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Vl3d

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Posts posted by Vl3d

  1. 5 hours ago, twich22 said:

    I have spent 50 hours playing KSP 2. Most of that time has been spent banging my head against a wall. While I appreciate this opportunity, I have decided that I cant play the game any more in this state. Looking forward to the next update. 

    I'm very curious what you did and how you played the game. Please share.
    For example, I created the simplest craft I could and set on exploring the planets. I'm close to 40 hours and have encountered few bugs, most of them with workarounds. For me the experience has been pleasant, fsp around 20-40 with 1440p high settings on laptop with RTX 3060 (with campaign resets so I don't have craft all over the solar system which slow down performance). I can't wait for the terrain improvements!

  2. 1 hour ago, purpleivan said:

    Could some of those signing the praises of KSP2's artwork, post some images of what they're seeing (they can be hidden for those who don't want spoilers) as I'm curious (and I'm sure others are too) to see what's being described. Currently the game is very buggy (I don't think that's a contentious statement), so it's time consuming and more than a little frusutrating to get to far flung locations in the game, so some screenshots would be interesting to see.

    There used to be a screenshots thread in the Fanart section of the KSP1 forum, which I think might be a good idea to have resurected for KSP2.

    !!! PLANET SPOILERS BELOW !!!

    Spoiler

    KSP2-Mun-Arch-I.png

    KSP2-Jool-2.png

    KSP2-Jool-8.png

    KSP2-Eve-5.png

    KSP2-Eve-1.png

    KSP2-Eve-4.png

    KSP2-Eve-8.png

    KSP2-Duna-1.png

    KSP2-Duna-3.png

    KSP2-Moho-2.png

    KSP2-Dres-Landed.png

    The beauty of this game is in the experiences it offers you while exploring. It's beyond just the visuals.. it's intellectual and sensorial. It's art.
    Yeah, it needs a lot of polish and improvements.. but it has a soul.

  3. My best advice to increase performance and maximize fps:

    • start a new campaign for every new mission and copy-paste your vehicles (like text) from the old workspace to the new one.
    • alternatively, delete all craft from your current game from the tracking station before each mission.

    It just works. After I launched ~7 landers during my first campaign, the game grinded to a halt and I was getting 2 fps during launch and 5 fps while in the VAB. Started a new campaign, copied over my main vehicle, launched. I was back at buttery smooth 20-40 fps.

    Cheers!

  4. 31 minutes ago, Movado said:

    Precisely. It is staggering to me in this day and age with the graphics shown in Star Citizen, Elite Dangerous and other space games that KSP2's graphics are somehow considered amazing and/or beautiful.

    Let's take the following example...

    KSC.thumb.jpg.fedfb95caf0525685d269f49b5

    Look at the island on the horizon. It's seemingly composed of no more than 7 straight lines. It's looks as if some kid cut a jagged piece of smudgy green paper and slapped it on the background. The trees only look good from a distance, and the KSC as a whole is not much more complex than KSP1 with the Kerbal Cities mod pack. This lack of resolution appears again and again throughout the other planets and moons.

    To quote Matt Lowne, "I've been to the Mun ... and to Duna as well... it doesn't look as good as modded KSP1"

    and this from someone with a vested interest in KSP2.

    People are entitled to their own opinions as to the beauty of one thing over another, but much like a proud parent who sticks their child's infantile paintings to the refrigerator and gushes as to how talented they are, I suspect that most of the people praising the graphics of KSP2 have the same lack of perspective.

    If you want to see the type of graphics KSP2 should have delivered, have a look at this video...

    ... and yes, I expect a game studio funded by Take Two to be able to deliver those kind of graphics while maintaining a fun whimsy Kerbalness to the game.

     

    I'm not talking about the graphics, but something more subtle and important. The visuals will improve a lot in time, as there's more performance budget. I'm talking about the vision of the developers for the game and the feeling you get when you explore the star system. What matters more to me than the current state of the game is that the devs put an emphasis on the feeling of exploration and discovery through science and engineering. That and expressing creativity through design are the main reasons I play this game. And I'm glad to see that KSP2 is still a game about rewarding exploration. I've surveyed Kerbin and landed on Mun, Minmus, Eve, Duna and Dres up to this point and I feel inspired and uplifted by the music and the experience.

    That being said, I do appreciate how good the planets of Everspace 2 look and the realistic quality of the terrain in Starfield (especially the mountains). I hope we'll get something like that in KSP one day.

  5. 51 minutes ago, Chrishna said:

    Yes, I did. When activated through the staging, the decoupler would only blow the fairing but not detach from the Poodle engine. Luckily I quicksaved moments before the Kraken struck and was able to experiment a bit.

    I managed to get around the issue by triggering the decoupler manually via the parts menu. This _must_ happen before the decoupler is triggered by the staging though. Otherwise it will just do nothing.

    Put the engine and the decoupler in separate stages.

  6. 13 hours ago, Gotmachine said:

    Background processing of unloaded vessels (and other stuff like colonies), assuming they intend the players to be able to have a moderately complex space program going on, entails running a large chunk of the game logic on thousands of entities.
    To make that possible without tanking performance, there are only two possible strategies :
    - Don't actually run the same game logic and aggregate entities into higher-level abstractions and/or reduce the update rate to cut down computational cost at the expense of simulation precision/coherency.
    - Architecture these entities around data-oriented programming paradigms, making the data cache-efficient and allowing to leverage parallelism and SIMD instructions.

    As of the current EA release, KSP 2 isn't doing anything like that.
    All they have done is to separate the objects game logic from their loaded representation, which is the bare minimum required for the background processing concept to work.
    Now, each unloaded vessel/part/partmodule is doing a lot less work than when loaded : no joint physics, no collisions, no visuals to push to the GPU...
    But even taking the estimate that each unloaded part does around 5% of what a loaded part does in terms of processing, if for example you have a game with 20 vessels made out of 100 parts, that still is worth the computational cost of 200 loaded parts.

    The only thing they can possible do without basically throwing away the whole thing  is to dial down the unloaded vessels update rate, but this has direct consequences on the simulation quality, especially on some subsystem that are time-step sensitive like solar panel evaluation or thermodynamics.
    It might be possible given the current architecture to implement some limited parallelism, but currently there is no provision for any of that and it would already require a quite large refactor.

    You didn't answer my question. What sources or evidence are you basing your assumptions on? Because the system is much more complicated than you described.

     

  7. 1 hour ago, TechDragon said:

    Oh absolutely, its why I'm so frustrated by this game. It looks better than it plays and I'm fighting the part of my brain that equates "looks good" with "probably is good". As a developer, I've rushed a polished demo, most of us have, we see how easy people are to convince that something is "just about done" because it can do most of the stuff, like a demo mobile app with everything in memory, without any persistence, or api framework, and completely without a backend service, and like 80% of the work might still remain ahead... but the client looks at the thing they can touch, that you built to evaluate that you understand what they want in terms of interaction, and now your backend guys and gals are in a mad scramble to make anything function because management heard that the UI looked great and ... people were even able to use it to do the things the app is designed to do... and so a deadline gets set. 

    In any case, I'm going to try to limit my interaction with this till its more polished, but its going to be a struggle because of how much I want a shinier KSP1, and as a dev I know feedback is valuable, I also know how much feedback they will get so its also hard to think of anything, no matter how much effort I put in, as anything but a waste of my time.

    For instance I'm genuinely baffled by some of the serialization weirdness I see in the save files. 

      "ActionType": "None",
      "oabOrientation": "VAB",
      "Assemblies": [
        {
          "assembly": "",
          "Assembly": {
            "Version": "0.1",
            "Guid": {
              "Guid": "00000000-0000-0000-0000-000000000000",
              "DebugName": null
            },

    The existence of "assembly": "" and "Assembly": { looks very odd, and almost looks like a default initializer is hardcoded somewhere and populates a lowercase value before the struct is assembled with actual data about a vehicle, and then there is a null guid, which is weird, like guids are built in to C#, its not hard to make one, even a magic one to tag something per build, its so weird to see how many null guid attributes are in the KSP2 save files... it just gives me a bad vibe, the programmer equivalent of hearing an unsettling creaking sound that makes you wonder if a building or vehicle is safe to be inside.

    Report it as a bug.

  8. @JoeSchmuckatelli

    "I'm really impressed with how beautiful the game looks!

    Looking at Kerbin from space or tooling around on Minmus is a real joy.  Space is cool to look at while in orbit.  The lighting, sunrises (both on land and in orbit) the atmospheric effects (clouds)... all of it.

    Really enjoying it!

    Also - the soundtrack; it's got these elements that are so subtle and yet help with the enjoyment.  Music playing while I was in orbit and watching the sun come up on Minmus, the slightly more exciting music that plays during a launch - I feel like the music is subtle, appropriate and timely.

    Looking forward to having time again to play; I want to see more of what the team has created.  Thanks!"

     

  9. 4 minutes ago, TLTay said:

    What, OP? Seriously? I cannot imagine someone who actually plays other modern games saying KSP2 looks even half-decent. It's so underwhelming the devs announced a they will be working on a terrain overhaul on the first day! The response from the community was THAT BAD.

    I thought they were joking us with potato-mode graphics and holding the scatter density back in the teaser pics leading up release, but then they went and dropped the turd just like that.

    Graphics can be improved, but good taste and art style is rare.

  10. I think that it's important now, at the start of EA, to play around the bugs and around the limitations instead of confronting them. My advice for anyone feeling a little frustrated: keep it simple for now, build probes or simple craft.. and go explore. There's much more to this game than trying to prove to yourself how smart or good at sticking parts together you are. The game is out there.. waiting for you to land.

  11. After ~30 hours of play time - spent mostly exploring Kerbin with airplanes and landing on Mun, Minmus, Eve and Duna.. I can sincerely say: I GET IT. I have seen the beauty of the game and I am in awe. This is more than gameplay, it is an artistic experience without equal. You have to play it with patience and curiosity to get the most of it. You have to enjoy the solitude, the details, the visuals, the sounds, the music.. the rewards of the work you put into building your craft. The developers have captured the essence of discovery through space exploration. In my opinion this is more than a game.. it's the unforgettable experience of facing the cold beauty of the universe and seeing it through human (kerbal) eyes. Anyone who doubts this game ... go land on the celestial bodies for the first time and you will understand. This game should not be played in haste. It has to be felt.

    Later edit: The experience is beyond just the music and the visual.. but these are a few screenshots that I think show the potential of the game. (55 hours in)

    Spoiler

    Laythe-6.png

    KSP2-Jool-8.png

    Pol-4.png

    Vall-Cannyon-2.png

    Ike-8.png

    Eeloo-3.png

    Bop-2.png

    Pol-3.png

    Ike-5.png

    Gilly-6.png

  12. 38 minutes ago, LameLefty said:

    If you delete the debris does performance recover? In the Tracking Station, the “trash can” icon to delete debris isn’t working (bug), but you can focus on it, then click on it directly and delete from the context menu that appears. 

    Unfortunately no, deleting debris does not result in improved performance. I think it maybe has something to do with the fact that vessels are not unloaded in the star system?

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