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Brofessional

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Posts posted by Brofessional

  1. On 2/4/2024 at 12:45 PM, Jason_25 said:

    My gaming system has an i7 6700K/32 GB RAM/Radeon 6800 16GB.

    i7 6700k is 8+ years old now, getting quite dated.

    As long as KSP2 is using Unity/PhysX there isn't going to be any breakthrough in part-count performance though. They can reduce the number of physics calculations going on by "welding" parts, but the tradeoff there is simulation accuracy.  The tricky part is doing that in a way that "just works" behind the scenes and doesn't conflict with what the player is trying to accomplish at any given moment.

  2. 1 hour ago, Pthigrivi said:

    After all in the not too distant future we'll be introducing colonies, and part of that supposedly is manually landing multiple starter modules, ideally within a pretty tight cluster. Its also really important for getting close to these cool new discoverables.

    That's something I noticed about the existing missions, the game  goes straight from landing in any mare on the Mun to landing within a specific 1km circle. 

    It's easy for us veterans but that's a pretty big jump in difficulty for beginners. At that stage most new players probably haven't even really performed radial or normal burns, and suddenly asking them to do it with high precision is a bit of a stretch.  Of course they do have to learn those maneuvers at some point, and they are not forced to go straight into the next main mission, but I think it would help to have some missions in between that ease them into using normal/radial burns. Like a mission to land anywhere on the Mun's north pole or something.

    Hopefully the addition of colonies and resources will fill the gaps when they are added.

  3. 28 minutes ago, Vl3d said:

    Now.. kerbals are just lemmings.. totally disposable. No real reason to use probes anymore.

    That will likely be addressed as more roadmap features are added. Once there is a resource cost for recruiting new Kerbals there will be an incentive to keep them alive.

  4. I definitely want a fleshed out commnet with occlusion and such at some point, but it's also not a terribly high priority. 

    Better in-game tools and visuals is a must though. For example there needs to be some form of stock stationkeeping to prevent satellites drifting when you time warp.

  5. Other people have already said it better and in more detail, but I'm definitely not a fan of the pixelated style for font and icons/etc. It's harsh on the eyes, often difficult to read, and many of the icons are monochrome and samey looking which makes them hard to distinguish at a glance.

  6. On 11/24/2023 at 1:27 AM, Buzz313th said:

    Ohh ok.  That makes sense..

    Question then..   

    You guys released this video of Mortoc's Reentry FX ingame yesterday.

    It looks "Cool", but I noticed that it looks less animated than Mortoc's original Reentry FX posted in the following video a few months ago.  Why the change to a less dynamic effect?

     

    I would guess that some things got tweaked to make it run smoother inside the game. The fluttering effect is actually a bit overdone in that older video though, if you look at real videos of Falcon 9 fairings re-entering, the plasma stream coming off of the outer edges of the vehicle is very smooth and persistent.

    What's missing is the turbulence in the low pressure area behind the spacecraft, the extended tail of plasma, and maybe some sparks from ablative material burning away.  All that extra detail just to look pretty can get computationally expensive to render though, especially when it has to work on any insane object the player might throw at the atmosphere.

  7. I'm hoping the pace of content updates increases as the game's foundation becomes more stable, but even being optimistic I expect it will be at least 6 months between milestones.

    I think it's worth noting that we've already seen some of the work done on other milestones, and not every employee is focused solely on the next milestone. Artists can be working on a totally different feature than programmers at any given time, for example.

  8. On 9/13/2023 at 12:41 AM, The Aziz said:

    Oh how typical. 90% of the players struggles to land on the Mun even when it's this tiny

    That 2% of mad people: MAKE IT EVEN HARDER

    Changing the planet/moon scale doesn't really affect the difficulty because the mini scale versions have the same gravity. They are scaled down in the first place primarily because it's easier for the engine to deal with and less work for the artists.

  9. I think a lot of old regulars were ready to say goodbye to KSP1 and experience new things with KSP2, especially after development officially ended. Now they're stuck not wanting to go back to KSP1 that they played a million times, but can't really play KSP2 yet either.

  10. I haven't spent a ton of time with it yet, but performance seems to be much better regarding the engine exhaust and fuel flow calculation. Initial liftoff is still the worst performing portion of the game as expected, and for me it went from 5-10fps to 20-25fps; still low but that's a significant improvement. Takes the game from borderline unplayable to reasonably enjoyable.

    i7-6700k, 5600XT, 16GB DDR4 -- 1080p max settings

  11. 2 minutes ago, dave1904 said:

    I wouldn't upgrade your gpu yet. Wait until the performance is better and you'll be able to make an informed decision on what kind of card you need. 

    Well I wouldn't upgrade JUST for KSP2 at this stage, but going from a 1660Super to a 6800XT is going to be a big enough upgrade for all games that it's worth the expense. We should be seeing new low and mid range GPUs from both brands soon though, so waiting doesn't hurt either.

  12. 3 hours ago, GoldForest said:

    Rockets are made out of metal and are reflective, even with paint on them they can be shiny enough to reflect light. Not all of it. And the parts in KSP 2 aren't very reflective. If you watch the game play trailer, there's not much reflection to the painted parts, which, imo, is how it should be. 

    That really depends on the smoothness of the surface and the type of paint used. 

    We've also seen from the preview event videos that there is a paint opacity slider alongside the color chooser that lets you go all the way down to shiny bare metal, so it might just be a matter of fiddling with the  sliders to get the desired look.

  13. The relatively low CPU specs next to the high GPU specs makes me wonder if they aren't doing some of the physics calculation on the GPU this time around.

    If that's not the case then the physics performance on the CPU must considerably better. If it is purely visual effects putting so much demand on the GPU then you will be able to run the game on lesser hardware just by turning things off.  We know min reqs are for 1080p low, but there is a big difference between low and off for computationally expensive effects.

  14. 4 hours ago, Ahres said:

     

    I still don't like seeing the stars and the silhouette of the unlit sides of celestial bodies when the lit side is on-screen. It just feels... incorrect.

    I agree but ideally it should be an optional setting, which hopefully is the case already.  Worst case scenario mods will take care of it as in KSP1.

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