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Tripod27

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Everything posted by Tripod27

  1. Alright, I'll try it Does this game support multiple core CPUs at all or does it only use 1 or 2?
  2. I've recently started working on a reasonably sized space station in KSP (most of the ones I've had before were just basically fuel tanks floating in space with docking ports, a cockpit and some RCS strapped on). At first it was going alright, but after I got the fourth section nearby, I started having FPS problems. I still managed to dock it and then launched a fuel ship up to allow the station to load a decent amount of fuel to to other ships. When the ship got a few hundred meters away from the station, my entire game went down to about one frame every 5 seconds, RCS jets looked huge and covered almost half the screen when fired, and the ship was basically uncontrollable. I already moved the physics down to one calculation every second last time I had this issue, and the other settings didn't affect my FPS at all no matter what they were set at Here's images of the overall station, and the fuel ship attached to a previous much smaller station The ships aren't that big and the overall part count is about 290 for the station and like 25 for the fuel ship, so I don't understand why the game is having such a hard time. My graphics card is a 460GTX1gb Processor is a Phenom II 6 core 1100T 3.3GHz Game gets pretty boring when you can't make anything bigger than a few sections combined and I've seen people on youtube make much bigger stations:huh:
  3. Well it depends on your thrust to weight ratio Francesco If your rocket's so heavy that at a 45 degree angle your prograde marker is pointing 10 degrees, then it's be fine
  4. I have Ferram's aerospace research mod on and the large amount of drag on the front of my bigger rockets (because we don't have fairings yet) causes them to flip if I start my gravity turn at under 24,000 meters because of the air resistance being too high If you have the same mod, it could explain the flipping
  5. guise, y Exsurgent engineering gotta break module manager liek dat? is rooining mah gaem yooooo
  6. the Exsurgent engineering plugin that comes with B9 kinda wrecks stuff that use module manager it stopped my remotetech from working properly as well, doesn't matter what parts you use
  7. great parts, more people need to make parts that actually look like they match the core game style
  8. ^yeahwhathesaid Although I think structural panels (maybe not fairings either) don't help with that mod. Nosecones definitely help, especially at high speeds
  9. I was sorta measuring by area, which is stupid considering planets are spheres, not circles, but I'm guessing the overall volume difference would be about the same as area? #Ihavenoclue
  10. I never knew mars/duna were that small... Always thought they were something like 70-80% the size of earth/kerbin, not 25-35%
  11. A decoupler on top of your probe with a nose cone attached is what I use. Then I just use those structure plates attached to the bottom of the cone to cover the sides
  12. oh man, autobalance would be so awesome, looking forward to next update:cool:
  13. They used to work up until a few days ago (I have no idea why). I actually thought my remotetech broke because none of my control or command probes were working (they were all using stock parts). Then normal remotetech parts still work, so I have no idea why the stock modified parts stopped
  14. After I deleted some air probe parts from remotetech (I never used them and they looked a bit badly made anyway) the parts started working again. Since they stopped working after I installed remotetech, I guess that air probe was causing the issue?
  15. Same for the airbrakes as well. Seems to happen if you put them on round parts
  16. Definitely check your fuel balance. All of my three-engine designs in 0.2 (especially ones made in space plane hangar) have fuel transfer to the left tank from the other two no matter how I set up fuel lines to counteract it and it causes me to drift left I already made a bug report for it :/
  17. what are the light effects for the indicators in the cockpit (like high g, staging, gear and all that) are they considered animations or something different?
  18. Well the issue is that the planes tear apart at a sustained 6-7 Gs, and it's not the wings themselves, the rocket fuel tanks explode and then everything attached to them just falls apart. Most of the plane parts (besides the engines, which also explode often) can sustain 3-5 times the Gs of an equivalent rocket part, but when you're building a SSTO which needs rocket fuel, that one weak link is all it takes to break your plane apart into three pieces with a rocket fuel tank shaped hole in the middle
  19. Awesome mod guys! Really love the cockpits. Any chance of adding g-force to the flight data submenu? would help me rip the craft apart less pulling high gs with ferram (higher gs) plus deadly reentry (high gs break stuff)
  20. What, you mean something that's the shape of the big one but the size of the small one?
  21. you have this issue too with that cockpit? I've had a few liftoffs where I'd start my gravity turn, do a full flip and then continue climbing like nothing happened. it seems to only stop trying to turn you around after you do the flip, which is very weird
  22. Oh god that looks awesome I'm guessing the only way it flies in atmosphere is at a 90 degree roll angle though :/
  23. where would I find the output log? EDIT: nevermind, here we go it's basically just an infinite spamming of those errorsI just tried the B9 aerospace pack, and their parts work fine and let you change the flaps and everything, so the rest of the mod works fine as far as I can tell
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