Open Bufflak opened 5 years ago
Poly-count limits in KSP are in the millions on any sort of relatively modern graphics card. Notably as poly/tri count is a GPU limitation, it is not something that you'll hit very often in KSP (your part-count and CPU bottleneck often cause GPU stalls).
I have a few parts up in SSTU the 12k range. And those are engines that often get clustered :) (granted, my capsules are usually a bit simpler, in the ~3k range)
That's good news! I'll look into other possible reasons why it isn't being used and if there aren't any, i'll create textures for it and get it ingame.
Currently used lowpoly model: FASA_DockingDevice_CM.mu
Unused highpoly model: Apollo_DockingDevice.mu
For reference: CM is 9601 tris. Is half of that even worth it just for a docking probe? Look into KSP polycount limits.