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Sakata
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About me
Rocketry Enthusiast
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Kerbodyne SSTO Division: Omnibus Thread
Sakata replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
So I've been wondering -- with the wings, what is the root part? The base, or the leading edge of the wing? I've always had a hard time getting wings to stay as stable and solid. -
[1.3] The Plugin Workshop - Small plugins of varied function
Sakata replied to Crzyrndm's topic in KSP1 Mod Releases
SAS reset mod has AVC confused. Thinks it's for KSP 1.0.0 Figure I'd warn you before someone flips their lid : -
any chance you guys could look into adding ckan support and stuffing this in the repository??
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Threading is also a damned headache when it comes to coding. The biggest things I can see for 64bit are addressing the 3G barrier that is the bane of all modding, and actually using the x64 processor to its full potential, speeding up the game. Heck i'd imagine that they're having to use some silly hacks to get calculations done right due to x86. Also the OS will like it more 'cause then no visualization.
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So many pages, or I'd dig through. Does anyone have a guide on how to run ATM *with* half-res textures? Google turns up a bunch of nada. The memory leak in .9 is so bad it keeps me from playing quite effectively. I've started thinking of reverting to .25 until they release .91 (or someone comes up with a patch to fix it) or if unity can get x64 stable and ksp gets updated. Only other option I can think of is squeezing some space out of another drive and installing a small linux partition, but I'm not even sure if that will work 'cause I hear there are issues with linux x64 too
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WOW. openGL rocks. Just hope the performance isn't crap! Mine is mostly CPU-bound so physics is probably worse for me than gfx. 1.248<MM>1.619 (MM seems to take a chunk of memory) 1.714 at loading screen, @KSC 1773, with normal textures. Not a HUGE saving, like some report, but still quite considerable considering I upped the textures. [edit] actually after a bit of playing, I think its FASTER than DX mode... for me at least. Probably less memory/disk operations. I'm still on ddr2/800 ram and an old core2duo
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Ahh that was my next question. Seems that setting the res in-game helps on memory as well, but made the situation with buttons and such much worse. Not sure why but seems that .25 has much worse memory load, so my game crashes after a few ships are loaded / some arbitrary time has passed. Seems that the in-game texture quality sames a lot of RAM but makes the game look like dirt. Getting quite irritating, and wish there was some way to save some more RAM. Wish x64 wasn't a pile of steamy poo At half-res in settings, I get: 1.567 pre MM, 1.891 after, 1.995 at loading screen, 2.063 in-game. Is there a way to get ATM to be more aggressive with normal texture size in game settings? Also, wonder why some icons are horrible but ones like KSPi icons look fine.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Sakata replied to bac9's topic in KSP1 Mod Releases
Same here. Still saying bundled firespitter and b9 itself are built for .24.2- 4,460 replies
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[1.12.x] Freight Transport Technologies [v0.6.0]
Sakata replied to RoverDude's topic in KSP1 Mod Releases
They weigh 20 (correction, 7.75) tons. Too much weight and... it will require more props to lift that weight. I already had that thought Nevermind. I derped HARD on this one. the nukes have to be activated :| Herpaderpa -
[1.12.x] Freight Transport Technologies [v0.6.0]
Sakata replied to RoverDude's topic in KSP1 Mod Releases
I have a slight problem. The nucclear engine doesn't seem to output quite enough power to run two of the fans at a time. I made a ship with 4 props and two reactors, and it runs out of electric charge in no time flat. Am I doing something wrong or should I just mod the config to give the nuke a bit more oomph?