

boxman
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Everything posted by boxman
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I will not go that far due in case kraken shows up. So I will be using quick saves, but wont use load function unless I come across mission breaking bugs.
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As a community, we should be streaming more.
boxman replied to Worst at Video Games NA's topic in KSP1 Discussion
I have seen scott stream KSP as well as other games several times, so it is not entirely true that he does not stream. And yeah I atually would find it fun to see danny or someone else just playing around. I know it aint for everyone, but I actually prefer to watch the whole process including the building as that often can give me inspiration for my own builds. -
Can KSP / Unity simulate Pluto & Charon orbital method?
boxman replied to Sirine's topic in KSP1 Discussion
Axial tilt would for me add alot to the game. Not only would it add extra challenge, but it would also give you some kind of seasons which for me would definitely help with immersion. -
That sounds like very good news to me.
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Nothing... As an update is close I always stop playing KSP since I know that there is a good chance I will have to start from scratch anyways.
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I just found out where kerbin came from... and it blew my mind!
boxman replied to zekes's topic in KSP1 Discussion
If they do it properly so that the GPU is used then it should not really affect it much as long as you have an okay GPU. The lag issues in KSP is all about physics due to part count which is strictly CPU dependent. -
Even though KSP is multithreaded it does currently NOT benefit from more than 2 threads since the only demanding thing is the physics which is stuck to single thread. The only way that more cores will make a difference with current versions of KSP is if you have something running in background hogging one of the cores like for example video streaming. But yeah if it does not overclock further then there is only the price point that is the advantage.
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Will 64 bit allow for larger, higher part count ships?
boxman replied to montyben101's topic in KSP1 Discussion
Nope... At best there will be a tiny improvement. It will mainly help with situtation where you are low on ram like if you are using many mods. The only solution right now is cutting down the part count by using the ubiozur welding mod. -
How much would upgrading my graphics card help with slowdowns?
boxman replied to G'th's topic in KSP1 Discussion
You will sadly gain nothing at all. All your slow downs are probably due to cpu/part count. It is possible that more ram and/or 64bit version will help a tiny bit if slowdown is due to mods putting your system into swap mode. -
That is exactly what I think they should do as well.. Just make it load whatever is used on ships nearby and just load parts as you get close to these ships. This would not only fix load times, but would also save ALOT of ram.
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I think there is very little difference personally.. Even putting KSP on a ram disk does not significantly increase loading compared to a decent hard drive. If your hd is fragmented or of the slow kind then I bet it would affect it more.
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Exactly how bad is the aerodynamic model in KSP?
boxman replied to WafflesToo's topic in KSP1 Discussion
Mods are not solution to everything. They add extra lag, they consume up more memory and can even break completely or become discontinued after a new version of KSP is released. This is a feature that should be in the vanilla game, so I dont think it is a bad idea to bring it up considering how quiet they have been and squads track record when it comes to suddenly cancelling promised features. I am sure most of us would be happy if they at least communicate to us that it is still a priority for them. -
You can kinda build this using structural panels if you use them in a creative way. But yeah we really need some more structural parts. I really wish they had some parts that could be scaled as you liked. And we really also need some windows/transparent panels. I wonder why they just cant add a feature so you can replace the textures as well as making parts transparent.
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It is basically the lowest model of that entire generation of cards though, so I personally highly doubt it would run well on high graphical settings.
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If it has a half decent GPU then it might be able to do at least a ship with some hundred parts without any lag. The graphical settings mainly depend on the GPU while part counts has all to do with CPU. Edit: just now noticed the comment about it having HD5000... So yeah i doubt that will run very well at high settings.
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Vanilla KSP should only take about 1gig or so at most. Sure you dont have a bunch of other files like mods in the KSP folder??
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KSP 64bits on Windows (this time, it's not a request)
boxman replied to Lilleman's topic in KSP1 Discussion
Exactly. For many of us who use mods it will be more stable than 32bit even if it still has issues. So it makes no sense to to not release it with a disclaimer like you said. -
KSP 64bits on Windows (this time, it's not a request)
boxman replied to Lilleman's topic in KSP1 Discussion
If this really works, then it makes me wonder why they have not released a 64bit client. Surely it would be better than no 64bit client if the stability issues only affects some systems. -
Woah... I just cranked KSP up to something like 60 FPS.
boxman replied to Starwhip's topic in KSP1 Discussion
This will only help if you have a very low end GPU. Most framerate issues with KSP are due to large parts counts and this trick will sadly not do much of anything then. But still nice tip for those with a low end GPU. -
Multiplayer would never work on large scale with a game like KSP anyways. The best we can expect is servers with a few players on each.
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Buying a new laptop... expected performances in KSP?
boxman replied to hdufort's topic in The Lounge
If you go with a desktop computer you could afford having both for sure. Gaming laptops are so overpriced compared to desktops that you could buy a decent gaming rig and a cheap laptop for work purposes for about the same price as one gaming laptop. -
Is there any tutorial or something that shows how to delete the nodes?? I think this is my issue as well. And that Mech is by the way amazing job.
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What is the exact reason for slowdown with large part counts?? It seems to work well for me up to about 1000 parts, but now tried to weld a 2800part space station module and it ran at less than 5fps with it eventually crashing due to being out of memory. Is it because of all the connection spots or has it to do with how KSP handles textures? Here is a screenshot: http://s14.postimg.org/pby9jf8lb/screenshot185.png Either way I really love this mod.