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Hopefully we'll get more information at release.
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Where's the scattering?
treesniper12 replied to coyotesfrontier's topic in Prelaunch KSP2 Discussion
Atmospheric scattering happens to an extent on any body with an atmosphere. It's definitely noticeable at medium to long distances on Earth. Kerbin has always been an Earth analogue, and I don't see how not giving it realistic scattering would make sense at all. -
Karecibo Message - Complete Version
treesniper12 replied to Vl3d's topic in Prelaunch KSP2 Discussion
I'm doubtful of the idea that the alternating pattern is just there to signal the start of the message, and that this is actually two seperate messages. We clearly see lines connect other parts of the image to the dots in the middle of the message, I dont see why this would be done if it was just to signify message start/stop (and the fact that the start of the "second message" has the wrong number of dots and doesnt terminate. The actual Aricebo transmission had no "start" and relied on the prime length of the message to define its proportions. I havent done the counting, but I'd be interested to see if this message has the same trait. -
Karecibo Message - Complete Version
treesniper12 replied to Vl3d's topic in Prelaunch KSP2 Discussion
Excellent analysis. If we take that the series of dots we see is supposed to be a scale, option 1 and 2 both seem like reasonable estimates for a location. Assuming we don't get any further hints between now and release, I'm sure people are going to tear KSP 2 apart looking for files and parameters about the 8th planet, but looking at those orbital regions seems like a good start. Another thing I noticed is that in the representation of the Kerbol system, all of the planets are depicted using positive bits, while the depiction above the alien's head is a ring with a negative bit in the center. Perhaps the right hand side (above the kerbal), is showing the planetary system, and the left is something related to the arc we see on the Mun? I can also see it to just being a way to 'zoom' in on the central body from the other diagram. -
Karecibo Message - Complete Version
treesniper12 replied to Vl3d's topic in Prelaunch KSP2 Discussion
This is a bit meta, but I'll also point out that the official Private Division twitter account liked this tweet. This is the only fan tweet (out of many) the account interacted with related to the Mun arch update. -
Darn it! Next thing you know someone's going to tell me all those monoliths aren't natural formations either!
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Karecibo Message - Complete Version
treesniper12 replied to Vl3d's topic in Prelaunch KSP2 Discussion
I like your idea with the scale, but the distances seem wrong, given that Eeloo's Apoapsis is 114 Mm and this 8th planet is presumably much further away from Kerbol than that. I'm fairly confident that we're dealing with an eighth planet inside the Kerbolar system here and not another star system. Our biggest hints come from the old story that was planned for KSP 1 (which featured an extra hidden planet), this frame from one of the previous KSP 2 feature videos (image below), the fact that we know that interstellar travel will not be in KSP 2 on launch (I don't think we'd see this much effort to hype up something that's not going to be accessible in KSP 2 at release), and the reveal in the Mun arch being an unfinished map of the Kerbol system that would need an even number of planets to be symmetrical. -
Oh no, not again! So just how long has this "Stary Kerman" been waiting here exactly? The red cable goes on the what connector now? That color looks a bit like Minmus... does it also taste like mint ice-cream? Would you look at how far we've come? It's enough to bring a tear to your eyes.
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treesniper12 changed their profile photo
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I've been trying to host a server with some friends, even after we all completely re-installed the game vanilla, and each downloaded the mod from the same source, one of my friends starts his game in the middle of the night, and the others all report everyone else exploding under the ground constantly, or cruising around at insane speeds. According to the debug / display connection statics screen, we all have different time offsets. Mine is -91406 ms, another friends is -450322ms, and the guy who is in the middle of the night says his is -115729ms. Any ideas on whats causing this? Update: Even on other servers this same thing keeps happening. I also confirmed that we all installed the newest version of the mod from the website.
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
treesniper12 replied to Galileo's topic in KSP1 Mod Releases
no multicore support is what i'm thinking. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
treesniper12 replied to Galileo's topic in KSP1 Mod Releases
me too -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
treesniper12 replied to Galileo's topic in KSP1 Mod Releases
https://www.dropbox.com/s/cdvwdd9tcornfy3/output_log.txt?dl=0 here is the dropbox for the log file -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
treesniper12 replied to Galileo's topic in KSP1 Mod Releases
Okay, so i just got around to doing some testing and here were my results FULL SVE 18 FPS in atmo 40FPS in space looking at kerbin 60 FPS in space looking away from kerbin SVE - Scatterer;20 FPS in atmo 44 FPS in space looking at kerbin 62 FPS in space looking away from kerbin SVE - EVE 90 FPS in atmo 120 FPS in space looking at kerbin 140 FPS in space looking away from kerbin SVE - EVE + Scatterer 110 FPS in atmo ∞ FPS in space looking at kerbin ∞ FPS in space looking away from kerbin. So im assuming EVE might have something to do with the lag, i am going to try it again with an install of EVE from their forum post. This is what the GameData folder should look like with the full install correct? https://gyazo.com/59d1df6d8e0b28a50fed0a15fa65e437 -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
treesniper12 replied to Galileo's topic in KSP1 Mod Releases
(On my old account, got the password back) Yes I am running the latest version, I noticed my ram was almost full (6gb out of 8) while i was playing, maybe it has something to do with that? Or maybe its just that there isn't any multicore support (4.0ghz spread across 8 cores is painful if a game doesn't atleast have 2 core support.) -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
treesniper12 replied to godarklight's topic in KSP1 Mod Releases
godark, did you see the post of the imgur album i put up, do you see anything wrong or anything odd that I can do to fix DMP?