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Wyseman76

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Everything posted by Wyseman76

  1. Watched RoverDude's steam this evening and he was having the same issue.
  2. Suffering the same issue, very frustrating. I have loaded various mods and it does seem more likely when I add large part mods. I have not counted parts but when I settle my frustration I'll try a more extensive test.
  3. I'm using it in a winx64 and x86 installs and have had no issue with performance. I would like to know a way to lessen or remove the red halo of the sun through the atmo. But it certainly isn't a deal breaker.
  4. Interstage fairing adapter still has massive frame lag when in gui editing. Also I used to be able to invert these and create protective shrouds around my engines much like the delta medium and heavy rockets. Now it seems even if I set crossfeed on or off It will not work.
  5. Yes I get the same effect, I also notice at about 90k +/- there is a layering effect that begins to appear in the atmosphere. once I'm a few 100K out there is a circular moire pattern that emerges ever so slightly. This is the layering I was talking about. This is the moire pattern at a distance. The way I was getting this to show the clouds was just lowering the global alpha of the post process effect of scatterer in the settings. It isn't perfect and appears Blackrack is on track to solving it internally. Here is a shot or two I liked from the moon trip I did while testing.
  6. I got scatterer and eve working together and in OpenGL without the bloody lines. I had to force anisotropic off in the Nvidia panel and set the texture filtering to performance. Here is a screen shot.
  7. Check with e-dog he had an issue very similar with the in editor tweakables for Procedural Fairings he was able to finally stamp out last patch.
  8. I can second this, if run in DX9 or DX11, no curved lines. OpenGL and the lines are there no matter what settings are changes in game or in the nvidia panel. Also the circles do move in relation to the sun.
  9. Are you running in opengl, if I run in windows DX9 scatterer works fine, if I run in OpenGL i get the same lines as you show in your images. I also find OpenGl does not run as well for me in 1.0 as it did in previous versions so I have stopped bothering with it and dropped my mod count dramatically. I am running an AMD FX- 8350, 16Gb ram, and Nvidia 970. Game is running from a Samsung Evo SSD.
  10. I can confirm that this does have a noticeable impact on memory, but I can say that I have a handful of mods and when I start the game am sitting at 2.9 to 3.1 Gb. I can play for quiet a while as the 1.0 memory handling is very different than in previous versions. I am able to move from scene to scene and watch the games memory move up and down. But truth be told as this games vanilla size continues to scale up the need for a functioning 64x version becomes all the more important with respect to players who wish to play heavily modded versions. The other option at present is to run a separate Linux partition, something I am leaning toward as I love a rich and heavy modded experience
  11. This is exactly my plan as I just ordered an SSD just for KSP and mods. Do you have experience with KSP under linux? How is the performance.
  12. This is true but the game is decompressing them into memory and they are still full scale. ATM is not able to reduce the scale of the textures anymore and is not reducing the memory footprint of the squad textures. This in my case has put a huge impact on how many mods you can run. I personally am pushing the boundary with karbonite, karbonite+, Kolonisation, USIlife, Proc Fairings, Real Chute, Magic Smoke Infernal Robotics, Dmagic Science and Scatterer. I hover around 3.3 gigs of memory and eventually crash after a few launches. This is at best 1/6th the number of part mods I had in the .90 version. Very disappointing. I hope everyday that unity 5 comes soon and a functioning 64bit version comes with it.
  13. I can second this problem with tweakscale installed alone.
  14. I absolutely love this mod, and it is a permanent fixture in my gameplay. I was wondering if it were possible to add the option to Hanger a runway landed aircraft instead of recovering it. What I mean is that right now the only option I have is to either exit the craft with my kerbal leaving the craft in the world so I can then use it immediately again later, or recovering it and it being built somewhat faster next time due to already having the parts in the part inventory. The beauty of this would be that the craft doesn't have to sit out on or around the runway and it adds another element of advantage to SSTO's and other aircraft use by them being stored verse rebuilt. Just a thought.
  15. I'm going to post this here for now. This is the fix that kills the transparency issue with KVV. "Fixed by enneract". It has been working fine for me so far. This is just the KronalUtils.dll so you just need to replace your old one with this. https://drive.google.com/file/d/0B4Jt8ZlkESO1VFZvVDFsR1ZVcGs/view?usp=sharing
  16. My first guess would be that when KVV's shaders kick on its giving that 230M mobile card a real run for its money.
  17. I don't want to openly post the .dll out of respect but if you send me a PM i'll get it to you.
  18. Also as a side note the MK40 motors on Folding Fin Aerial Rockets also used 4 exhaust ports exiting a single motor.
  19. There are more uses for multi and/or controlled port solid propellant motors than you may realize. NASA Orion Launch Abort System Attitude Control Test The point is while in general the typical use of a solid propellant motor involves a single exhaust port, which can be locked, have gimballing, or even use liquid injection thrust vectoring, it is by no means the only way to utilize the mechanics.
  20. With linux your good to go, but in windows its very hit or miss. Many try it and leave it. If you can't get it to work for you or linux isn't and option, you can force OpenGL as it can save quite a bit of memory. It doesn't work for everyone but some have made it there option of choice.
  21. I definitely have a crash or two and actually they have been on start up or from a large part count object collisions, I.E. me crashing literally. I have been able to play through quite a few sessions without crashing though so I am pretty happy. As for the right click, I play in a windowed mode due to having a multi-monitor setup and find that it is not as pronounced as when in fullscreen but couldn't even begin to guess why. I do of course have to deal with the mouse button issue when switching to an outside window, but the work around of right clicking first is a small price I guess. I have not had any stuttering in my current build but I have had issues with it in the past even on 32 bit. As an interesting side note my brother stopped by today and I put my entire mod collection onto a portable drive for him and he dumped it into his install and said things have been working so far. I figured none of the mod authors would mind a little direct family sharing ;P
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