nickexists
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Low FPS on gaming computer
nickexists replied to nickexists's topic in KSP1 Technical Support (PC, unmodded installs)
Problem solved. Looks like my computer somehow got set to power saver mode. -
Low FPS on gaming computer
nickexists replied to nickexists's topic in KSP1 Technical Support (PC, unmodded installs)
I updated drivers and did some more testing and here is what I found. The issue is completely unrelated to graphics settings and resolution but it is highly affected by part number. Using CPU-Z I monitored my cpu frequency and found that in KSP my CPU frequency doesn't scale up, it just sits at the minimum multiplier of 8 which corresponds a frequency of 800mhz. Using other applications it easily scales up to 4.2Ghz. I'm pretty sure this is the cause of the issue but I have no idea how to fix it. -
Low FPS on gaming computer
nickexists replied to nickexists's topic in KSP1 Technical Support (PC, unmodded installs)
My first install had mods. Since then I have done a fresh vanilla install using the installer and just using the normal download, but the problem has persisted. Neither of the 4 cores appear to have particularly high usage. The memory usage for ksp is around 2.5 gigs, I still have nearly 4 gigs free. -
I haven't played since 1.0 first came out but everything ran fine then. I just started up again with 1.0.5 and I get 8-10 fps pretty much no matter what, even with small ships. I have an i5 running at up to 4.2 ghz and a msi gtx 970 and 8gigs of ram. None of these resources show much usage during play but I still am only getting very low fps regardless of any graphics settings that I have tried. What could be causing this?
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[0.90] KSP Interstellar port maintance thread
nickexists replied to Boris-Barboris's topic in KSP1 Mod Development
Is this compatible with remotetech? I'm near the beginning of a career game and I'm having a hard time keeping my probes powered because the comms dish is drawing 10.5 MW which is hard to keep up with when the only power source I have are the single panel solar cells and I'm limited to a 30 part launch. I didn't realize that interstellar used the stock antenna parts. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
nickexists replied to stupid_chris's topic in KSP1 Mod Releases
I can confirm that even with no other mods installed this still occurs. is there somewhere that I can get the old version of real chutes? -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
nickexists replied to stupid_chris's topic in KSP1 Mod Releases
Since updating from 1.2.6.1 to 1.2.6.2 I am getting a bug when using the mk16 parachute. Once the rocket passes 6000m the center of mass suddenly shifts way below where the craft is. this makes the camera focus on a point below the rocket and makes the physics go a little crazy. I'm using a few other mods so it may be a compatibility issue. Is anyone else having this? -
I'm new to interstellar and I'm not sure what I'm doing wrong here. I have a large transmitter on a rover and it says that it is broadcasting 15GW of power. It's parked right next to the runway. then I have a plane on the runway with two small receivers and two thermal receivers but none of them will even connect to the transmitter. I also sent out a tall relay tower which is parked by the transmitter, but none of the relay arrays will connect to the transmitter either.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nickexists replied to ferram4's topic in KSP1 Mod Releases
I haven't played ksp since 0.22 and now coming back it seems like FAR has changed a lot. In particular it seems more difficult to make a plane that is stable but still has a decent turn radius across a large speed range. It also seems like it's more difficult to make a plane that doesn't oscillate when turning. Does anyone have any design advice for me?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nickexists replied to ferram4's topic in KSP1 Mod Releases
Just came back after a long break from KSP, so i'm totally new to the whole aerodynamic failures feature. It appears that engines are about 3 times more powerful than stock when aerodynamic failures is enabled. Is this intentional?- 14,073 replies
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KSP 23.5 (and earlier?) -- Aerobraking only works on focused craft
nickexists replied to LitaAlto's topic in KSP1 Discussion
Couldn't they implement a system so that the game calculates a single drag coefficient for each inactive ship and then calculates aerobraking forces on them in real time as though each ship were one part?