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panzer1b

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  1. What killed performance from my experience is the dV calculation thing, especially if you have ships with large numbers of engines. Im running 1.7 and i have no issues at all despite modding its visually to crazy levels, running SciFiVE, scatterer, KS3P, and a few others i dont really remember too well. That shipyard despite being close to 1000 parts (with a docked frigate) has almost no real lag issues. Yeah game slows a bit vs a simple ship all alone, but at least its playable unlike with dV enabled. To disable dV calcs (and get rid of the freezing when flying larger ships) go into the settings.cfg and set DELTAV_CALCULATIONS_ENABLED = False. This should fix all performance issues ever since that feature was intorduced. It sucks since it is a neat feature, but the fact that it brings the game down to a crawl makes it not worth using until its debugged properly.
  2. I say some mix of the 2. I mostly do sci-fi in KSP (with a focus on stock space combat and some BDA tanks) but even then i try to make most of the ships i have at least plausible from a realism perspective. That said, sci-fi or not, I try to avoid things like excessive clipping (only do it when i absolutely want a achieve a specific shape/look and cannot otherwise), and since 1.7 ive started designing alot of lifters and ships that rely far more on RCS then reaction wheels. I still use those ofc as its very hard to be ultra precise with RCS (and im shooting other vessels so orientation makes a huge difference) but now most of my ships have 1-2 wheels and are reliant on RCS for the rest. Im still not a fan of RO/RSS style mods mostly because i find launching to LKO boring and monotonous (and in a full realistic universe its borderline impossible to send crewed anything much past kerbin as it is IRL), but i do try to give all my ships a bit of realism when i make them especially now after we got some half good looking RCS engine choices to use (especially vernor, old vernor looked like garbage). Thats my latest shipyard. Its still more sci-fi then something youd see IRL, but it doesnt rely on reaction wheels, and even the capital ship isnt too unrealistic.
  3. Same exact setup i have btw except i got a i7 in it instead of the i5 (insignificant price difference for a bit more kick CPU wise). Mostly went with the CPU cause i have a tendency to go nuts on part counts (even when i make each ship itself under 300 it adds up super fast when you have entire fleets shooting each other). Sofar moved my main forces to Vall (after failing miserably at Eve and loosing 3 capital ships to aerobraking) and havent had any real lag issues despite all the ships together being in excess of 1500 parts (albeit the most i had on a single ship is ~1000, and that being the shipyard itself i set up around vall. Shipyard is only 200, but the additions to it quickly brought the parts up there, and ive really started making more asthetic design choices then before meaning even more parts that prolly shouldnt have been there in the 1st place (best example of that being the webbing made out of like 50 struts with lots of small fuel tanks under it on the fuel tanker i docked to the shipyard). So yeah, given that im now running SciFiVE, Scatterer, some texture pack for planet surfaces, and KS3P, all with minor if any lag (and thats only when i bring something massive near that shipyard) im quite happy with KSP in 1.7. While its not quite as amazing as that red nebula skybox i had before, the stock 1.7 skybox is ages better then the old one and is actually good enough that to this day im using it instead of modded ones. I may not be a huge fan of everything KSP is doing now, but i will say the revamps are making it a much more polished looking game. Now if only they could fix the stock land textures and make the sunflare not look like garbage and i could dump some more mods...
  4. im happy with this update. The orbital info is neat, and the skybox is actually good enough that ive disabled texture replacer for now (after using it for ages). The rest of the update is purely nice to see, even if it pales in comparison to the skybox (which was one of my 2 biggest visual complains). Now if we can get a sunflare that doesnt suck (the stock one doesnt look anything like something out of a sci-fi vid) ill be 100% satisfied with stock + SciFiVE as my only absolute must visual mod. But yeah, i do like the new engines (which actually glow properly), and the few bug fixes aint bad (maybee now i can actually use the bomb bays to deploy solar paneled rovers out of (had to use some external mount dropships which made it hard to land on many worlds).
  5. Ill be perfectly honest, but i do not feel the devs need to spend much time adding new or extra visuals, nor do i even want them to take resources into that since we already have scatterer, planetshine, distant object, KS3P, EVE (and specifically my own config for EVE: SciFiVE), and a few others i dont remember at this time, all free, available, relatively bug free, and easy to install for those of us with good enough GPUs to run them. Id rather the devs focus on improving what is currently subpar visually with the stock game then add new shiny stuff. The 1st good step that the devs have made recently (and its been ages since i seen anything truly worth aplauding) is making a better skybox. Now im not 100% sure whether ill like it (and we have texture replacer or dirt mods to change it ourselves), but from the screenshots its way better then the old one and may actually be something ill permanently hold onto (albeit its extremely hard to beat this skybox: https://forum.kerbalspaceprogram.com/index.php?/topic/173722-14x-the-horsehead-nebula-4k-skybox-for-texturereplacer-replaced/). What i would personally like the devs to focus on primarily in the coming future is revamping land textures and possibly geometry to add some more small scale features (like rolling hills, small valleys, canyons, ect). Planets right now are just so ugly up close (the textures are either very blurry and low res, or have major tiling issues which result in the same texture repeating very obviously everywhere (go look at EVE's surface, it looks unbeareable when flying abobve it). If we cant get a geometry revamp (which would be welcome), at least fix the low res tiley crap we have now so that landing on planets would actually look cool. The other major issue i have is the stock sunflare. Its so bad that i HAVE to install scatterer just to replace the awful stock one which i cant stand anymore (and this is really the only reason i must use scatterer). Scatterer's other features are nice eye candy, but its sunflare replacement is essential to make me actually play the game for any length of time. Finally, i disagree with the current part model/texture revamps to be a waste of time. i know not everyone likes them (and there are plenty of revamps that id have loved done differently), but they are from my point of view far better then the old random junk parts which were not consistent at all with lousy details and plenty of visual bugs (like bad/lacking glow textures when firing them up).
  6. I could care less for thermal tiles per say, but i would like to see a texture added which resembles tiles in a future revamp (along with a dark theme for planes since im sorta sick of everything looking like it came out of a cleanroom). That said, the biggest problem with this game's thermal system is that its way too easy even at 120% heating, most likely to cater to all the whiners that came out of the original model. Now i admit the original heat model was way too severe even for me (and easy to exploit ontop of it), but they should have settled for something halfway between the original everything cooks model and the current impossible to cook unless you actually try to on purpose model. As well, engines just dont generate any heat anymore, i remember how fun the nukes were when the 1st made them actually create so much heat that entire ships would melt if you had a cluster of them with 0 radiators. Now short of 10 minute burns (which i dont have the patience for nor do i make ships with that bad TWR), its impossible to get any number of nukes to overheat your ship without modding ofc (i increased nuke heat gen as its a joke right now and that engine needs some downsides besides its size). Fix the thermal system to make it an actual challenge and not just a minor nuissance stopping you from reentering at 12km/s (which you should NEVER be able to do in the 1st place and it is sorta doable in stock), then add some tiles as a paint option with a config to give it ablator and alls well...
  7. Wow, i dont even get why anyone cares about these so called "likes" (doesnt make you any more or less important imo), this isnt facebook last i checked That said, ill be perfectly honest and say that ive not once pushed the like button on any post, if i liked something or had something to add id quote it and reply to it, not mindlessly push a like button beside it for no reason, but maybee im just different or something from most of the online community...
  8. Making some decent progress, but thusfar im having some major trouble fixing the penetrating HE BS thats currently in BDA. It seems that what is happening is the explosion's rays that act as its method for hitting targets are phasing through armor panels when the round doesnt penetrate. ive fixed all the penetration issues thusfar, but its really not very useful when the HE detonation detonates in a location that is physically behind the armor itself. What really gets me is that it worked 100% perfectly in older versions, and i cant seem to figure out what changed with regards to explosions from older to newer game versions. Still, ill give it a few more tries before i give up on modding whats there and literally going back to older code... Edit: 20mm doesnt go through 80mm of steel finally This test i used even simpler "box" tanks which were literally a rectangle with 200mm front, 80mm sides, 40mm everything else, unarmored anything inside tank. as you can see, even after being shot at quite a bit the tank is fine and the driver has not been damaged in anhy way (note the hitpoints on jeb). all rounds used in the test are coded as "APHE", so they can penetrate but have a small bursting charge inside them to allow for far higher damage inside a tank then otherwise possible. The 88s didnt penetrate the front at all on any target (200mm armor will stop a tiger's main gun), but they had no trouble going through teh sides and rear at shorter ranges. I think ive fixed it to the point where its 99% reliable. there seems to be a very very small chance of 20mm getting through any armor, but its so small itll happen once in like 10 battles if that, and it doesnt result in the tank's destruction as a single 20mm HE wont kill nothing. Most likely this is due to microscopic gaps in the armor of said vehicles (which is very hard to get rid of even in the best designs), but it still works sorta well. Im gonna now rebalance the damage amounts per each caliber to make it believeable and then ill upload what ive done for anyone whos willing to test it out. 1st thing will be making any sort of ammo detonation truly powerful. I wanna see tanks sent into orbit when they brew up...
  9. Ive made some progress on fixing some of the damage BS in the current 1.2.4 version: This is what style of tank i made, 1 layer of outer armor ONLY (to show how quickly penetrations destroy the command pod in the middle), and roughly as close to a tiger layout as i can get (so minimal sloping). This is a 2v1 battle, all are tiger hulls, the 2 with 88s are exactly the same as they would be irl (100mm front, 80 sides/rear, 60 below wheels, 80 turret). the other tank is the same style hull but with a 20mm gun on it and 200mm where the others have 100. the "authentic" KSP tigers are as expected, 100% immune to 20mm cannons (which is currently coded to fire APCR in terms of bullet defenitions) from any angle (the guns very slowly weaken the armor, but its negligible for the duration of this engagement). The 200mm of front armor is also immune to those 88s as would be the case IRL, but it does take come noticeable damage since there are 2 tigers shooting it at once (if i parked the 200mm tank and just let em shoot eventually that armor would go poof). Shortly after the 200mm tank passed, it showed its sides/rear and was evicerated (as in the pod and some ammo/fuel exploded). Took a few shots to kill it outright (given how difficult it was for those tanks to get a clean hit on a moving target), but it died pretty fast as would be expected irl (80mm of flat armor wont stop a tiger main gun like at all). The battle successfully proves that AP shells work as expected (at least WW2 ones), since i coded those guns to use as close to reality performance as possible using real ballistic data (mass, HE filler, velocity, ect). Now the next time i get some freetime i will take a look into the completely broken APHE mechanic. I really like the idea of allowing a round to detonate inside a vehicle, but thusfar that entire system is bugged and even 20mm HE will penetrate a 500mm vehicle which is bull imo. The code is alot more complex then the last time i actually worked on dis mod, but the only way to get it to a playable state is to do it myself
  10. I just use the f1 for those As to mods i run alongside, i have DiRT with this skybox: I also use scatterer with a sunflare i cobbled together from 3 different mods, specifically this one (i dont remember then other 2 that i pulled the lens fx out of) https://spacedock.info/mod/998/Eden Sunflare And thats pretty much it for visual mods. I have a few other things loaded (BDA, some warp mods, ect), but thats pretty much what i use for visuals.
  11. Maybee if i can find some time ill get back to helping you guys with BDA development, especially after the latest update broke combat completely... This is a battle with a medium tank and a scout vehicle/light tank thingy (doesnt look like a tank but is one of my more min-maxed designs in terms of raw combat ability). BDA version 1.2.2... Its a bit unrealistic how quickly that 20mm deals damage, but its really only an issue against very badly designed vehicles or at sub 1km distances. If you can manage to keep range 200mm of frontal armor is borderline immune to 20s and 30s unless you decide to broadside it at point blank range with 100mm or less sides (or a very lucky shot blows off something under the tank and sends it flying cause of buggy wheel springs). I actually won that battle manually controlling the medium tank (which was armed with a single 30mm autogun), purely by keeping my front facing at the enemy and recovering quickly from that one nasty flip you can see sorta through the explosions. It was prolluy due to starving the enemy of ammo, but still, a win is a win. And this is what happens with the new damage code in 1.2.4 using the exact same 2 vehicles... Thats not even a wrecked tank, but a bunch of single parts littered all over !!! I dont even want to know HOW a burst from 2.5km did that to a medium tank. It just got evicerated by a 20mm cannon burst (i doubt more then 20 shells connected before it went poof) at a range that 20mm cannons should be for all intents and purposes worthless (and in the 1.2.2 20mms really came into play at 1km or less which made some sense, even if they were way more powerful then one would expect out of such a small caliber especially with HE shells). That was against a target with 500mm all around armor (normally i have it set to 200 front and 100 sides and 10 rear, but for the sake of testing i set it to max). So yeah, something needs to be done with the damage code which has become extremely unreliable, unpredictable, and worst of all like nothing we can relate to in this world. I cant promise anything, but i think ill try to install VS on my new rig and hopefully figure out how to compile this thing so i can do my own tweaks and fix this once and for all... Another bit of a sidenote, i strongly suggest that we lower the vulcan's ROF to 4000RPM from the current setting of 5500RPM. Its real RPM setting is supposed to be 6000, but there are some planes with selectable ROF and 4000 is one of those modes so it would both slightly nerf a otherwise OP weapon and make it more realistic (ive never heard of a vulcan firing at 5500 anyways...).
  12. I generally stick to the following: 1 main engines 2 secondary engines (VTOL, rocket on a jet, emergency boosters, reverse thrusters, ect) 3 utility (solar panels, fuel cells on spacecraft, mode switch for rapiers, toggle certain rcs thrusters, ect) 4 utility 2 (only when i absolutely need 2 utility groups, only craft i recall using this on is a SSTO that has both too many solars to manually activate them all and a rapier+nuke combo which needed 3 keys already) 8 vehicle utility function (thusfar only used this to toggle rcs on some jump capable tanks so they dont mess with my dropship RCS system). 9 decouple turret (only on turreted stock tanks/armed bunkers, and on nothing else) 0 vehicle engines (fuel cells in tanks, armored cars, pretty much anything that has buisness using fuel cells on land to drive the very hungry wheels) I keep land and space vehicle keys completely separate so that i can dock a tank to a dropship and then be able to control the dropship without having the tank do anything (like um shoot its guns while INSIDE the hangar bay, yeah ive done dat a few times...) As for 5-7, those i use for extremely niche features, although i believe ive only used 5 and 6 once on a starship that had some droppods that were rather complex to manually deploy and needed to hit 2 functions in quick succession but not simultaneously (and i couldnt really do it manually either). But aside from that, they are sorta reserved for special use. And abort is pretty much exclusively used for jettisioning any escape pods or bridge jettision (if i bother to even include such a feature, 90% of the time the captain goes with with his ship anyway if he has any honor, and given how devastating stock combat is on most vessels, the bridge is much more likely to explode well before the ship is gone anyway). So yeah, thats my action group preference, and i try to keep it that way so that i know more or less what every button would do on a ship, even one thats been left somewhere for a very long time and i just bothered to come back to it after a few months of real time passed by. I do make a handful of exceptions (and occasionally forget to even set action groups at all), but this is sorta my build guidelines i try to stick to...
  13. Personally id be perfectly happy if they did a minor detail pass on the current terrains to make them a bit more vairable as with some exceptions, planets lack detail on the small scale. We have large mountains and valleys and a good mix between hilly and flat terrain, but almost all of these details are on a scale that can be seen from orbit, and when it comes to landing on the surface the detail seen nearby the tanks/bunkers is very lacking. The ground debris help this issue a bit, but its no replacement for properly done small scale details like dips and raises in terrain that cannot be realistically spotted from orbit but would make land warfare err roving around less monotonous. Another thing (on kerbin) that could be fixed is the broken ice shelf which both looks like garbage from the air, and breaks any sort of immersion up close. Its so aliased on the edge (just fly north of KSC along coast and you will see what i mean when you near the pole) that is looks absolutely disgusting. Again, not expecting miracles, but at the least something needs to be done to break up that square edge issue. Finally, the planets are in major need or some texture overhauls, given how much blatantly obvious tiling is present on many worlds. Specifically looking at the ocean of laythe is just miserable. I have scatterer so it doesnt affect me per say, but it does for those that play stock, and if the tiley oceans werent a thing id be able to save some frames by disabling that part of scatterer. Asking for a land overhaul like in the OP is just not feaseable without a major engine change/overhaul, and given how far along in development KSP has come, i seriously doubt the devs are even willing to consider such an undertaking (which would probably take more then a year of purely working on it). That said, minor things like improving micro details of planet surfaces while giving planets half decent textures that arent super tiley while flying above the land would go a really long way to making KSP vastly better then it is now...
  14. There is a mod for this already. As to why i dont believe this is a good idea for bone stock, many KSP missions (for those of us that dont stick purely to mun+minmus and actually send stuff beyond duna/eve) require a major time and engineering investment, and random failures just make the game tedious and in certain situations may lead to catastrophic failure of a mission that you have been flying for hours on end. Its fine to have random failures for quick missions like mun, but when you just spend half your day's freetime on building and launching something all the way to 2 moons of jool, only to have it break randomly during a landing burn killing your crew and destroying the ship, is both not fun and extremely rage inducing. Ive tried that mod and i did indeed like it for short missions, but if you have the patience and determination to plan anything long term mods like that just end up ruining all your hard work and imo arent really a fun mechanic since they both limit how long missions can be (at least this one realistically tracks how long a art has been in existence and makes it fall apart eventually, crippling a vessel that you launched and wanted to go do something else, then come back to said vessel in 10+ years when its fallen apart. The idea isnt inherently flawed, but im pretty sure many people will find it annoying (and even if it has off switch, its still alot of dev time for a rather niche liked feature), and those that dont can just install a mod that does that for them.
  15. I was able to run this game fine on my GT70 (until the gpu roasted itself), and you have better specs in dat thing. Try disabling hyperthreading, my new laptop was having random freezes quite often (despite having a effin i7-8750H in it which is beyond overkill for a laptop and vastly superior to old 4700mq) and after i killed hyperthreading performance is much better (still laggy with multiple large part count ships, but actually managable and garbage collection isnt too noticable). No clue why (and given how long huperthreading is out its hard to believe any relatively new games like KSP dont support it properly), but running KSP with hyperthreading enabled created massive freezes especially if you are building anything in SPH/VAB. Without HT its night and day difference for me on both my old and new laptop, so give it a try if you are ok editing bios menu (should be in advanced options or so). This has been fixed, just redownload the mod (im not going to make a new version for such a minor fix, just edited the currently uploaded 1.5 with that fix).
  16. Thanks for noticing, i apparently forgot to add a critical file (which was in the old SciFIVisualEnchancements_Base folder which i just assumed wasnt needed after i reformatted the folder structure to make it easier for less tech savy ppl to pick the options they want out of the mod). So yeah, that IS needed for the mod to work with jool... @HebaruSan, you might wanna check the change i made as it does affect CKAN, albeit you can prolly use the rules from the last 1.4 version, Base is required for mod to work, the rest 4 folders are optional and allow people to pick and choose which features they like from the mod to be activated. Anyways, please post if you guys find any other bugs i may have missed, been so damn busy recently that i cant believe i missed something so blatantly obvious ... Ive NEVER seen this bug so the only thing i can suggest is to check whether you have any other mods that may interfere with EVE's functionality.
  17. Ill look into this on weekend, prolly a bug i didnt catch...
  18. Back to the drawing board in terms of starship design... Just made a new heavy torp, the G9a and it wrecks my best ship around 50% of the time Although i may have my share of complaints about the quality of the new revamps, i really do like the option to make stuff not white anymore , finally a warhead that i actually like in the asthetics department (and it even fits with AKS styling cause of the 3 way symmetry and all). Now if only i could actually make a warship (that isnt above 400 parts) that can eat these bloody missiles and not instantly go poof
  19. Update is out, please post if the download link is broke or something of the sort So here are some screenies: Also, @HebaruSan, i changed the file structure a bit from the old model so no idea if that will affect CKAN? Currently its 4 optional folders (each with their own fx that do not require any other folders installed), with just the EVE mod dependency...
  20. This is the skybox i have in use currently. I have no plans to include this in ScifiVE, but here is a link if you would like to download it yourself and install it (use ither texture replacer or dirt mods both of which let you load it). https://forum.kerbalspaceprogram.com/index.php?/topic/173722-14x-the-horsehead-nebula-4k-skybox-for-texturereplacer-replaced/ Personally its my fav skybox (used to use that blue nebula one, but this fits sorta better with the whole space battlefield imo then blue did). Also, i believe i will be ready to release tomora sometime, since i need about an hour now just to test out every planet before i upload everything to u guys. No idea why i like pol so much now, but its prolly my fav planet from the new version. Hopefully you will like what ive been working on...
  21. Ever since it was added, ive been deleting redshell.dll and unityanalytics.dll from my game directory and ive yet to see any attempt at KSP to sent data anywhere (i actually value privacy unlike 90% of my generation). That said, i firewall everything as a matter of principle and only allow stuff through that has a very good reason to need net access. Its not about paranoia, its just that i dont believe that any software should be allowed internet acess unless internet acess is a integral part of its functionality (browsers, online games, ect). KSP, ever since multiplayer mods died (sadly really quickly after they were released), has no reason to go online cause there is no multiplayer that works thusfar in it. Once good MP becomes a thing, ill be happy to grant KSP acess like every other MP game i have on my machine).
  22. Actually had a very productive KSp weekend since i wasnt in the mood for any other games and it was so bloody freezing outside i didnt bother going outside ... 1st of all i almost finished the new upcoming version of SciFiVE mod ive really been wanting to make an update for, after which i made a 2nd version of my new mobile bunker, this time with a big enough cargo hold to actully fit the smallest half decent tank ive been able to come up with. Docking that tank into teh hangar was a massive pita, the thing kept randomly exploding cause wheels kept flinging it into the cieling. After 6 tries (and 2 minor redesigns on the klaw hardpoint locations) i managed to actually get it inside the thing completely. Landing went rather good despite this thing not having anywhere near enough reaction wheels nor gimballing engines. That explosion was the booster hitting the ground at like 500m/s (i was lazy and went for a direct collision intercept trajectory). The tank didnt actually explode the instant i released the klaw (which is very suprising given how often that happens with new KSP wheels). Managed to destroy a enemy listening post with the tank, after missing 3 times (its really NOT easy to hit anything with bone stock tank mounted SRMs, but at least its a challenge unlike BDA that everyone's into these days). Then ofc got back in the bunker, managed to attach it back onto a klaw (after having to roll it in and out 3 times), and luckily the takeoff went smoothly and didnt result in anything randomly exploding). Btw, does anyone know what i based this on (hint: cartoon i watched ages ago back before TV went all educational and lame and filled full of unoriginal reruns)? Its not a spot on replica and i dont even remember 100% what the thing looked like exactly as i cant even find a picture of it anywhere on the internet, but the whole bunker that becomes a ship thing (as much as i wanted to i cant quite get half of it to be under ground) and the rough shape i remember fairly well (despite it being like 14-15 years ago that i saw this thing im pretty sure).
  23. so yeah, making very solid progress on the mod thusfar: 1st improvement includes better moho particles, i couldnt make volcanoes, but i did manage to make some firey air like effects which are rather tame but actually make it feel like the planet surface is burning. 2nd improvement involves completely redoing the aura glow effect around almost every planet to make it sorta less artefacty (cat get this 100% fixed due to a few EVE bugs but its way better then b4). In that end, i also made it so that being on the surface you can see glow effects on the horizon and on certain planets when you look straight upwards too (mostly limited the latter to places that have alot of particle fx already present as its sorta like simulated fake atmosphere). 3rd improvement is slight framerate increases on select planets by cutting down particle densities or render area 4th imrpovement is making the "rain" (its not really rain but its sorta trying to get taht effect in) work much better while also cutting down on the lag it causes (made it render only at very short distance to vessels, its so light that you wont really notice that easily at a distance anyways when above clouds). Laythe also got darker as im trying to simiulate something akin to a storm planet and super white clouds just did not fit it right. Looks a bit duller from orbit (cause clouds nolonger stand out as much), but looks while flying in atmo and on ground got better imo. Before After Before After (slightly outdated aura rendering). Theres also quite a few other "minor" edits ive made to various things too numerous to bother listing (half of which are so minor i dont even remember exactly what they are). You guys can expect release likely next weekend, no promises at all ofc, but i think i should be done enough to give you guys a quick update then...
  24. Well im officially back into KSP since my RAM stick arrived and my new rig (without a roasted GPU inside) works flawlessly (no more page file useage that made the game go from extremely laggy to consistent 30+FPS even with 500 part ships). That and i finally finished a ship ive been working on for quite some time now. Gotta say pol's fog gives makes this thing look way more menacing then it actually is... So, anyone know what this is a replica of (should be pretty dead obvious).
  25. Well im back in action, ram arrived yestreday and i installed it now, working super nicely with no lag, crashing, or page file useage so my performance is extremely solid despite how badly coded KSP is to this day! Although it sorta sucks that my old rig roasted itself, at least i now have a vastly superior machine which can handle more parts loaded, not that im gonna stop making "efficient" designs but at least i can afford to make some purely asthetic addons to my fleets occasionally, doesnt care if i enable extras like rocks, max terrain, reentry fx, and most of all runs SciFiVE+Scatter+DiRT with virtually no loss in frames over stock (99% of my issues are now limited entirely to part counts which isnt really going away given how detailed phsyics simulation is in this game). Give me a few weeks and ill have another slightly improved version available... On a sidenote, i finally managed to make a ship ive been trying to make for years now but could never succeed for some reason. Yeah i had to dial down the scale of this thing (cant get a fighter to actually fit inside it cause the hangar is microscopic), but it came out as one of the more pretty and unique looking ships ive ever made. Should be pretty damn obvious what its based on, even if its not a 100% spot on replica .
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