spotLight1
spotLight2
stackBiCoupler
StackDecoupler
stackDecouplerMini
stackPoint1
stackSeparator
stackSeparatorBig
stackSeparatorMini
stackTriCoupler
standardNoseCone
stationHub
structuralIBeam1
structuralIBeam2
structuralIBeam3
structuralMiniNode
structuralPanel0
structuralPanel1
structuralPanel2
structuralPanel3
structuralPylon
structuralWing
strutConnector
strutCube
strutGun
strutOcto
strutsAdapterMini
strutsPiece1xMini
strutsPiece3xMini
strutssIBeam1
strutssIBeam2
strutssIBeam3
strutssMiniNode
struttCubeMega
struttOctoMega
sweptWing
tailfin
telescopicLadder
telescopicLadderBay
toroidalAerospike
toroidalFuelTank
Truck
trussAdapter
trussPiece1x
trussPiece3x
TT1-2offsetcoupler
TTbouncywheel
TTC7Crew
TTC7MK3E-2madapdecoupler
TTC7MK3EBombBay
TTC7MK3Ecargobay
TTC7MK3EDockingPort
TTC7MK3EMSMmodule
TTC7MK3ERocketFuselage
TTCab
TTCrewcab
TTDRhingemod
TTgravengine
TTlandinggear
TTlandinggear_
TTlandinggear_ms
TTlandinggear_s
TTMK4-3Adapter
TTMK4cargoretainer
TTMK4engine
TTMK4fuselage
TTMK4reardoor
TTmodularwheeltruss
TTmodularwheel_
TTmodularwheel_m
TTmodularwheel_ms
TTmodularwheel_msr
TTOmni
TTRam
TTsmallgear_
TTsmallgear_ms
TTtailwheel
TTtrailerwheel
TTtrailerwheel_s
TTtruckwheel_light
TTtruckwheel_m
TTtruckwheel_m2
TTtruckwheel_ms
TTtruckwheel_s
TTtruckwheel_t
TTtruckwheel_t2
turboFanEngine
wingConnector
winglet
winglet2
winglet3
xenonTankFull Plugins List
AviationLights.dll
B!BareFormat.txt
BOSS.dll
CleverBobCat.dll
CrewManifest.dll
DynamicWarp.dll
Engineer.dll
Firespitter.dll
HrmHaystack.dll
ISA_MapSat.dll
KerbalAlarmClock.dll
KSPParts.Core.dll
KSPParts.Utilities.dll
MechJeb2.dll
MMI_Kethane.dll
MuMechLib.dll
ORDA.dll
PartSearch.dll
QuantumStrut.dll
Romfarer.dll
TTGraphicFlipModule.dll
TTLiftRamModule.dll
TTModularWheel.dll
TTomniwheel.dllplease check your PM inbox - just sent you a PM
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Wow--you see, I thought "slow load times" were normal. Vanilla it's about five minutes for me coming off a 10,000RPM Velociraptor through SATAII. I'm going to copy the install over to my SSD to see if it makes a difference. I'd kill a herd of buffalo for three minutes with mods.
Then again, maybe my C2D is getting just too old to keep up with the new kids on the block these days. Let the testing commence!
EDIT: Copied ~2.6GBs of my install directory over to C:\ on my SSD. Launched KSP at 9:26PM EST. It just finished loading at 9:51PM EST. I was expecting a small bump to load times after having installed FAR and some Romfarer packs.
Clearly something is amiss.
can you please post a clean list of the parts you load?
just put a list of all the dir names in the /parts folder
also post your full HW specs here if you can.
i want to do some testing and comparisons....
i use a lot of mods and my loading time was always below 1min... something is clearly wrong with the load times on your end, and i think the problem is not as simple as HW specs.
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Built a carefully designed rocket, proper asparagus staging, every bit of weight was taken into account for maximum T\W ratio and efficiency at every step.
the plan was to perform a mining operation with a kethane fuel depot orbiting duna.
i constructed the space station that is supposed to act as the fuel depot.
sent 4 lander missions to dock with the station before starting the runs up and down from duna to stock the station kethane tanks.
after all was done and ready to begin the actual work,
i undocked one of the 4 already lined and ready landers from the station, carefully performing the ascent and watching how my marvel of design that is my lander, performs everything perfectly.
drogue chute deployed,
slowing down to final breaking burn and touchdown,
a perfect landing, solar panels deployed, kethane tanks open and ready.
deploying the kethane drill.
drill deploys upward towards the sky........
KSP Making History
in 2017
Posted · Edited by swifthands
I rushed to check if i bought the game before April 2013,
My order confirmation from the store says October 2012, i had no idea so much time passed... man...
at that time it cost 18 USD, we came a long way... and considering the price it has now, and the fact i get free DLCs, it must be the best gaming deal i ever had.
Kudos SQUAD for keeping your promise.
EDIT:
Had a quick thought about it in my head,
I want to announce here that since i only had to pay 18 USD at the time, considering the amount of work you invested in this game and the current game price, i am going to purchase a DLC even if i can get it for free, i think loyalty from the devs for such a long time deserves this, thank you for an amazing game and years of fun!