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Everything posted by loknar
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I like docking too. I pushed myself to build my space station with dual docking ports, for stability. Last night, I have spent a good 30-40 minutes sending the final part which had to dock 2 ports to the side and 2 ports in the front of the tugging vessel - completing the 2nd square of the station. In the end, only 1/2 port on each side actually connected but I don't want to risk another 10 minutes of docking maneuvers. the station is rock solid now and fully expendable. The first square was easier, by luck. I'll post pictures if anyone is interested.
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CPU Performance Database
loknar replied to DMagic's topic in KSP1 Suggestions & Development Discussion
Understood. Thx Slugy. And can I borrow your Q6600? I'm looking at CPU+mobo+ram upgrade; it ain't happenin' this year. Got a nice new ATI GPU though. When I increase/decrease purely graphical stuff on screen it has 0 visible performance impact! But I digress... I learned in this thread that the time IRL and time in game are totally different when you have low FPS and that still shocks me. Last night I spent 1 hour docking the *damn* corner in my station - in game time it was probably 4 minutes Thx for the info dmagic. -
CPU Performance Database
loknar replied to DMagic's topic in KSP1 Suggestions & Development Discussion
Wait this graph is passmark results not KSP right? The conclusion I get is: Single-thread passmark can help choose which CPU is best for KSP before buying it. I kinda suspect an i5 i7 is much better at KSP than a more expensive Qxxxx but please confirm that so I can plan an upgrade. -
Me likey. I would not mind at all if space was silent. In map or cockpit view, a world of sound possibilities is open to the devs. I want to plug this mod, the only mod I'm using. Introduces random radio chatter in alien (real space mission chatter played backwards) with a beep and requires no parts just electricity. http://forum.kerbalspaceprogram.com/showthread.php/25367-0-21-Chatterer-v-0-5
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I just want to mention Flight Simulator (Latest is still X?), had slightly better sounds on some engines. The sound from inside and outside airplanes were different and they account for the Doppler effect when the camera is on flyby. As I recall, the company that made Flight Simulator has a slightly better budget than Squad. Seriously: I have no experience programming sounds, but I can estimate it is not so simple and restricted by the game engine used. Using lower frequency sounds may cause certain hardware to produce annoying sounds while other sound good etc. On my logitech 5.1 it sounds ok and quite deep already. Deeper my house will start vibrating no doubt.
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The fact most people admit being fooled is testimony there is room for improvement; I assembled a 5 part space station before I noticed this and I had to scrap the whole thing. Now, in frustration, I use dual-ports connection instead of big port.
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I'm amazed at the huge size of launch rockets many of you have. I thought I was being excessive with my biggest ever 13 rockomax orange tank launcher. It seems IRL this is too risky to have 10+ stages and they rather have separate launches and merge in orbit - which I really enjoyed when building my KSS (Kerbal Space Station). average tonnage: ~80 tons mostly because I spent all my time building a space station and gathering 30,000kg of fuel there. The average will drop quickly when I move to the next phase that will launch simple crafts that refuel in orbit and then explore other planets, come back and refuel.
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I'm surprised/glad there are no purists in this thread complaining that sounds should not be heard in space! Sound is an important part of gameplay much like all other senses. I vote to implement smells as well - but those with a Pentium 4 trying to launch a 400-part rocket probably enjoy this feature already.
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Excerpts From an SSTO Lesson for a 10-Year-Old
loknar replied to Dem Wot Goz Ub's topic in KSP1 Discussion
Sweet drawings.. Can your students play in class? You must be so proud! -
Would Multiplayer ACTUALLY work/Be worth it?
loknar replied to Sickle's topic in KSP1 Suggestions & Development Discussion
Pros: Share what you think on KSP forums Cons: Hear what everyone else thinks on KSP forums lol -
As a developer I can confirm that suspicion. I'm almost sure KSP is no exception - and I hope that they don't recalculate the orbits constantly for performance reasons. I'm all for adding more content and planets and stars in the future - but don't forget about performance - transitions between SOI are already causing a small pause in the game. My 2 cents: If you want to add 0.1% realistic physics but my FPS will drop to 3 I'm against it. /Iamoversimplifying
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CPU Performance Database
loknar replied to DMagic's topic in KSP1 Suggestions & Development Discussion
Awesome thread. I'll post my own benchmarks when I'm free - but basically I'm in a very sad situation with a new GPU, 3-way RAID0 and fast RAM; but old CPU. I have no plans to upgrade my CPU soon hence I need to optimize my settings and game strategy. I saw that overclocking has great impact, especially when your FPS drops very low. I plan to benchmark your rocket with stock, overclock and also (as discussed here: http://forum.kerbalspaceprogram.com/showthread.php/43153-Low-FPS-at-Space-Stations/page3 ) test the effect of adding +50 antennas vs +50 thermometers +50 solar panels vs +50 struts vs +50 winglets and etc to check how each part affect performance. If some parts are just decorative or absolutely necessary I will adapt my designs. I don't have time to perform so many test (partly because my pc is slow) so I appreciate any help. -
Burn retrograde button
loknar replied to Harguinxx's topic in KSP1 Suggestions & Development Discussion
I am not sure I understand what the OP is referring to yet!! We all went through this training and may I suggest switching to "Chase View". So that the Nav Ball matches the spaceship's rotation on screen. Do you understand what all the colored components of the Nav Ball mean? Read the manual that comes with the game box jk -
Welcome fellow Canadian. How weird we both started playing around the same time and joined the forum also at the same time. Be sure to let me know what mods you're planning!
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++++1 I like it because it is a small step forward: does not need insane development decisions and effort. But stars are very huge and don't exactly orbit around each other in a binary system but (kinda) orbit around their combined center of mass. Does KSP support this? How about 2 stars light source effect on rendering? Or just make them separate SOI for now, for simplicity See, just a local cluster would be a challenge for KSP - enabling galactic dimension is just too much. As a developer I would be too lazy to do galactic level. I would summon the Kraken to attack and blow up any spaceship that ventures too deep into space. Something like: You suddenly drop out of time warp, try to activate time warp again and get the error: "Time warp is disabled when altitude above Kraken is lower than 1,000,000 m"; Then you and your Kerbals panic.