<Pinkbeast>
I've got the bits to try that but with DockRotate I quite like to leave them unwelded.
<Izaya>
I'm planning a bigge nuclear shuttle, so if I can have the six exterior tanks attached rigidly to each other as well as the core that'd be really nice
<Izaya>
Will have to test in my sandbox save
_whitelogger has joined #KSPOfficial
Wastl2 has joined #KSPOfficial
Wastl4 has quit [Ping timeout: 189 seconds]
rubdos_ has quit [Ping timeout: 189 seconds]
rubdos_ has joined #KSPOfficial
<Izaya>
heheh
jazzkutya has quit [Quit: Leaving]
<Izaya>
got a kOS script to keep the reactor warm
<Izaya>
ramps down the power as it approaches the shutdown temperature
<Izaya>
optimal ISP B)
<Izaya>
interestingly, all these solid core NTRs can't overheat under normal usage, the cooling from running cold LH2 through the engine matches the heat generation perfectly
<Izaya>
if you're using one that can use LOX/LH2 for more thrust, it can overheat though
<Izaya>
ayyy, with this script and the LVN-410 I'm getting 1062 Isp, over the normal 915
comicsansgreenkirby has quit [Remote host closed the connection]
Raidernick has quit [Ping timeout: 186 seconds]
Raidernick has joined #KSPOfficial
Raidernick has quit [Ping timeout: 189 seconds]
Raidernick_ has joined #KSPOfficial
Raidernick_ has quit [Read error: Connection reset by peer]
Raidernick_ has joined #KSPOfficial
funkenstein has joined #KSPOfficial
<funkenstein>
;Outcome add You remember Munbas Kerman.
Izaya has quit [Read error: Connection reset by peer]
Izaya has joined #KSPOfficial
Guest13604 has joined #KSPOfficial
Guest13604 has quit [Client Quit]
<SporkWitch>
hmmm, something's screwy with one of these mods... i have a pod with 3 chutes, 2 each goo, thermometers, and barometers, and a science junior, it's night, and it's 5FPS...
Ezriilc has joined #KSPOfficial
<SporkWitch>
it was the anti-aliasing. turned it off, 40 FPS
Fluburtur has joined #KSPOfficial
comicsansgreenkirby has joined #KSPOfficial
Tank2333 has joined #KSPOfficial
<funkenstein>
mildly unrelated, but any ideas why unmodded minecraft would be running at 5-13 fps
<SporkWitch>
because microsoft took it over lol
<Althego>
kikkeriki
<Althego>
but i am going to sleep
Althego has quit [Quit: HMI Module Alpha Humana on approach to Space Station Mercury]
heinz9 has joined #KSPOfficial
Neal has joined #KSPOfficial
_whitelogger has joined #KSPOfficial
heinz9 has quit [Remote host closed the connection]
trace has quit [Ping timeout: 189 seconds]
jazzkutya has quit [Quit: Leaving]
comicsansgreenkirby has quit [Ping timeout: 189 seconds]
<Izaya>
bleh, kOS-Scansat doesn't seem to work for getting resource amounts
Kerbot has quit [Ping timeout: 189 seconds]
Kerbot has joined #KSPOfficial
<SporkWitch>
RIP
<SporkWitch>
i still haven't gotten around to messing with kOS, though i do have it installed
<SporkWitch>
Izaya: oh, and if you missed it earlier, i figured out what was really killing framerates was anti-aliasing. unfortunately, i only figured it out AFTER wiping the old save and starting with a tweaked modlist from the experiment yesterday trying to figure out what was killing framerates, so i can't double-check that station that really tanked performance
<Izaya>
yeah I saw, ended up with 40 tabs trying to figure out how to do AA in post rather than as part of the normal OpenGL pipeline
<SporkWitch>
figured it out during a reentry earlier where it made no sense at all that framerates had tanked. noticed that it improved once i zoomed out enough, so tried disabling it and saw a jump of 30+ FPS
<SporkWitch>
honestly, I don't notice a massive difference even with it off, but i'm running at 2560x1440
<Izaya>
not sure I can easily do postprocessing AA on an OpenGL game
<SporkWitch>
as resolution goes up, AA starts becoming less necessary; heck, part of how AA works is literally by rendering at a higher resolution then downscaling.
<SporkWitch>
(the earliest forms of AA did nothing BUT that)
<Izaya>
I mean, I *could* run the game at a higher res then supersample
<SporkWitch>
i've never looked into it on linux, but nvidia control panel will do it out of the box on windows
<Izaya>
but that sounds like the road to insanity
<SporkWitch>
again, depending on the resolution you're running, it's not really necessary, and even so, a couple jaggies for a 30FPS boost is nothing
<Izaya>
you can force it with proper video drivers with an environment variable, but I want to run it after the frame is rendered, rather than during rendering
<SporkWitch>
gotcha. before giving yourself a migraine maybe just try turning it off and seeing if you care about the visual difference?
<Izaya>
with Vulkan you can use something like VkBasalt to add a postprocessing layer, but OpenGL is OpenGL and it doesn't seem possible unless I want to run the game under Zink
<Izaya>
I'll see how much perf difference going from 2x to off makes
<SporkWitch>
i could probably try turning it on at lower settings (I went from max to none), but honestly I don't see the need. i think the AA might have actually made it look worse, as it seemed to be causing some occasional z-fighting
<Izaya>
cute scansat
<SporkWitch>
thanks heh
<Izaya>
hmm, I've gained 10FPS on the launchpad
<SporkWitch>
new playthrough, like i said, and it was a convenient one to hop to. it's just all the low-res scans, but with a shared ideal window between 300-400km
sandbox has quit [Quit: Leaving]
<SporkWitch>
and do you notice much difference in the visuals? i'm guessing not, because i didn't notice much (other than possible improvement) going from max to none
<Izaya>
I always end up stacking the scanners vertically so I don't have to worry about the CoM messing up my maneuvering
<Izaya>
I can see sharp lines if I look, but it's dark rn
<SporkWitch>
that ends up looking so ugly; i'd rather toss on some extra attitude control
<Izaya>
most recent one I stuck the SAR along the centre line
<SporkWitch>
i also make a point of having them actually face the planet; i know it doesn't require it, it just makes me feel better heh
<SporkWitch>
i do turn off the daytime requirement for the visuals, though; just makes the scans take so much longer and i don't feel the need for that bit of realism since it ONLY functions as a time sink
<SporkWitch>
in the settings window for scansat, toggle off daytime scanners
<Izaya>
You've just made my day.
<SporkWitch>
during my testing, i also noticed that i had been missing a setup step with the graphics mods: tufx for some reason DOESN"T default to using the installed config pack, you have to enable the one you want per scene (though at least it remembers it by scene, so you only have to do it once in each, not per ship). Even the KSC ends up looking absolutely gorgeous https://cdn.discordapp.com/attachments
<Izaya>
TUFX is the only mod I ran into that straight up won't work on OpenGL, which is a shame, because that is pretty.
<SporkWitch>
yw; makes the scans take MUCH less time, but you still need to get the orbit right. time sink reduced, but SKILL component retained
<Izaya>
I still kinda wish I could replace the fancy 3D rendered KSC with a menu though, give my GPU a rest between scenes
<SporkWitch>
it would be nice to reduce loading times, if nothing else
<Izaya>
yee
<SporkWitch>
jumping directly to the VAB/SPH/R&D/etc. would be nice, too, instead of just KSC and Tracking
<Izaya>
there's that QuickGoTo mod
<SporkWitch>
doesn't bother me enough to install a mod for it, just musing about some QoL that might be nice to see in KSP2
<SporkWitch>
and let's be fair, that's pretty much what we're all doing right now: just trying to take the edge off the wait lol
<Izaya>
I'm honestly indifferent about KSP2, I'm sure it'll be neat, at least eventually, but it'll be a long time before the modding scene catches up
<SporkWitch>
thing for me is that what they've already promised covers MOST of what I use mods for lol
<SporkWitch>
automating supply missions once you've done them once is a big one that covers 90% of what I use mechjeb for: convenience and avoiding tedious repetition
<Izaya>
I love my part mods, but those should be simpler to port, I guess.
<Izaya>
Stock systems for lots of stuff mods do is going to be interesting, should make interoperability simpler
<SporkWitch>
off-world construction, colonies, automated supply lines. I'm assuming they'll have optional life support as well, but maybe that's one we'll need a mod for, dunno. I feel like most of what they're doing with KSP2 is basically saying "so this is what the players really wanted to do, based on the most popular mods, so let's just do that"
Fluburtur has quit [Read error: Connection reset by peer]
<Izaya>
okay well, turning off AA hasn't made much visual difference but I'm getting a solid 60 FPS at my station soooo
<Izaya>
admittedly a small station, but
<SporkWitch>
why i'm not even going to bother fiddling with it lol
<SporkWitch>
makes me wonder if that's what was causing the death of FPS with waterfall and rapier engines a few months ago, especially since it was fine once i got some altitude, I'm wondering if it was all the polygons from the smoke effects interacting with the ground
<SporkWitch>
and it was a sudden thing, too, e.g. 2 engines were fine, but 3 instantly tanked the FPS
<Izaya>
Monster Hunter World has ... some performance issues, one of which is that the AA both looks terrible and runs terribly, which can be solved if you use vkBasalt, plus then you can apply some colour correction to make it less washed out
<Izaya>
that sounds like you had too many polygons for your GPU to cope with yeah :p
<Izaya>
more polygons moving than your GPU had cores or something
<SporkWitch>
other engines were fine, though, it was ONLY the rapier, and ONLY with waterfall lol
<SporkWitch>
definitely liking being able to use it again, because waterfall is SOOOO pretty