DartBoris
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RAM usage my mods experiment results
DartBoris replied to DartBoris's topic in KSP1 Mods Discussions
My Gamedata folder is 800 MB , still 2.8G just at startup =) However , no crashes yet. -
RAM usage my mods experiment results
DartBoris replied to DartBoris's topic in KSP1 Mods Discussions
Squad Texture Reduction Pack -230 mb KW Reduction Pack -about the same, ~200 mb B9 pack - dont know , never used full b9 part pack (I cant to spaceplane) , but afaik it helps about 250mb With low-res texture pack for NearFuturePack it eats only about 50-70mb With all texture reductions (also removed some unused parts) I managed to get the entire mod list (except for kethane @ interplanetary launchpads, dont need them in career) with 2.8G at fullres. -
RAM usage my mods experiment results
DartBoris replied to DartBoris's topic in KSP1 Mods Discussions
^Updated first post with specs^ -
Hello I had some questions about mods ram usage , so I decided to make some basic tests. Got a clean fresh ksp 0.22 install from steam , and then started adding mods. And looking into ram usage. All those tests were made only for my own purpose , but maybe someone will find them usefull. Actual ram usage may (read:will) differ from listed , but I hope this gives overall info for someone who may need. Also , I'm lazy and didnt convert KB to MB properly. 1,500 mb should read as 1 500 000 KB from task manager. Very lazy. All tests were ran on clear VAB , in sandbox new game. Mods are mostly latest versions. Graphic settings screenshot: *coming soon. It's all on max , fullres tex and 1920x1080. Vsync and 4x AA are forced from nvidia control panel. No hangar crew , phys deltatime 0.03* System is Win7 x64 I-5 2500K @ 3.5ghz x 4 8gb ddr3 @ 1333 mhz RAM GeForce 650 ti-boost Velociraptor HDD with KSP (cant remember specs , will update later) Now , results! 1. Stock KSP. Fresh install from steam = 1,640 mb 2. Stock KSP , Squad Texture Reduction Pack = 1,410 mb *minus 230 mb , awesome!* 3. +KW Rocketry with KW texture reduction pack = 1,512 mb *~100mb for KW , expected.* 4. + Mechjeb2 = 1.526 mb *okay...* 5. + Enchanced Navball + TacFuelBalancer + Editor extensions + Presise Node Editor = 1,535 mb *grouped small usefull mods* 6. + FAR + KerbalJointReinforcement = 1,537 mb *I guess FAR will use some more ram during flight...* 7. + Planet Factory = 2,050 mb *Whoah , whoah , easy!* 8. + KSPX = 2,092 mb 9. + KAS = 2,141 mb *Okay...* 10. + Deadly Reentry Cont. = 2,144 mb 11. + NearFuturePropulsionPack (standart texture) = 2,461 mb *Ram hungry one, I guess I'll need its low res textures* 12. + Kethane +resgen +hexcans (guess theese small .dlls are needed) = 2.554 mb *I,m running out of mods and still not at 3.5G* 13. + ExtraplanetaryLaunchpads = 2,635 mb *Highter and highter , into the crash we flyyyy* here I added rest of small DLLs from old folder *ram usage unchanged , expected.* +ExsurgentEngineering.dll +Firesplitter.dll +KineTechAnimation.dll 14. + WarpPlugin (thats KSP Interstellar) = 3,029 mb *er...but this mod is so awesome....* 15. + Davon Supply Mod = 3,035 mb *good...* 16. + Procedural fairings = 3,053 mb *I guess I can remove KW fairings..* 17. + Orbital Construction Redux = 3.078 mb And then I just added rest of smaller mods: +EVA Chutes +LaunchCountDown +TAL Radial Container +B9's air brakes and rss tanks only = 3,135 mb *phew..* 18. And then I added TreeLoader,started career = 3,136 mb Well , looks like we have winners. Planet Factory was expected to eat a lot. Having ~3.2G in empty vab is really bad , with rocket above medium size it will go ker-boom and hit 3.5G (going to half-res textues drops ram to ~2,800 in VAB) But , I guess , too many mods anyway. Farewell , ram-eaters , until we met again in the golden light of 64-bit ksp for windows.
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[1.12.x] LCD - Launch CountDown v1.8.0 [23 Oct 2019]
DartBoris replied to Athlonic's topic in KSP1 Mod Releases
This. Otherwise, mod of massive awesomeness, thanks a lot. -
Jeb, did you bring the jack?
DartBoris replied to Lar-E's topic in KSP1 Gameplay Questions and Tutorials
I was in same situation with a large 40 tonn lander , with only way to rotate being build-in pod's gyros. Had to retract landing gear and slowy roll spesscraft (losing some unnessesary radial mounted stuff) towards nearest crater with sharp downhill...and then pointing correct end towards space during freefall and flooring thrust. -
If this works then its genius. Will test with next rocket. Just few questions: - How many levels of symmetry it supports? Like making 20-way asparagus with 1.25 stuff. - Does this mod support parts from other mods?
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
DartBoris replied to Starwaster's topic in KSP1 Mod Releases
*Removed , feel myself stupid. Had temp mult 2.5 not 25...* But idea about making engines much less capable of acting as heatshields still lives. Ill add directional heatshield to engine with -50% "bonus" , making it take 1.5 heat from below. Theoretically.- 5,919 replies
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Had a shipbreaking landing on Mun , however , with massive skill of Jeb managed to get the remaining part back in orbit , even in kerbin orbit. With 110 km periapsis and no fuel. No problem for Jeb and his comrades! Just lets slow this thing a bit with eva jetpacks....so slow... Wait , why are we pushing entire thing? Lets remove deadweight! - *Detaching service module* - Good , but there are some more things to detach! - *Detaching heatshield* - Derp. (have Deadly reentry)
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There are so many awesome mods , I cant resist using lots of them. So currently riding the 3.5 GB ,even had to use half-res textures and texture reduxes. So 64 bit will matter a lot for me and I hope unity x64 for windows will come soon =)
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
DartBoris replied to Starwaster's topic in KSP1 Mod Releases
Thanks ,I think I got it. Dissipation is kind of "effectiveness" Also found Nathan's post:- 5,919 replies
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I suggest looking into KAS Mod , it allows to attach-detach some small parts (solars , ladders , batterys , fuel tubes , etc) during EVA. You can have a box with theese spare parts on station or just take them from other ship.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
DartBoris replied to Starwaster's topic in KSP1 Mod Releases
Greetings Just tryed this mod and it seems awesome , however I have some questions about heatshield mechanics and configs Take for example 1.25 heatshield: name = ModuleHeatShield direction = 0, -1, 0 // bottom of pod reflective = 0.05 // 5% of heat is ignored at correct angle Thats about non-abliative part of the heatshield? Just like one direction of a module have 5% heat ignore bonus? And if I set direction= 0,0,0 it will just ignore 5% from all sides? "Ignore" means "get 5% less heat income" I guess. ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 64 // peak ablation at 1000 degrees C key = 3000 80 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 360 // maximum dissipation at 500 degrees C And thats about abliative part , basically the part starts heating up , reaches some heat level and start losing abliative resource. Losing this resource it also loses heat. Highter temperature = highter ablation = highter heat dissipation. If it gets more heat than it can dissipate even on max - it will overheat and explode like an usual part. I am Correct? --wrong guess removed-- UPD: Looked into source code , seems like I cant understand the code and formulas So what do theese two config values (loss and dissipation) do?- 5,919 replies
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