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KSP2 Release Notes
Everything posted by sievers808
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It's unlikely that you'll be able to build a computer that will do all of those things simultaneously. Since KSP runs all of the physics calculations on one core, it would be advantageous to find a CPU that has less cores that are much faster. 8-cores aren't going to do much for you when it comes to KSP but a single very very fast core will net you faster physics calculations which will reduce lag overall in-game, particularly with large ships. This has a limit, obviously -- every computer will have a different max part count before the user starts seeing lag. There's just no way around that. The problem with getting a super-fast single- or dual-core processor to speed up KSP is that all of the other things that you want to have running simultaneously would likely perform better with one of those slightly slower (per-core) 4- or 8-core processors. It will always be a balancing act... Your best bet is finding some middle ground, getting a top-of-the-line 4-core Intel chip will be very expensive and (in my opinion) the 8-core AMD chips are not worth the money right now. (Plus they don't REALLY have 8 cores... but that's another discussion.) As far as mods go, you'll always have the 32-bit ceiling of ~3.3GB of RAM available (changes depending on your OS and other programs running). You could have a whopping 512GB of RAM available in your epic powerhouse of a system that can run BF4, Crysis, and Far Cry on max settings AT THE SAME TIME and still only be able to use about 3GB of RAM for KSP. Someday that may change if the 64-bit version ever becomes more stable but for now, be prepared to limit your mod choices somewhat. With Active Texture Management and texture resolution turned down a bit you can cram a surprising number of mods into 32-bit KSP... Just keep in mind that your visuals will suffer as a result. As far as graphics go, that part is easy. KSP isn't terribly GFX heavy... Sure, with some beautification mods mid-range PCs may stutter occasionally but any modern GFX card should be able to pull it off just fine. On top of it all, KSP just isn't super optimized yet. Over time the game will become more stable and these specifications may change but for now I think this is what we get. DISCLAIMER: Most (if not all) of my knowledge is "hearsay". I could be totally incorrect so take everything with a grain of salt and just do your research.
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KSPRC is replacing the stock textures with a lot of very high-resolution ones, not to mention the other mods that add clouds and lens flares and all sorts of other special effects. It makes perfect sense that these mods would cause a decrease in FPS.
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Search for undocumented changes and features of 0.24
sievers808 replied to Sky_walker's topic in KSP1 Discussion
Well they redid the GUI, that part was in the logs and would explain the text being easier to read. I believe they also said that they optimized the sky or something like that... maybe they said it was planet textures... something was optimized. What I noticed is that timewarp is turning off my SAS. I know warp throttles down to 0 automatically, but I didn't see them mention changes to SAS. -
I was always under the impression that the updates released in the late afternoon/early evening (dev's local time). Obviously there's a lot of fluctuation there but that's what I remember from some of the recent updates... who knows. Tomorrow is the 45th (or something) anniversary of something so maybe they're waiting until tomorrow for something.
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If your space program was a song, what would it be?
sievers808 replied to mangekyou-sama's topic in The Lounge
Debutante by 65daysofstatic (It feels appropriate that the album is called "We Were Exploding Anyway") Also happens to be the song in the trailer for No Man's Sky. -
If you could only install 3 KSP mods... which 3 would it be?
sievers808 replied to Frank_G's topic in KSP1 Mods Discussions
KER, Kethane, and RemoteTech2 all the way! -
KSP should require a Standardized Mod Versioning File
sievers808 replied to Oddible's topic in KSP1 Mods Discussions
I'm not a modder and I don't know the first thing about how they are made and regulated but usually the more popular mods are rather clear about what KSP version they're for and especially what dependencies they need. If anything, I think modders should adopt the same file structure when zipping up the mods. Some mods have a root folder then Gamedata then the mod folder... some don't have Gamedata in there, some are totally random. For installing a couple mods at a time it's not really a problem, but when you're loading 50 mods into a fresh install and you have to unzip each one individually and properly place them it can be tedious. If every zipped mod had Gamedata/modfolder/modstuff then you could just unpack all 50 at once into the root KSP folder. Not that I really mind, nor would there be any realistic way to enforce it, just a thought that I've had a few times. -
Thinking about setting up a linux VM for KSP
sievers808 replied to Barklight's topic in KSP1 Discussion
I agree with HaoSs, you should set up a dual boot instead of running a VM. I prefer Fedora as well but Ubuntu might have a bit more information available online for getting KSP running smoothly. That and the new Fedora version has quite a few issues (at least it did when I installed it). -
I'm sure some people would disagree, but I might recommend playing without mods for a while to get the hang of it first. I tried running a few mods when I started and I didn't know enough about KSP to know that they were screwing me over consistently. Now that I've played a lot the mods are effing AWESOME but... Vanilla is the best way to learn, in my opinion. Anywho, welcome!
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HotRockets! Particle FX Replacement + Tutorial
sievers808 replied to Nazari1382's topic in KSP1 Mod Development
Is there anywhere to get this other than on Curse? The download stops at 175kb and then cancels itself. Edit: Nevermind, found it on the Spaceport. You should consider adding the Spaceport link to the OP. -
I have the same issue with the Spaceport... the search function doesn't seem that great but it usually works if you use the proper filters. When I'm looking for mods I have an easier time just using Google with "ksp kethane" or "ksp kw rocketry" or something like that. Searching the forum works well too since most mods have a thread in here as well with links to the Spaceport. For Kethane, however, here you are: Kethane Mod
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Scan can't be done right now
sievers808 replied to sanoj688's topic in KSP1 Gameplay Questions and Tutorials
I don't know why the thermometer wouldn't work, but I know the barometer doesn't do anything if you're in space. Barometers measure atmospheric pressure, so when you're in space or on the Mun or something similar with no atmosphere there's nothing to measure, it's a near-vacuum. Try using the barometer at different stages during your launch or re-entry, I haven't tested it myself yet but I'm sure that will yield some results. -
0.22 Release Date Confirmed for October 16th,2013,3rd Millenia,C.E.
sievers808 replied to Rockhem's topic in KSP1 Discussion
2 minutes! -
In Steam, right click on KSP in your library and go to properties. The Updates tab has what you need.
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I sure hope they launch it at midnight... that sure would be amazing. However, I doubt it. ~sad panda~