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Everything posted by steve_v
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The only thing worse than getting one's information from Youtube / Faceborg is getting it from the media... unfortunately a large number of people get their "facts" from people wholly under-qualified to discern data from logical fallacy or misinterpretation of statistics. OTOH, sensational reporting sells more rags (or gathers more clicks) than factual reporting, and that's what really matters, apparently.
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So, essentially you're saying you want to both have your cake, and also eat it? "my computer isn't that great" is so subjective it's worthless as a criteria for mod recommendation. Try adding some hardware specs and a list of those mods you have already tried, then you might get suggestions... though there are really only a few graphics mods to pick from. SVE and Scatterer both run just fine on my machine, but since I don't know what yours is... ¯\_(ツ)_/¯
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Orange Suited Kerbal Becomes a Tourist
steve_v replied to Brigadier's topic in KSP1 Technical Support (PC, modded installs)
The whole refusing to work / turning into a tourist mechanic is a USI-LS thing, doesn't exist in stock and neither do these: LastMeal = 6308.14827883338 IsGrouchy = False OldTrait = Scientist LastUpdate = 265713.985628117 They're added by that mod to track life support status. -
PLZ help us by upgrading physics engine
steve_v replied to Jingle7620's topic in KSP1 Suggestions & Development Discussion
Some do, in varying ways. e.g. graphical mods add GPU load (obviously), some of MechJebs modules add significant CPU load. Sometimes a mod bug/exception spam or poorly implemented UI can cut your framerate in half. Best leave mods out of it and compare apples with apples. -
It may be worth mentioning that most of the posts in that thread are from previous game versions... IME part-count performance has gone steadily downhill since the beta. Also, while some claim 1000+ part ships, that'll be with single digit framerates and physics time delta set at minimum, possibly even lower than what the slider allows.
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Yeah, I blame the internet. Or more accurately, most people seem to have forgotten that anyone can put whatever they like on it. I come across someone with a harebrained theory, conspiracy, or perpetual motion machine on a regular basis. When I ask about their sources, it's always "Watch this Youtube video, you'll understand".
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PLZ help us by upgrading physics engine
steve_v replied to Jingle7620's topic in KSP1 Suggestions & Development Discussion
And nowhere in that post did I suggest switching physics engines. I simply pointed out that there are no guarantees Unity 5 will be a magic fix for the current issues, and that it won't, as you say, address the multithreading request. Brushing off every "performance sucks" or "the physics are wonky" post with some variation on "U5 is coming, it will make all the problems go away" is getting rather annoying. -
Could our species survive an extinction level event?
steve_v replied to Robotengineer's topic in Science & Spaceflight
No idea. Call me a pessimist, but I doubt it. I am, however, getting that book. -
Orange Suited Kerbal Becomes a Tourist
steve_v replied to Brigadier's topic in KSP1 Technical Support (PC, modded installs)
Your tourist problem sounds like an issue with the USI life support mod, might be worth a wander over there to annoy ask @RoverDude or see if it's a known bug. No ideas on the save editing though, sorry. Have you compared your changed entries to one of the other (not grouchy) orange-suits? -
NM then, guess I took that the wrong way, apologies for the tone of the reply.
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Well, scepticism is fine - I don't trust the promises of politicians corporate frontpeople either. But in the case of radio transmitters... this is a technology that has been with us for long enough to hope that a reasonable percentage of the population has either a grasp of the fundamentals or the nous to research some not-funded by AT&T information. Those who work with high-powered radio gear don't generally wear lab coats, it's a mature enough technology to be in the hands of engineers. I know a few and I bet they'll all scoff at the idea of cell towers causing cancer. Don't believe me? Go ask one. I find it slightly amusing that the same who think nearby cell towers are causing [insert health concern here] seem to have no problem with the multi-kilowatt AM/FM radio mast on the top of the hill over there... While I can understand why they don't, I just wish the "general public" would have the sense to acquire the knowledge themselves or talk to someone who actually understands the technology before going off the conspiracy theory deep-end. As the saying goes: Trust, but verify.
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When deciding what is and is not a word, I generally use a real dictionary, thanks. And yes, I (am old enough to) know it was used in the BBS warez scene. That was some 20+ years ago, it was lame then, and it's still lame now. Nah, they're doing silent hotfixes now, probably to save face. It'll likely be download roulette as to what bugs you get, but it'll be the same version number for added confusion.
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Unconscious Kerbal?
steve_v replied to barfing_skull's topic in KSP1 Gameplay Questions and Tutorials
Yeah, it looks like the "ragdolled, but still in seat" (AKA kerbals becoming debris) bug was addressed, though there's another thread around here that makes me suspect there are still rare cases. There's still the "ragdolled, and can't get up because clipping chair" issue though - this is still happening, albeit rarely, in 1.0.5. -
Dunno about cancer, but it certainly causes irritation bordering on anger for me. I've been running ABP + NoScript for so long it hurts when I have to use a browser without them. How does anyone get anything done with that annoying garbage in the way all the time? Checking... Yup, truly obnoxious.
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PLZ help us by upgrading physics engine
steve_v replied to Jingle7620's topic in KSP1 Suggestions & Development Discussion
Which, unless you have some extra insider knowledge, does not multithread single vessel physics. And therefore does not address the request. Will it be fixing the "explodes on load due to sudden physics start" phenomenon? or the "Base explodes on load due to poor terrain collision detection"? -
PLZ help us by upgrading physics engine
steve_v replied to Jingle7620's topic in KSP1 Suggestions & Development Discussion
I second this, the physics engine is lousy, and scales extremely poorly with part count. If you're talking about performance, no fix. If you mean that your rocket breaks up on the pad, KJR dials part physics / gravity etc. up slowly, avoiding much of the "explode on load" effect. Or use moar struts, and not too many launch clamps. All-in-all, physics is every bit as janky as it was back in 0.18... let's see if v1.1 offers any improvement. -
Unconscious Kerbal?
steve_v replied to barfing_skull's topic in KSP1 Gameplay Questions and Tutorials
AFAIK, that's exactly what it is. And an old, old bug at that. -
A microwave will, surprisingly enough, cook you if you manage to operate it with body-parts inside or the door removed. Cancer? probably not. Again, a myth perpetuated by people who don't have a clue how the thing works. Technology + ignorance = witchcraft = evil. Cancer, no. Nausea? quite possibly, at least it has that effect on me... potentially accompanied by self-mutilation, particularly around the ear area.
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Bah, cheating implies some sort of competition. KSP being a single-player sandbox, who cares. If you play career with MechJeb, the science unlocks mean you need to learn to do stuff yourself anyway - later on the automation of routine manoeuvres kills much of the (IMO) pointless calculator-grinding and long-burn babysitting. The only thing that feels too easy to me is that SmartASS makes the pilot experience/skill system redundant right from the start, I'd love to see MJ linked to pilot skill somehow. As others have said, again and again, play the game however you like. I'm not competing with anyone, so I really don't care what you consider "cheating".
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Also, TCP/UDP port 666 But I played multiplayer on null-modem serial mostly. 666 for DooM is fitting, 1337 is just a really old "look what I can spell with my calculator"... and "leet" isn't even a word.
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GNU/Linux doesn't support DirectX, so on Linux or OSX it's OpenGL or nothing. No. There's no magic "allow me to have more RAM" switch, OpenGL just uses less memory on Windows than DirectX for some reason. As to why, ask Unity. Your issues might be due to RAM, as there's something in the GNU/Linux Unity build that sometimes chokes at ~7-8GB. The dead giveaway is a line along the lines of "Attempted to access more than 16GB memory" in your log. AFAICT this is a Unity bug, and there's not much can be done about it. Of course, if you want to stop guessing at the cause, you could inspect the log after a crash. GNU/Linux will swap to disk when it runs out of physical memory (assuming you have assigned swap space), in much the same way Windows or any other OS does. This is largely irrelevant for OOM crashes on 32bit, they're due to running out of 32bit virtual address space, not physical RAM. Swapping will tank performance though - the HDD is orders of magnitude slower than RAM.
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So, how do we get SSTO's into orbit now?
steve_v replied to XOIIO's topic in KSP1 Gameplay Questions and Tutorials
Agreed, as others have said: Build something simple that can get to orbit, then figure out how much extra junk it can afford to carry. Slapping everything on from the start will only cause frustration. For the ascent profile, milk the jets for all the speed you can, at their most efficient altitude, if that's 18-20km, so be it. It's entirely possible to go to space with panthers and an ltv45 (and not much else), in this case you'll probably be lighting the fireworks no higher than 16-17km. Ensure you have enough rocket thrust when the jets die to push on into orbit, if you're dead-set on a low thrust nerv, you'll need to cut as much drag and dead weight as you can - again, loose the extras and/or add a high thrust rocket and some LOX for the first part of the burn.