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Anth12

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  1. KSP2 Version: 0.1.1.0.21572 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods used: Lazy Orbits to place crafts on planetary Surfaces (removed for actual testing) Steps to Replicate: Load Attached Save (Craft On Duna) Go Directly to VAB Go to KSC Go to Tracking Station Go to Duna Craft Video Evidence: https://youtu.be/HOWIF5Mj6sA Work Around: Always Go to KSC Screen then to the VAB. Log Files Attached: Ksp2 Duna KSC: Was going to the KSC screen from the active vessel on Duna. Ksp2 Duna VAB: Was going to the VAB screen from the active vessel on Duna. Important: Look from line 304 where the differences between them start. More Information: Kerbin might be an exception to this issue, but all other planet/moon testing has done this. Files Via Dropbox Link: Craft On Duna: Save File that loads Lander on Duna Ksp2 Duna KSC: Log file where I went to KSC screen via the menu Ksp2 Duna VAB: Log File wehre I went to the VAB screen and the bug occurs https://www.dropbox.com/s/xmhlv8t8pe7sb85/Craft%20On%20Duna%20Plus%20Log%20Files.zip?dl=0
  2. Yes, I have definitely been having this issue. Defaults to 1.0 every time I reload a scene after I have increased it.
  3. KSP2 Version: 0.1.0.0.20892 KSP2 Version: 0.1.1.0.21572 KSP1 Version: 1.12.5 + DLCS Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: Lazy Orbits to cheat crafts into orbit and planets (removed for actual testing) Expected Behaviour: That when a craft isn't rendered the game treats 1 craft as one entity (no matter how many parts it has) and that the craft is on rails to improve overall performance. Observed Behaviour: That KSP2 is calculating the physics of all parts of all crafts whether they are rendered or not causing performance issues. How Evidence Was Compiled: I did the following for KSP1 and KSP2: Put 8 1000 part crafts in orbits around different planets/moons Put a 1 part craft on the surface of Vall I recorded the ms/frame (KSP2) or FPS (KSP1) for 8001 parts while having only the 1 part craft in scene on Vall. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 7001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 6001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 5001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 4001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 3001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 2001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 1001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 1 and then tested on Vall again. I recorded all of the results and put them into a graph. Video Evidence: Note I have timestamped each performance test for faster navigation of the videos. KSP1: https://youtu.be/v8Q8LkIPu_s?t=12 KSP2: https://youtu.be/W-syZ8Vdt7o Results from Videos on a Graph (lower is better): Note I converted the FPS of KSP1 to ms/frame. (Mortoc shout out for that) Conclusion: KSP1 only calculates 1 craft as 1 part when it isn't rendered and is out of physics range. KSP2 calculates the physics of every part of every craft in a save causing performance issues the more total parts there are in a save file. Additional Information: Note how useful a Set Orbit/Set Position (from KSP1) option would be for these kinds of tests if it was added to KSP2? Using mods for bug reports makes me feel uncomfortable but currently I can't do this type of bug report without Lazy Orbits. Files: KSP2 8001 part save KSP1 8001 part save KSP2 1000 part craft (Appears that 0.1.1.0 thinks this is now too big to launch from the VAB) https://www.dropbox.com/sh/g5a5214kmgo04bl/AADXpu_9168fl3XavdlIASOja?dl=0
  4. How does KSP2 development compare to previous games you have worked on? Is KSP2 more complicated? In what ways?
  5. Yeah that would be better if the "," wasn't able to pause the game. We can do that by clicking on the pause button or perhaps the Esc menu cause pause the game too. That way we don't accidently spam the button in panic, and it pauses the game when all we wanted to do is stop time warp.
  6. Its obviously a system that isn't finished yet. It's made to have multiple craft's named differently within the same area but that isn't working yet. I just call the craft and the workspace the same name when saving.
  7. They added optimizations for loading from the main menu faster and then they add the warning that negates all the benefits of the optimization.
  8. The following is one of the bug fixes. The seizure warning staying up on the screen just countered that fix completely. Optimized loading times for the main menu
  9. Hopefully it's a one off and isn't anything more serious.
  10. The appdata folder I actually deleted for the first time yesterday to see if I could break KSP2 but it just rebuild the whole thing from scratch which was nice. As time passes more and more people will be accessing that folder. KSP2 gave you a system crash? weird. The worse I have had is a CTD.
  11. Nice. I haven't had too many times where KSP2 has stopped at the "pumping sim one" point.
  12. Oh I meant Challenge 4. @Socraticat Oh so you feel my pain! That video is nuts especially the wings. Loved the music and was that the tone of a heart monitor after a person has died at the end after the woo woo music? haha!
  13. Spent quite a lot of time on this challenge (over 20 hours) but KSP2 doesn't seem to like what I was wanting to do so see you all at Challenge 3 with the first patch. Made an incredible little rover though. But the rest of the game just didn't want to cooperate well enough.
  14. I just had a thought. Early access is like a sort of crowd funding like Kick Starter. They made the game available for purchase. Noone had to buy it. They said it wasn't perfect. The next thing is the free beta testers thing. Look at the following: The combined gizmo in the editor is hard to use at times. The original one is better with 2: 1 for lateral, 1 for rotation. One of the people who went to the ESA event asked why they were combined and that separately they would be better which hopefully they get separated like KSP1 for easier use. Also the ability move parts further than normal is missing in the VAB. (Shift I think?) The ability to move around the new VAB like the SPH in KSP1 is missing. Thats why a lot of the more experienced KSP1 players used the SPH instead of the VAB. They need experienced KSP1 players to make KSP2 get to its full potential. Not experienced QA Testers with limited experience with the game. This isn't a first person shooter we are talking about. KSP isn't just a pick up and QA type of game like others.
  15. Maybe. if thats the case then they need to do what Squad did then. They had a small group of people from the public who also tested the game before release.
  16. Also the hills are way rougher. Ups and downs that KSP1 didnt have either
  17. The flat areas are no longer flat, so if driving rovers is about the same with handling then it's worse regardless
  18. They have spoken already about the negatives of releasing lots of builds per day or week. I am more talking about a prerelease of a patch after most of the work has been done which is how the first patch's state seems to feels from what Nate has said.
  19. Nate said, "Right now, our goal is to release that patch next Thursday (March 16th). Provided QA does not uncover any show-stopping bugs over the next few days, that date should hold." It sounds like the patch is in its end stages. Thats a great time to have a prerelease and see if people who are interested can find "show-stopping bugs" before the real release day. Doing this could speed up releases of official patches and get us to 1.0 sooner. Just a suggestion for your consideration.
  20. I wonder if such a big change to CBT might mean a change from Directx 11 to Directx 12 as well.
  21. It might be that they wanted to get something they knew that worked from KSP1 so they could get development in all areas up and running. Verses waiting for CBT to be developed before any other development areas could be started.
  22. So this is going to replace PQS+ before 1.0 of KSP2? I am glad that KSP2 is still at a point that this kind of thing can be considered.
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