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sumeee

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Everything posted by sumeee

  1. We have dV info on every stage, al least when it works.
  2. KSP2 is not KSP1. There aren't many changes as of now but it will become more obvious as we reach later milestones that KSP2 is a different game.
  3. The "2" in KSP2 is part of the name and not the version, so the correct approach is something like "KSP2 build 1.0.buildnumber"
  4. If I where to guess, they will do no actual collision calculation with the rings, instead I think they will do some sort of a heat mechanic: if the ship is inside the ring it will heat and explode the ship based on the difference in speed and direction of the ship and the ring. I think that this approach will better simulate reality because the ship is also interacting with the ring dust, not just the bigger rocks.
  5. I haven't touched KSP1 in a long time, but does stock KSP1 have some tools for interplanetary travel?
  6. Before buying a new PSU try doing some stress testing, just to make sure the PSU is the culprit here. OCCT is a tool that also provides a stress test for the PSU. I also have a similar build as you (Ryzen 5800x, RTX 4800, Corsair SF750) and I don't have any issues, a PSU with 750W is plenty enough.
  7. I think this is related to the CommNet bug. When you decouple, the probe loose CommNet access so it just turns off. If you save & load it should fix the problem.
  8. It's clearly a hardware problem and you have to investigate and figure out what can you do to fix it. You should be able to run your rig at 100% GPU & CPU all the time at over 30°C room temp without any issues. Do a Google search or post on some hardware forums (as JoeSchmuckatelli suggest) and figure out what issue you have with your graphics card.
  9. Modern CPU/Graphics Cards are design to run at full power, although full power is relative and it depends on the available power and cooling. On the other hand, full power and 100% utilization it's not the same thing. When a tool is stating that the GPU/CPU utilization is at 100% it's just tells you that component is not waiting for anything to do it's work. So if for example the GPU utilization is at 50% is just means that the GPU works 50% of the time at full blast and waits 50% of the time, it doesn't mean that the GPU works 100% of the time at 50% power.
  10. KSP2 is in early access, has bad reviews and high system requirements, so I think that the majority of people who want the game didn't buy and are willing to wait. If the game gets better and allot of positive reviews than will get allot of new players.
  11. Well, the purpose of HDRP and CBT is to improve the game performance and contrary to popular opinion you have to redo or create new systems to increase the game performance. Small optimizations, have usually, small impact on game performance. Lets take Satisfactory as an example, the performance of that game improved allot over the years, but they had to rewrite systems from the ground up to get this level of performance. KSP2 team will have to do the same thing, and it will take allot of time.
  12. True, it's quite a hassle now, but it's not too late. Allot of assets like interstellar engines, new solar system, radiators and colony parts aren't released yet. And while they work on the new rendering pipeline they could focus more on science, progression, heating, etc.
  13. Attaching notes to vehicles would be great, you can plan and track missions and objectives.
  14. I don't think that this will help lower the minimum requirements, from what I understand the bulk workload done by the graphics card is to generate the planets and not actual render the visuals. This is why when you get away from every planet, you framerate goes up.
  15. I don't think rewind will be possible because the physics engine used is not fully deterministic, so even if you run the time in reverse you will turn out in some other state that you begin with. I'm not saying that KSP2 implementation is bad, I think that are no fully deterministic real time physics engines.
  16. I do agree, it looks like the UI was made for touch and it's not the case for this game.
  17. You can enable/disable engine shroud(fairing) in the Parts Manager window.
  18. I'm to lazy to find the actual thread, but the file you need to modify is: %USERPROFILE%\AppData\LocalLow\Intercept Games\Kerbal Space Program 2\Global\PhysicsSettings.json In there add a few more zeros to "JOINT_RIGIDITY".
  19. Not quite any rocket, most of them but not all. Here is an example: At around 5:30 the rocket start spinning out of control but it didn't brake (except for the fairing). The explosion was caused by the flight termination system. Also, since KSP is a game it should go for fun gameplay over realistic physics. At least in my opinion a spinning rocket is more fun than no rocket.
  20. You can center the camera by middle clicking on a rocket part. It's not exactly what you wanted but is does the job.
  21. You can see the total dV on the Launch button. To see the dV for each individual stages press the arrow next do the Launch button.
  22. I didn't like how KSP1 implemented fairings because you could do nice rounded fairings like most of the real ones. Fairings in KSP2 follow the same recipe but with an cumbersome UI.
  23. My guess is that after Colonies update we will get some sort of Career mode. I think that the devs have said that they will want to get rid of money system from KSP1 and use gendered resources for progression. This will incentivize players to go to different planets/moons and biomes to gather those resources.
  24. From my very limited testing it seems that the joint rigidity is based on size of the connected parts, XL fuel tanks have higher rigidity than MD fuel tanks. A rocket with XL fuel tank will behave pretty good but a rocket of the same height build with MD fuel tanks will wobble pretty hard, combine that with the over tuned SAS and you will have a bad time.
  25. Procedural fuel tanks will be an improvement over current system even if the tank sizes just snap to a few predefined sizes. Also allot of other parts should be procedural, like payload bays and most of the structural parts.
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