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Jimbodiah

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Everything posted by Jimbodiah

  1. I still keep by my old saying that the likes of @sarbian, @RoverDude, @Nertea, @Shadowmage and some others should make your own version of the game
  2. Yeah same here, the never-ending updates that break each and every mod is what caused me to stop playing. The last stable build I have with all the mods I like is 1.3.1. Tried 1.4.x and abandoned it as most mods were not updated when 1.5 came out. Tried again in 1.6.1 when RSS supported it, but before I could get all my mods, they released 1.7 (no to mention all the in-between updates).... It's like Squad is intentionally trying to break the will of modders in the hope they abandon the game. So many mods have been discontinued by modders just giving up or leaving. Perhaps 1.3.1 will be my last version of KSP as it works despite all the issues with performance.
  3. This game should not be CPU dependent and have the GPU just sit idle. The wobbly joints mean the game will have the same detrimental effects like ships/stations shaking apart for no reason (especially when loading in), and the stuttering plus low fps means we will again need the likes of MemGraph to alleviate bad programming. I still don't see the point of making a new game when you make the same mistakes as Squad has done for years now. No doubt they will still use endless text files to store all game+craft data in... This game should be running 60fps+ with ease, 100fps+ unless you have huge part counts (which is also a sign you're doing it wrong IMO) , so I don't see why people are actually happy they are only getting 10-30fps, like it's something to be proud of and defend. We already have KSP 1 for potato gameplay.
  4. After seeing this video and the same problems with sloppy joints as KSP1, there is no way in h€ll I am buying this game. I've seen two videos now of KSP2 pre-alpha gameplay and the fps were absolutely horrible with the same stutter and low fps as we already have. If they are not going to learn a single thing from everything wrong with the current KSP, then what is the point of making a new version?
  5. Re KSP issues: This is a video of KSP2 gameplay (pre alpha). Same wobbly joint and resulting self-destroying vessels as ever... Guess they really didn't learn a single thing. No KSP2 for me it seems.
  6. True on the balance. It was an old example I had dating back to KSP1.3, thanks for the correction! Side-note: I had FFT running on 1.6.x, but any chance of some sweet lovin' for this wip mod, or not in the planning?
  7. - Make a textfile - place the code above into it - save it - rename to "nfsolar.cfg" - move to GameData directory You will need modulemanager itself if you are not already running it.
  8. You can always make a module manager patch to make them retractable
  9. Really hoping a fresh start from the ground up will get rid of the key issues. But yeah...
  10. KSP is not just part reliant but also the number of craft/stations you have in a savegame is a complete killer. Whenever I get a nice infra-structure set up around 3-4 planet the game is just unplayable with ships shaking apart or just exploding when loading in. I'm amazed they actually use never-ending text files as running configs for parts and their locations. MemGraph is essential unless you like the game freezing every few seconds, and even with memgraph it's still a nuisance. Then the internals (kerbal avatars) that form a serious load for some reason. I tend to play with internals disabled as the more kerbals you take the more load the game produces. Then the whole thing about KSP being so reliant on single-core processing power with the GPU just sitting there doing literally nothing. In short, the whole game is a piece of $#!^ in a technical perspective. It's only bearable as it's the best game in existence for me from a game-play perspective.
  11. It's a cinematic trailer, not based on actual gameplay. They may use the same models, but the rendering is much smoother, faster and more detailed than anything we will ever see in-game. It's there to lure in people; if it looks like actual 15-20fps gameplay, no one will buy it.
  12. If KSP offers it, we will not be dependant on modders needing to update it on every KSP version release like we are now. SSRSS has been killed off several times due to this, and the guys from RSS need to keep updating it to be able to play a new version of KSP. So if KSP can integrate it into their game, it would mean a lot less hassles for modders and players alike.
  13. Be aware that the trailer is mostly not made from actual gameplay footage but cinematic footage.
  14. It's a complete new game, not just another version release.
  15. That logic backed by entitlement by OP. Like KSP comes out with a new version every year like all the AAA games. I've been playing since 2014 off a sale price, how spoiled and entitled do I need to be to attack a company for daring to bring out a new game after 5+ years. I'm still paying KSP 1.3.1 and it works just fine, no one is forcing me to update every other week to follow Squads insane update schedule.. Over 10K hours into this game and I'm glad to spend money on it if it means an improved game engine and a fresh start. $40 is chump-change in comparison. As for the DLC, it's not even required to play the game, so what are we talking about? For years of fun, you are really moaning about paying another $30-40 for new and improved developments on one of the cheapest games out there for the amount of fun you get in return? Just WOW!
  16. The game is not even out yet, and we already have the "I want a discount" people coming out?
  17. Could KSP 2 have a mode that uses the real solar system, but maybe just scaled down to kerbal distances to keep gameplay similar (and any actual RSS mod just needs to rescale what is already there)? I think a switch between Kerbol and Real Solarsystem would be appreciated by many a player.
  18. It's not a mod. It's a new config file for more color presets than the base ones Mage has included.
  19. Running a 1080Ti with 11Gb, should be enough, KSP has always been more load on the CPU than anything. Running a 8086K (binned 8700K) at 4.8Ghz on all cores in a Z390 board, 32GB ram, Evo Plus M.2 SSDs. KSP has always been low fps even with memgraph to remove the stuttering, never reached anything over 60fps (3440x1440 on 120Hz monitor), and that was fully modded. I can try forcing DX11/12 in the command line to see if that helps, will need it for SSTU anyway.
  20. Always played 1.3.1 with RSS and a ton of mods, updated to 1.6.1 when RSS support came out but never really played it as new versions just kept on piling on top and mods nod keeping up, now decided to try 1.7.3. I have a fresh install, unmodded, and am getting like 3fps at the same high settings I've used on the fully modded installs. Anyone have similar issues with 1.7.x? Any ideas? PC is definitely not a potato so is not the limiting factor. As stated: fresh vanilla install.
  21. Sorry guys, for some reason it was unpublished. I've activated it again.
  22. I changed that text last week Working on it, not as active in KSP lately. And with the constant stream of updates that require all my mods to update again, I am not sure I will play much in the future to be honest. It's going to take me a few weeks of gameplay just to update my JPL patches, and I notice they are releasing 1.7.1 and 1.8 soon. No idea why they choose to update so frequently on a game that relies so heavily on mods.
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