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Renegrade

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Posts posted by Renegrade

  1. 4 hours ago, Archgeek said:

    I'm feeling such hype, myself.  So many fixes, neat new features, the vastly simplified editor (no longer several separate scenes) implies soon building a large craft won't involve dueling the dang software.  Broken mods will recover in short order, as modders often are quick.  Such hype.  Hypesplosion:

    Er wat?  What's this bit about the editor?

  2. 42 minutes ago, TheNerdyOne_ said:

    There isn't any such elephant in the room.  Squad doesn't have to approve anything until the project reaches the supporter threshold, right now it's just an idea.  

    Leaving aside the legal issues for a moment (er, sorta) - wouldn't it be better to get permission NOW instead of later?  Y'know, in case the answer is 'no'?  Might be kinda embarrassing if it turns out that Squad cannot agree to such a thing due to their 3D printed ships license or some such previous contract, or is simply unwilling etc.

     

  3. 1 hour ago, T.A.P.O.R. said:

    I dunno, were CRT monitors available in larger that 4:3 19"?

    I had one and it was big front to back (heavy too). Also very expensive in 2000. Very very expensive.

    Yeah, although they tended to favor the 4:3 aspect ratio though all sizes (or something close to 4:3 anyways - 5:4 was popular in the later days).  I seem to recall some scary high end units being in the 25+ inch range - those would eat a "thirty inch" LCD for breakfast as the LCD is probably only about two thirds of the vertical space.  I had a 15 and 17 inch - still do in fact - the 17s every bit as tall as my 23-inch LCDs... and has zero input lag...and doesn't choke if you throw a non-native mode at it...and can actually display a full sixteen million colors...with reasonable non-lie contrast ratio....with a sub-millisecond grey to grey.

    Typical TN LCDs have a 8+ millisecond G2G, and those have nasty bad viewing angles and are not 24-bit capable.  Plus, they're often heavily overdriven to reach those speeds, which creates artifacts during motion scenes.  Great for finding cloaked/invisible players, not so great during movies.   IPS screens have wider viewing angles and can kinda approximate true color, but live in the oh-hey-a-video-frame-arrived-yesterday-let's-render-it-now world of 40+ ms G2G, regardless of whatever lies and BS the marketing department puked up for the screen's stats -- keeping in mind that a 60hz update rate corresponds to a redraw every 16 and 2/3 milliseconds.

    Note that computer monitors tend to move AWAY from wide aspect ratios (note how 16:10 monitors are sneaking in to replace the 16:9s) as being excessive in either dimension is wasteful.  Great, you have a 2.3:1 monitor that's two desks wide?  let's give you a long document to read in closed-source software that doesn't support zooming, rotating, or multi-page viewing.

    I wouldn't worry about the expense - that was 2000.   A terabyte of hard drive back then would have cost more than a low-end car.

    Anyhow, the only real motivation I ever had to upgrade was eye strain.   The strobey nature of CRTs is quite rough on the eyes for long sessions.  If that hadn't been a problem, I'm sure I'd have some 24-inch super deluxe 3200x2560 CRT monitor today, running down at like 1280x1024 so I can enjoy games at a vsync'd 300 hz.

  4. 8 hours ago, rkman said:

    There is a huge difference between how various 3D projection techniques mess with your eyes/brain. VR goggles with high refresh rate is a whole different beast (much more natural) than "artificial 3D mode".  
    Which does not mean that VR goggles don't have issues, but just the fact that various different techniques are all called "VR" does not mean much.

    One thing here: From the technical descriptions I've read, there's almost no difference between a VR goggle's image parameters and... *drumroll* a CRT monitor.

    CRT monitors were epic and awesome and vastly superior to this LCD garbage in every meaningful* way -- except one.  Eye strain. That flashing-an-image-at-you tends to be a bit wearing on the eyes.

    * - even though I've always somehow ended up with a tiny crappy computer desk, I never had trouble fitting a CRT on it, so I consider the 'size' thing to be a problem at the same level as "it doesn't match my purse". :P

  5. 2 hours ago, CliftonM said:

    Hey, look, a reason to ask for auto merge to be turned off! *Merges post*

    Well, the old software had some sort of auto-annoy, er, auto-merge feature too. 

    Ugh, editing in this forum software is like... wink-wink, nudge-nudge, if you know what I mean..... with a garbage disposal unit full of broken glass and lemon juice.

  6. 1 hour ago, DoctorDavinci said:

    I mention this because I think that is one of the drawbacks of playing games in VR, that after a couple hours you would have to stop playing since continuing to play could very easily cause vision problems and quite possibly permanent damage

    There's nothing QUITE like having someone called 'Doctor' tell you about permanent visual damage to make you unenthusiastic about something, heh.

    Granted, I've been leery of anything '3D' since the reports of headaches and nausea came out in the early days...

  7. 4 hours ago, Kerbart said:

    The rule "do not exceed terminal velocity" was based on the way drag worked pre 1.0 (based on mass, not based physical size). That does not apply anymore. I'm not saying you should limit your throttle—I'm saying that where in .90 and earlier you should limit your throttle you shouldn't need to do that anymore.

    Actually, staying under terminal velocity is still good in 1.0+, it's just much harder to reach terminal velocity in most sensible designs now.  Remember that terminal velocity is where drag and gravity cancel out, so it's a natural balance point for a vertically ascending craft.  Below terminal, you're wasting more to gravity drag, and above, you're wasting more to aero drag.

    It's still a thing, it just doesn't dominate launches anymore....thank goodness.

  8. On 2016-03-10 at 9:55 PM, samstarman5 said:

    Before atmospherics changed, I read that one could take the Kerbal X as far as landing on the Mun as it is provided. So it might very well be quite possible to return with the X now.

    Initially, the Kerbal X couldn't do a return, but during the final days of the Souposphere (0.25-0.90 or thereabouts), there was an engine balance pass that significantly improved engines across the board, and you COULD return from the Mun with it.

     

  9. If it is indeed an aero problem (and I really do think it is), an alternate to fixing it is to simply use an old souposphere-style "gravity turn" after climbing very slowly.  That is, go up to like 25km-30km at subsonic speed, and then turn over hard east and speed up.

    It's terrible, inefficient, horrible, awful, and all sorts of bad things, but it can get most broken rocket designs out there into orbit.

    Mind you I'd only do that as a last resort (or with a particularly inappropriate payload that can't be modified for some reason)...

  10. 15 minutes ago, DowsingSpoon said:

    Looking at it from a different angle, you could say to yourself that any number of parts greater than X is unreasonable and beyond that all bets are off. Take the slice where Part Count=X and look at the FPS=60 curve for Dollars and Resolution. Pick a resolution you think is good enough and find where the FPS=60 curve crosses that line. This is how much money you need to spend to hit that target.

    Indeed!  But let me point out one tiny detail: the thing you want to shoot for is avoiding the yellow/red numbers in the clock in the upper left.  KSP's simulation/physics rate is decoupled from the rendering rate, so FPS isn't the best indicator of performance.  Claw (the moderator, not the krakenbait dock-anywhere docking port) made an excellent post about it recently:

    Claw's explanation

     

  11. 23 minutes ago, DowsingSpoon said:

    For a specific example of why this question matters, let's say I wanted to upgrade my rig to run Kerbal Space Program at 4K. Should I get a GTX 970 or a GTX 980Ti? Perhaps 2160p60 requires a crazy SLI setup? Or maybe I'm overestimating the task and a GTX 960 is sufficient for the job?

    KSP is largely CPU bound, so high end cards aren't really needed.  I have a rather dated GTX 670 card, and it runs KSP fine.  Just don't have a card from the budget/value end of the spectrum (a GTX 470 will absolutely tear a GT 710 apart).

    SLI (scalable link interface) is usually a waste of money - it can actually result in lower framerate in some games/applications.  You're better off spending the money on other components, or using it to shorten an upgrade cycle (well, assuming hardware is actually even improving at all lately*), or buy reliability-related products (HDDs for backups, nice big cozy UPSes, etc).

    * - there's a lot of signs of slowing in the CPU industry in terms of real performance.  As I mentioned earlier in this thread, current-gen CPUs are no match for my dated, four or five year old i7-3820, which basically represents Moore's Law catching on fire, falling over, and sinking into the swamp.  Outside of memory performance, anyhow.  Either that, or Intel is sinking into the bog of the Pentium 4 again.

  12. 8 hours ago, regex said:

    I usually used the debug window because it was so much faster than the UI.  That probably wouldn't give a penalty.

    I've done that myself in prior versions - always thought the cancel UI was a bit underpowered.  Heck, I really wish there was a "trash ALL the contracts" button as there's often a whole screen of "NOPE" staring me in the face.

    7 hours ago, FullMetalMachinist said:

    Also that penalty is in the difficulty options when you start a new game. I think it's dumb so I always turn it off. 

    I've been tempted to do just that.  I do like playing with defaults though (I run under the assumption that the defaults are the intended gameplay settings and also the best balanced. That second thing falls on it's face fairly often though ;) ), and the bloody thing is enabled by default :(

    If 1.1 still has issues (and I also suspect it will) with respects to steering the career, I might very well commit to a no-penalty-cancellation save (well, once 1.1 is fully and properly released).

    Hopefully they can work on the steering issue, as I would normally support a cancellation penalty if I wasn't being asked to rescue some sap from the surface of the Mun for the umpteenth billion time when I'm spooling up for a Duna run.

  13. 4 hours ago, jonrd463 said:

    Thanks for that. In reading my post, I see I might have padded and worded my question weirdly. What I meant was will KSP 1.1 in Windows operate as stable as 1.0.5 does in Linux? Specifically 64 bit. I just want to get past that 4 gig barrier in Windows, unless Windows itself is the bottleneck. I am, of course, referring to 64 bit Windows. I have 10, but I haven't run KSP in it yet. I was running (and crashing) KSP in Win7 64 prior to switching to Linux. 

    Their posts in the past seemed to suggest that it would be a proper, fully supported platform, and that suggests to me that it would be stable.  Unfortunately that's just conjecture until we see it live for ourselves... :/

    We'll have to wait and see to know for sure.  I wouldn't make any plans to move back though - the wisest course of action for these things has always been "hope for the best, but prepare for the worst".

    54 minutes ago, Perry Apsis said:

    course, the experimental team can't say how it's going, but Squad could.

    Oh, absolutely.

  14. 1 hour ago, Archgeek said:

    That was insanely impressive, and the Jool system looks stupidly beautiful.  I like how it goes from a noodle to a pair of handlebars in space; and then a very ballsy xenon shenanigan.

    Actually Jool system looks.. extra-beautiful, if you catch my.. modded meaning.

    I think I spotted some Scatterer action there.. anything else?  Tylo looked... higher res or something.

  15. 18 minutes ago, regex said:

    Basically this.  Every time I go to start up a career mode game I remember just how uninteresting, unfocused, and unsteerable KSP's career mode is.  It's more random than the roguelikes  (actual roguelikes, not Steam's codeword for "includes permadeath") I so enjoy.  I mean, I'll check out the changes in the latest version but I have a feeling I'm still not going to be impressed because I still won't be able to set objectives and control the direction of my space program.

    Since the rep penalty was added, I can't cancel my way into having my own direction anymore (not that that was fun *cough*), so I'm feeling this lack of direction more powerfully these days... Maybe 1.2?

  16. 1 minute ago, Obsidian_mc said:

    ON ZE COUNT OF THREE FELLOWZ!:cool: 1...2...3... 

    HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    (I have a whole crew stationed on minmus, they all came back :D) 

    EEeeeexcellent! /mrburns

    I'm semi-inspired to work on a hype train again.  Been a while since I made an entirely new one... (hopefully it won't get eaten by the SPH kraken this time...)

     

  17. 4 hours ago, jonrd463 said:

    In Linux, I happily hum along with almost 7 gigs of memory in use and rock solid stability. The only problem is I'd rather be using DirectX instead of OpenGL, and 90% of my other games aren't supported in Linux (Don't like Wine due to some stability issues).

    It's been said in other forums that the OpenGL render path for Unity has been much improved for 5.  The degree of performance improvement remains to be seen (and that would still be covered under NDA) as it might not be a universal thing (ie if only shader performance has improved, KSP would only see a small improvement).

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