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KSP2 Release Notes
Everything posted by Nuke
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better air go through hot things than through empty space.
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thats certainly a case for up-specing. psus actually last a really long time if you dont push them too close to the limit. granted you have to get a good one. i haven't had a problem with corsair supplies thus far. especially love the stability of their sfx line at the upper middle tier that i like to build at. had the 600 and 750w variants, the latter was bought because of the rise in gpu power demands, otherwise id have just kept the 600w. you also got to watch the power demands of led lighting and water cooling pumps. this is why i use neither. its just more stuff to go wrong.
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its not really fair to nukemap. i think precisely detonated nuclear weapons are completely different from chaotically detonated rocket fuel. the efficiency of conversion to energy is gonna be really low. not to say a huge detonation wont be bad. especially if it wipes starbase off the map. so i doubt spacex is being careless. though im sure there are bureaucrats that want to spam space-x with so many regulations that they cant afford to launch anymore. as if they havent done so already.
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KSP2 - Bug solutions from a game developer's view
Nuke replied to EverydayKerbonaut's topic in KSP2 Discussion
i can make a case for long patch cycle times. i have a harder time making a case for a weekly patch cycle. id have hoped a quick and dirty initial patch was in the cards, but that was only wishful thinking. -
ksp1 - came out of nowhere. game was cheap, simple, and fun. players expected nothing and were impressed. ksp2 - sequel to now popular game. was expensive, buggy, and somewhat fun. players expected everything and were disappointed. you really need to manage expectations. people expected ksp2 to be instantly as good as ksp currently is, not realizing that it took ksp1 several years to get to version numbers > 1. that's a really unrealistic expectation.
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as i understand it nvidia still has the better streaming capabilities, but since i dont use them, that wasnt really a concern. arc supposidly has a really good encoder but its too new and not supported by anything. i wouldnt doubt that the xt has some capability as its a standard feature now. the biggest concern i had was if the damn thing would fit into my 12 liter case. looking at the dimensions on the 40xx cards, none of them would fit, nor would the xtx. the only other requirement was that it be significantly better than my 2070 super, that ruled out arc. so it kind of narrowed it down. i wanted better 4k performance and it does deliver that in every game ive thrown at it. that includes ksp2, the game was full of bugs but it was snappy when it worked. my experience with team red is more or less recent, ive always built blue/green. before this build, i hadnt used an amd processor since 2003 and i havent used an amd gpu (and that was a laptop gpu) since 2009. i think gpu manufacturers went all out on inefficient performance as a counter to crypto mining. crypto was really profitable on my 2070 super because the thing would only draw about 95 watts running daggerhashimoto. now im drawing well over 3 times that. thats 3 times more of your coin goes to the power bill. miners are very energy conscious because it affects the bottom line. but everyone knew etherium was going proof of stake, so it doesn't quite add up. they might have suspected that the date on that may have been pushed back, and the lead time on fab work is no doubt long. profit margins are now razor thin and gpu mining is good and dead unless there is a major shift back in gpu markets. i kind of thought ravencoin or something else would pick up the slack but that just hasn't happened. i give intel credit for aiming arc at the middle tier among performance competitors. you have to admit that was an area being grossly underserved by red and green the last generation or two. intel could have racked up bank had the cards been better. i expect subsequent generations to fix all the bugs unless they decide to can the whole project. i think its a mistake, as id like to see more competition.
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i dont have time to run it right now. but the amd software does track framerates in each game you run, its reporting 21.8 fps. that seems pretty low, lower than what i was experiencing. the parts of the game that were gameplay felt snappy. so i figure its counting the usual stutter caused by delta-v calculation and opening the parts menu or loads/saves. as for recording, its not something ive ever needed to do. with only 4tb local space i dont think im built for it. im mostly relying on a nas for bulk storage.
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its a business alright. its not the same business that game dev was in the 80s or even the 90s. when you had to code your games in assembly or c, something close to the metal. your programmers had a traditional computer science background along with a healthy dose of math. they were also high up in the corporate food chain. most studios wrote their own engines in house for the most part (rent an engine has been around since at least zork, zork had its own vm and you could call it the first engine you could buy and make games for). its a lot different now. you lease your engines and whatever proprietary technologies you are using. the developer takes on more of a dot-connecting role. ksp2 is different, but math talent seems all but absent in modern studios, you are using high level languages since performance margins aren't as tight as they used to be. but thats not what makes a buisiness. the fact that you take invested funds, use it to hire a dev team to produce a product and then receive a return on the original investment, where anything over is profit. they have to pay taxes and comply with workplace regulations. its no less a business than it used to be. its just the modern way cuts a lot of corners. its a business alright. its not the same business that game dev was in the 80s or even the 90s. when you had to code your games in assembly or c, something close to the metal. your programmers had a traditional computer science background along with a healthy dose of math. they were also high up in the corporate food chain. most studios wrote their own engines in house for the most part (rent an engine has been around since at least zork, zork had its own vm and you could call it the first engine you could buy and make games for). its a lot different now. you lease your engines and whatever proprietary technologies you are using. the developer takes on more of a dot-connecting role. ksp2 is different, but math talent seems all but absent in modern studios, you are using high level languages since performance margins aren't as tight as they used to be. the people doing it have probibly gone to a dedicated game dev course where they just learn an engine or two, probibly a 2-4 year program. i got my it degree and i remember being mad because dedicated game dev courses became a thing literally the year after i graduated. but thats not what makes a buisiness. the fact that you take invested funds, use it to hire a dev team to produce a product and then receive a return on the original investment, where anything over is profit. they have to pay taxes and comply with workplace regulations. its no less a business than it used to be. its just the modern way cuts a lot of corners.
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i never really checked the framerate but the game was smooth as butter. i doubt its maxing out the 144hz the monitor can do though. most of the problems i had was with bugs in the game.
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i knew when i bought this game that it was in early access, and i figured id mess around with it for a few days, and then wait until more development took place. i only have 16.5 hours in-game, spread out over maybe 3 play sessions. i bought it not for what it is but for what it will eventually be. last thing i want is to be burned out by the game before it got to a state of considerable completion. ksp1 kind of had that problem with me, where i played most in versions prior to 1.0.
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Predictions for updates
Nuke replied to Tazooka's topic in KSP2 Suggestions and Development Discussion
i expect at least everything stickied in the bug thread to be top priority bugs and to be fixed or at least partially remediated by the first patch. seeing as there are only 6 or 7 things there, id also expect a lot of minor easy to fix bugs and maybe some tuning of structural part settings to make things a bit less wobbly. i suspect a few rapid fire patches and then later move into a more regular patch cycle. however the fact that a patch has yet to hit a week later is cranking up the suspense. it could be on a when its done schedule, or perhaps they gave the team a week off after the crunch time of getting it out. for now im on a 'let them work the problem' state of mind. im not sure what the right amount of community interaction is, but the wrong amount is none. -
i was actually kind of more disappointed by the similarities than the differences. there are some things in the original game i had hoped would have been replaced by better systems rather than a copypasta or crude reverse engineering of the original systems. i was disappointed to see space tape make a return. if you need to build interstellar ships and colonies, you are going to need to move some mass. so a far less granular approach is desirable. if ksp1 was space lego, then ksp2 needs to be space duplo. stock procedural parts are a good touch. but i think id extend it beyond just wings. especially in the structural components. you know how many times in ksp i would install a gigantic mod pack just for some structural widget that wasn't available in my current set of parts, or mod in parts. so being able to spin procedural adapters willy nilly would go a very far way. im not going to gloss over any of the bugs. were seeing a lot of the same bugs that plagued ksp1. and really how well they deal with those is going to affect the long term outcome of the game. its too early to make predictions, but a week without a point release is understandable, two is suspicious, and more than a month is serious freakout territory. i hope we dont find ourselves there.
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totm aug 2023 What funny/interesting thing happened in your life today?
Nuke replied to Ultimate Steve's topic in The Lounge
certainly not my phone, i wouldn't own one of those things if you paid me. -
totm aug 2023 What funny/interesting thing happened in your life today?
Nuke replied to Ultimate Steve's topic in The Lounge
i have come to the conclusion that id rather burn to death than live with smoke detectors. local building codes require that we have like 6 of the things, in an 800 square feet unit as well as 2 co2 detectors which date back to when we still had a centralized furnace (we are now on heat pumps and since there is no garage, they are not required by code). anyway one of them is beeping because the 9v battery got down to 8.99v (it will later find its way into my crunch pedal or a multimeter, where it will live for a couple years before dying). it sounded like it was coming from up stairs, after standing around for 5 minutes trying to figure out which one it was, it sounded like it was coming from down stairs. after 3 trips up and down the stairs i still dont know which one it was. im thinking about solving the problem with a big sledge hammer, or more ironically, a blow torch. at least that's what id do if we didn't rent. also they dont seem to respond well to actual smoke. if an electron gets away its beep beep beep. if im cooking spaghetti its beep beep beep. but the time my mom left the burner on and then put a pot holder on top of it and then forgot about it, it didnt go off at all. when i wired my rc aircraft wrong and let out the magic smoke, nothing. i have very little confidence in the things regardless of what the fire department says. -
heres the video. i felt so vindicated watching these idiots struggle. lol.
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i think id rather see autostrut go away with a more elegant system. i always see it as a kludge to fix a rather long running issue with the original game. connecting similar interfaces (same part diameter/size class/part family) should be a lot stronger than connecting dissimilar parts. id say make it automatically enable ridged attachment and possibly come with a strength multiplier (think of it as using more screws to hold them together). with structural parts, i think they should have autostrut enabled when connecting similar sized structures. dedicated structural parts should also be a lot stronger than other kinds of parts of similar size. elegant rules like this make more sense than just turning on all the strengtheners.
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was watching an ltt video yesteday about the 7900xtx. he opens the video saying that the xt is a ripoff and you should get the more expensive model. then everyone doing the upgrade, in huge cases mind you are all using risers, zipties. or other case mods to get the damn thing to fit. being able to install something in your case is kind of an important design spec. the xt fits in an sff case. i also picked it over the 4070 because of that stupid octopus header.
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so long as you dont exceed the sum of the power limits on the wires, you should be fine. its just a 2060. 18 gauge can handle about 14 amps and shouldn't exceed 16. at 12v thats 168w per pair. my old 2070 super barely pulled 100w. or do what i do plug it in, let it run a gpu benchmark for a couple hours. if the wires feel extremely hot, or looked melted, stop it. also verify the wire gauge, some psu manufacturers skimp and use 20 or 22 gauge instead. see if you can find the wire specs usually printed on the wires themselves.
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Please no wobble (Solved!!!)
Nuke replied to Superluminaut's topic in KSP2 Suggestions and Development Discussion
while ksp1 kind of solved the problem, and added autostrut for situations where it was bad (which i almost always turned on). that's kind of a kludge though. id do a system where its automatically enabled when connecting two parts of equivalent diameter.- 68 replies
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the clouds look like they are put in post. would explain the pixelation. of course i had aa off since i don't feel its necessary at 4k.