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SimonTheSkink

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Everything posted by SimonTheSkink

  1. That's not quite the issue. I can't get them to fully deploy or even deploy at all. I understand that there is supposed to be a safe/unsafe time to use the chutes but even when I fire them in the safe zone, the never fully deploy, even after adjusting the pressure levels for them to open. Eventually they shift into the unsafe zone and the chute just sheers right off, leaving my vessel plummeting to the ground.
  2. I've been making craft in KSP1 for quite a while and understand the parachutes well enough to get them to work in most circumstances. But for some reason it's extremely difficult to get them to work correctly in KSP2. Has anyone else had this problem?
  3. Hello everyone, as most of us here already know KSP2 is a much larger resource hog than the original KSP and will require a much more beefy computer in order to play it. I've already seen a few people on here asking for advice on how to upgrade their computer (or get a new one entirely). So to help out I'm making this thread to provide consultation advice to people who are not as savvy with computer hardware, so that they can get the best equipment for their needs for the best price. Please comment below and I will do my best to assist.
  4. https://www.youtube.com/@linuxgurugamer
  5. Yeah this exactly what I meant. OP was stating this was about reassuring the community, which is never what Nate Simpson said.
  6. @ArugelaFor those suggesting that you get a new GPU, don't. Your CPU is def the largest bottleneck here. In fact it's such a large bottleneck that you are losing nearly 20fps and 30% performance with your current GPU. So getting a new GPU won't do anything since your current CPU is kneecapping your video card you already have. Side note, I design computers as a hobby. If you want a list of parts at the best cost/price ratio please send me a DM.
  7. Again, they were trying to make the entire game all at once instead of just releasing it in portions. Making an entire game from scratch is an ordeal to say the least. You have to remember KSP1 took a very long time to come out fully released, because they did it in small chunks. KSP2 was taking the approach of delivering everything on day one, but it took too long so the business team said they wanted it now. They had to scrap everything they had been working on to get the core portion working. I work professionally in the IT industry for a living, I understand what goes on behind closed doors with this kind of work. I also have a scathing review of this game on Steam because I am angry of how it was when it came out. Believe me, I am skeptical as well about how this will turn out.
  8. Yeah I saw this earlier today. It seems like the game is still in good hands. I can tell the devs actually care and were forced to release the game earlier due to the bean counters on the executives side.
  9. Your RAM seems be to bottlenecking to me. If I were you I would make sure any non-essential programs are shut down and go as bare bones as possible. Turn off as much details and textures in your game as well. You're also using an unfamiliar OS so it's possible it has not been fully optimized for it yet, which is saying a lot considering it's current state on Windows. But yeah get some more RAM if you can, you got no buffer room to work with.
  10. Can you show what's spiking highest in Task Manager when it begins to chug? I want to see what resource is being maxed out.
  11. I don't know about you but @linuxgurugamer is a very valued member of this community who has been extremely helpful and kind over many years. They have helped me many times on this forum with mods I've had issues with and have kept the lights on for a number of classic mods. Please relax and stop putting words in their mouth.
  12. This is just my two cents here, I think the main reason the game is in the state that it's in after so many years is because the team developing the game was focusing on creating everything at once instead of the basics and working from there. For example, in my opinion the best way to develop a game like this would be to create the base physics engine and work out all the bugs with that first. Make the game as bare bones as possible and focus purely on making it run flawlessly. After that has been done you can start expanding from there and adding more content. Here it feels like they were trying to focus on everything at once, ran out of time, and the people higher up said we need a confirmed release by X-date. So the team shelved everything they were working on and focused purely on the core game, didn't have enough time and we got what we see now. I think we should be ok going forward, but they really should have focused on the core game first instead of everything at once.
  13. Honestly reading this gives me a big sigh of relief. If what I am reading is correct, the performance of the game should improve rather quickly with some proper coding.
  14. I think you underestimate the difficulty of making a game engine from scratch.
  15. So, any word about having working wheels in this? It's been a while now since the original had a set of working wheels that you could use with small probes and rovers. I would really love to see this re-implemented from the older mod.
  16. It's been over a year now, are we gonna see any wheels with this mod? Its a real bummer not being able to land a probe with wheels that fold out all nice and neat.
  17. I remember playing with this mod before the KSP network was made stock. This doesn't seem to play too well with that stock feature now. At this point, the only thing I want from this mod is the ability to schedule burns when my ship goes out of range and I have no contact. Any suggestions?
  18. So I am knee deep in 1.7.3 and I know that switching out to an older version is beyond my capabilities at this point. I have a massive ship that I have built that looks to be around 453 parts and climbing. I wasn't able to get the welding mod to work on the one that @Lisias made. If anyone could give me a hand it would be greatly appreciated. Before anyone comes in here saying "logs or bust", please direct me to either the mod owners mod or Lisias fork, because I'm a little confused as to which I should use.
  19. This fixed the issue! Thank you so much, you're a godsend! We're getting 46FPS now!
  20. Here is the output log: https://www.dropbox.com/s/2osd8jkyuwrlg6q/output_log.txt?dl=0 for those interested I have also added the list of my mods in the GameData folder: https://pastebin.com/Jq3KRyeD
  21. I have several graphics mods installed. Eve, Scatterer, and PlanetShine. Along with a myriad of other mods. I’m getting very low FPS as I get closer and closer to landing on the surface of Duna. Some areas get 6 FPS others get 15 FPS. You can watch this video I made here to show it in action. Also I have tried this in default mode, OpenGL, and DirectX11. All of which have the same results. Any suggestions are greatly appreciated. https://youtu.be/IjRx6bAFGIk
  22. Forgive my ignorance but could you be a bit more specific? I have tried a few links that look similar to what you stated but none of them seem to work.
  23. I'm having a bit of an issue locating the config for TAC-LS. I found the link: https://github.com/UmbraSpaceIndustries/MKS/wiki/Mod-Support#compatible but it states that its for the alpha version. The link above it goes to a dead thread. Any input on this? I don't want to bother the creator since they don't directly support TAC-LS, but if any of you can give me input it would be greatly appreciated.
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