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swifthands

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Posts posted by swifthands

  1. 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!

  2. 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?

  3. 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...

  4. 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.

  5. 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.

  6. 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

  7. 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)

  8. 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
    xenonTank

    Full 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.dll

    please check your PM inbox - just sent you a PM

  9. 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.

  10. 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........ :huh:

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