-
Posts
24 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by TheFireRodan
-
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
TheFireRodan replied to godarklight's topic in KSP1 Mod Releases
You're joking.... I went from 1080p d3d11 max settings no AA at 40-60capped fps, to 900p no d3d11 reduced settings no aa at 20-40fps... Layman's: That's ≈1/5.5 of the performance I normally get. The server file takes 0% of my CPU, so it's not that. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
TheFireRodan replied to godarklight's topic in KSP1 Mod Releases
Does this hammer anyone else's framerate? Running DMP Client and server, using about 600mb of addons that I made sure my friend has as well. -
40% of my flights are mach 7 high atmosphere planes, so i'll take my pass.64-bit ksp had no problems whatsoever for me, excepting that FAR disabled itself. It appears I had an old mod I forgot to remove that adds a few new constructions around the KSC, which somehow totalled to .4 gigs of RAM. Adding novapunch 2 had minimal impact on RAM usage. So, therefore, anything not listed in the /gamedata/boulderco/activetexturemanagerconfigs will likely have a substantially higher memory impact. Right?
-
However, the models+meshes of a singular level outweigh the universe; also, I could go on about Skyrim (visually modded), Watch_Dogs, ect. END OF IRRELEVANCY. Wouldn't switching to DX11/OpenGL from DX9 cause some visual bugs? no other game i have played had a smooth transition without the feature hardcoded.
-
My point was purely memory usage, as my BF4 client doesn't use 3.5 GiB regularly, despite the textures being multiple times higher res. I don't expect different engines to run at the same speed, assassin's creed unity says it all. Its just, for any game, that is insanely high ram usage coming from seemingly nowhere.
-
Running b9, KW, Near Future, and Basic tex management: 3.5 GiB... Aggressive: 3.3 GiB (on runway, i don't dare take flight) KSP running maximal settings, no scatters. Why? And/Or Help? Windows 8.1, 64-bit 8GiB GDDR3, Zotac GTX 560 ti 1 GB GDDR5 (teh new one) -Driver 344.75, i5 4 cores 3.4ghz (2400), 498GiB free of 919 HD. -SHORT VERSION: Battlefield 4 runs 40fps on High graphics, no probs. Why does KSP with either version of this mod this mod use more ram than a 60GiB game?
-
What would you want in the next update (0.90)?
TheFireRodan replied to EvilotionCR2's topic in KSP1 Discussion
Im used to running games like space engineers/battlefield 4/shadow of mordor on ultra/high quality. To some people the shaders of ksp are minecraftish (although there is a glsl shaders mod for minecraft). -
What would you want in the next update (0.90)?
TheFireRodan replied to EvilotionCR2's topic in KSP1 Discussion
If a genie were to grant me 3 wishes, they would be: 1:Enhanced visuals/shaders, as i barely use any of my gpu. The minumum system specs would be the same, but add the ability for bloom, hbao, light shafts, ect. This would come with an updated visuals pannel, instead of "Fast, Good, Fancy, Fantastic" -High priority 2:Better 64-bit support, to add hd textures & mods. 3: More genies @Reichtangle, im pretty sure, despite cargo bays, the current aerodynamics model would still cause items inside to produce drag. Simply making objects inside cargo bays dragless would be a poor solution. @Everyone. I'd recommend ideas that AREN'T Covered by mods. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
TheFireRodan replied to bac9's topic in KSP1 Mod Releases
Im running KW Rockentry, all near future packs, b9, some 8k textures for clouds and universe(texture replacer, astronomer's visuals) and some other smaller mods. Try removing the texture reducer, as the whole point of 64-bit is to use high res textures and/or 9 million parts, assuming you have more than 4 gb of ram. My ksp uses 4.5 gb.- 4,460 replies
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
TheFireRodan replied to ferram4's topic in KSP1 Mod Releases
I i pretty much made a 5m bowl to catch air...- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
TheFireRodan replied to ferram4's topic in KSP1 Mod Releases
Procedural Fairings work properly, right? In launch tests no Proc fairings flew faster than with... FAR was active, as default nosecones beat no fairings. So is [Procedural Fairings< No aerodynamics < Default aerodynamics] Correct?- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
TheFireRodan replied to ferram4's topic in KSP1 Mod Releases
I've heard rumors that this has stats for b9 aerospace mod. is that true or will the other mod's wings misbehave?- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
TheFireRodan replied to ferram4's topic in KSP1 Mod Releases
Is it true this supports b9 aerospace mod by default?- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[WIP] KerbolQuest Dev Thread (Powered by KerbTown)
TheFireRodan replied to HoY's topic in KSP1 Mod Development
you could copy over your vehicles and use the hyperedit mod to adjust orbit to the planets you were on unless your smarter than me and know how to copy vehicle locations cross save. All of this assuming you need a new save for this mod, which i dont think you would.