Kerbal Space Program

Kerbal Space Program

icecold951 Aug 23, 2016 @ 1:16pm
Simulation rate
Is there any advances in improving simulation rates? I don't mean FPS, but sim speed, where it goes yellow and then red. My ships meant for even moon shots, and stations, all run at yellow and often much slower than real time. I can't reduce parts any more, and still hav viable craft.
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Showing 1-9 of 9 comments
Supra_Oatser Aug 23, 2016 @ 1:52pm 
Time Warp you mean. I've heard of a slowing down time mod, but not a faster than 4x in atmosphere mod.
icecold951 Aug 23, 2016 @ 2:09pm 
No, not time warp. The game runs the physics in simulaton. If it is simulating too much in real time, it slows down normal time. 1 second in game can take 2 in real time, or worse.
dnrob7 Aug 23, 2016 @ 2:13pm 
No. You just need more processor.
mreed2 Aug 23, 2016 @ 2:45pm 
Fewer parts is the only solution (beyond upgrading your processor -- note that the game really doesn't take much advantage of multiple cores, so...).

With an enormous number of caveats, there /is/ a mod for that: http://forum.kerbalspaceprogram.com/index.php?/topic/96670-112-ubiozur-welding-ltd-continued-233-2016-06-13/. If I'm remembering correctly, parts that are meant to seperate can't be welded together (obviously), nor can parts that are animinated. I think there are other limitations as well -- this is one mod where reading the documentation carefully is not optional!
GeneralVeers Aug 23, 2016 @ 2:46pm 
What dnrob7 said. When the mission clock turns yellow or red, it means the CPU is bottlenecking the game.
icecold951 Aug 23, 2016 @ 3:15pm 
Since I'm not tossing out my functional computer, I'll work with the welding mod. I've already used hardened connections so I don't have to run struts everywhere. And my stations are now built with the orbital shipyard mod, limiting more connections and parts. Thanks. Any other suggestions appreciated.
icecold951 Aug 23, 2016 @ 6:57pm 
The mod is a nice concept, but not practical. To many critical components can't be joined, and those that can leave you open to bugs that will delete the ship. So effectiveness is limited, and risks are high. KSP devs really need to address sim rates for joined items.

I'll be keeping an eye on this mode for when it becomes more effective, but doesn't look likely. Functional parts just aren't likely to keep their functions. All you can really do is join fuel tanks and such.
Fury6 Aug 23, 2016 @ 7:33pm 
The Procedural Parts mod might be another worth looking at. It also can reduce part count to a small extent, perhaps with less risk than the weld mod maybe. Worth a look anyway.
icecold951 Aug 23, 2016 @ 7:42pm 
I've found the adjustable parts mod helps. Instead of six small batteries, make the same batteries two large ones. Tricks like that. The best one was hardened connections. I'm not sure, but I think this mod screwed my game. Even after I removed it, every time I eva, it glitches into uselessness. Fortunately, I have a recent back up save.
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Date Posted: Aug 23, 2016 @ 1:16pm
Posts: 9