Jump to content

rextable

Members
  • Posts

    110
  • Joined

  • Last visited

Posts posted by rextable

  1. 19 minutes ago, Lisias said:

    Nope. Its a design decision.

    Initially,  KSP's memory footprint was pretty modest (compared with nowadays), and the designer didn't wanted loading times while traveling on space - he wanted aalmost real life transition as you approach the planets and other bodies of the System.

    The time passed, KSP multiplied its memory footprint (more than once) and nobody thought of a way to allow dynamic texture loading.

    The textures are the main culprits of the loading times. On my rig,  I guess that 80% of the time taken is loading textures.

    I see.  :rolleyes:

    Stock KSP is still pretty tiny by AAA game standards. It loads in the blink of an eye and is very snappy indeed. It's just those pesky RAM eating mods. There must be a way. If Unreal Engine can do KSP2 can do it right? :sticktongue:

     

    ....derp....

  2. I hope the devs can engineer a way for a heavily modded KSP2 to load more quickly than KSP1 does. Currently, KSP1 loads EVERYTHING upon game launch and thus takes aaaaaaaaaaages if you've got a bazillian mods. My current install (on a pretty much top tier PC) I can start KSP loading, go downstairs, make a fresh pot of coffee, let it brew for 5 minutes, poor my coffee.... slooooowly, go back upstairs to my PC and the fkin thing will still be chugging away on the load screen.

    Cities Skylines - also a Unity game - does a similar thing. Although it waits to load EVERYTHING until you load a savegame rather than upon game launch. I wonder if this is a Unity thing - where it can't dynamically load and unload what it needs when it needs it. Anybody know? 

    A modded Fallout 4 can be over 100GB in size on disk. But it only loads what it needs, when it needs it, so load times are perfectly acceptable. It may be an extraordinarily unstable game but at least you don't have to wait 10 minutes for it to fkin load every time it CTD. :confused:

     

    While I accept long load times for KSP1 as a fact of life, I do sincerely hope the KSP2 team can find a way to better handle mods.  :valwink:

  3. As a creative audio professional in real life, I can say with some authority that having soundtracks-per-planetary-body is totally reasonable in an average game development timescale. These days, the ease with which one can knock out very decent library-music-type stuff using nothing but a sequencer and some NI Kontakt instruments is not to be underestimated. It's not as though KSP2 will necessitate hiring an entire orchestra to record an Grammy award winning epic original jazz-fusion-death-grind-core space opera the likes of which the universe has never heard. Though that would be awesome. :) 

    Also, what I think you're alluding to (but maybe lacking the vocabulary??? Apologies if I sound condescending :/) is 'generative' music? That is musical progressions that are self generative and evolving over time without ever repeating. Such processes can be setup to last hours, days, weeks, years even. This concept is all the rage in the sonic art and modular synth worlds. You can even get apps on your phone that'll do it all for you.

    A self generating soundtrack that just atmospherically twitters away to itself in the background would be very appropriate for the VAB. Where one might spend several hours experimenting with the design and construction of one's next mission. 

    The only downside is that such a system would be somewhat more resource intensive on a host system's CPU and I know how stingy game devs are with CPU budgets for sound in their games. Also, it would be far more challenging to nail this approach than just bashing out a pile of VAB musak.

    There's no reason why generative music couldn't also be 'adaptive' as per the title of the OP. Where the music changes and 'adapts' in response to changes in the player's experience. EG getting to orbit, entering another SOI, achieving orbit, successfully landing... or crashing even.

    These days, adaptive music in games is pretty much expected as far as I'm concerned. The trick to it is making it so it doesn't get annoying or repetitive - which it can (Fallout 4 battle music I'm looking at you). Adaptive music could be most effective/emotive during the decent and landing phases of a mission to a new celestial body. Imagine a soundtrack that responds to changes in altitude, g-force, airspeed and estimated time to touchdown or impact. The musical tension builds as you get closer and closer to target coordinates and then when you touchdown,  a "Tadaa!!!" celebration track plays. All this adaptive musical tension and release would be fantastic the first time you plop down on the Mun for example. However you probably don't need it after the nth Mun landing on any given play-through.

     

    As per the music-for each-body idea. The same could be said for success and failure tracks. Depending the difficulty of the success or what the failure was, where and when it happened could all easily be dynamically reflected in the accompanying soundtrack. Easypeasy! It's all just a matter of how much CPU budget the devs are prepared to give to the game's sound engine and their creative vision. :wink:  

    Here endeth the essay... soz. I'll stop typing now.

  4. I luuuve the intelligent discussion going on here! However I can't help but notice many of the points made relate more to gameplay rather than the original topic - how career mode could work in KSP2. So in the interest of keeping things focused I shall summarise my thoughts. If I sound terse or antagonistic, that is not my intention - I'm just keeping things brief. So here goes.

    (1) I favor the design-your-own-missions-and-achieve-milestones model of progression. 

    (2) Money and prestige  are completely extraneous, arbitrary and unnecessary means of progression in a game predicated on learning about the laws of physics, orbital mechanics, survival in space and scientific research. If I want to learn about spreadsheets I'll play Horse Economy III :sticktongue:

     

    The end :D

  5. Veieiriery interdasting!

    Out of pure morbid curiosity: do you plan to implement engine startup and shutdown transitions/effects?

    There would be 'much awesome' to see engine bell giggle/wobble on startup as the exhaust plume stabilizes. Not to mention floaty globules of propellant blobbing around in the vacuum of space upon engine shutdown. Stuff like that.

    I'm not too demanding am I?! 

  6. 8 minutes ago, HafCoJoe said:

    Hm, what is your OS? Scatterer has had problems before with Linux/Mac so I want to rule that out first before other things.

    This said though, if there was a change in Scatterer then its very likely this is the cause, since Spectra's sunflares are added with Scatterer. Thank you for giving the example :) I'll have to look into this when I get  back to KSP. I've been on a hiatus of late and I'm not sure when I have the time to update Spectra fully.

    Hey HafcoJoe

    Thanks for responding.

    As I said, I'm just using plain old Windows 10 - nothing funky about it. I only mentioned it so as to rule out platform specific issues.

    Looking more closely at the Scatterer changelog, it does indeed go into some detail about changes to the way it handles sun flares. However, what those changes mean is beyond me as I'm neither a programmer or mod author so I won't be any use to you in diagnosing the problem.  Soz. 

    As I've already mentioned, Spectra is by far my favorite visual package.  Sunflares issues aside, I do hope you come back to KSP and update your mod. With KSP 2 being pushed further and further back, there's been a real flurry of renewed modding activity for KSP 1 recently. The KSP 1 dev team have been rolling out some ace little improvements to the stock game as well! A truly up-to-date Spactra would just be the visual icing on the potato cake :)

     

    x

     

  7. Hello space peeps 

    Firstly, I'm a longtime user of Spectra - love it!

    I'm not sure where to report this, and apologies if it has already been reported, but.....

    Following my annual Windows reinstallation, I thought I'd come back to KSP for a playthrough on a fresh system and clean game install. After installing Spectra and its requirements (no other mods) I noticed the Spactra's sun flares weren't appearing in game - I just get the stock ones.

     

    After some investigation and tinkering, I managed to get them to appear in the game.... kind of. I used a solution posted over on the Sunflares of Maar thread. The modification to the sun flares config is in bold below: 

     

        @Sun
        {
            !syntaxVersion = 2
            %assetPath = Spectra/Spectra_scatterer/Sunflares/Phi

     

    However, this only partially works - it still doesn't look right.

    I can only deduce that the likely problem is the recent Scatterer update. Either there's something wrong with the latest Scatterer or something in Spactra needs updating to make it play nicely with the new Scatterer. I don't know though, please correct me if I'm wrong. Has anyone else encountered this problem and if so, is there a solution that an end user/lay person can implement?

    Spanx

     

  8. I installed this mod for the first time this weekend. Wow!!!! I can't believe I've never used this mod before - It's amazing!

    I have a quick question though. Can someone post a picture or explanation of how the GS series parts go together? Is the RV1 return capsule supposed to go into the recess hole in the ASD truss segment. Its seems like it should. Speaking of the RV1, is the parts order like so: heat shield; capsule; parachute; retro pack?

     

    x

  9. 1 hour ago, Lisias said:

    As long you don't play Career, there's no (detected until this moment) problems between TweakScale and KSP 1.11.x - some third parties add'ons can bork on KSP 1.11.x and then bork TweakScale in a chain reaction, but there's little one can do about but to be around to give support as this happens.

    TweakScale 2.4.4.6 will be essentially 2.4.4.5 with the warning removed until 1.12.0. :)

    KSP.Recall 0.0.7.7 was just published on GitHub, by the way, I'm going to announce if on the Recall's thread right now. But, again, this is only important if you play Career and use any Add'On that changes a part cost, as TweakScale and a huge amount of other ones (fuel switches, depreciation, damages, etc - TweakScale is only one of the affected add'ons!)

    Okay.... I think..... erm.....  :confused: What about science mode?  Lol.

  10. 3 minutes ago, Lisias said:

    No. To this date, I had no problems on TweakScale running on KSP 1.11.x other that the one KSP-Recall aims to fix on recovering funds on Career Mode (that affects everybody, by the way).

    TweakScale should had been updated already, but my works on KSP-Recall delayed it a couple weeks. I'm finishing a new update for Recall today, then I will apply a new TweakScale release lifting the 1.11.x ban.

     

    Groovy

    So long story short: don't install Tweakscale on KSP 1.11.2 until you (Lisias) have updated both KSP-Recall AND Tweakscale. Am I interpreting you correctly?  :P  

    :) 

  11. Hey Lisias

    Just a quick question: Can you clarify whether merely having Tweakscale installed (but not using it) in KSP 1.11.2 is a threat to our savegames or does it only become a problem when utilised? If the latter is not the case, can we at least get away with using the current version (2.4.4.5) of Tweakscale on very simple stock parts - eg structural parts - without worry of savegame corruption in KSP  1.11.2?  

    Spanx

     

    x

  12. Hello chaps

    So, remember the mystery problem I was having with Click Through Blocker last month (see posts above)? Well, I've made progress is tracking the culprit down. The problem appears to be caused by some unholy interaction of doom between the latest Clickthough Blocker and Mechjeb - LOG HERE.

    I've tested this with no other mods installed accept Module Manager and can confirm the problem is persistent and repeatable. Interestingly, the game loads with no errors or warnings and runs as one would expect with only one mod or the other installed, just not both together.

    I've left the same message over on the Mech Jeb thread too.

    X

  13. Hello all

    I'm just reporting an unholy interaction of doom between the latest Clickthough Blocker and Mechjeb - LOG HERE.

    I've tested this with no other mods installed accept Module Manager and can confirm the problem is persistent and repeatable. Interestingly, the game loads with no errors or warnings and runs as one would expect with only one mod or the other installed, just not both together.

    I've left the same message over on the Clickthrough Blocker thread too.

    X

  14. 16 hours ago, RyanRising said:

    I know this is an old wound to open, but maybe engineer Kerbals could drag fuel hoses from one craft to another? You wouldn’t need them to snake along the ground or anything, just straight from point A to B like the ones we have for onion/asparagus staging. KAS has a good example of this. They’d connect two craft together, without applying a physics connection (which would make this harder in orbit, but still possible if you’ve planned well), automatically disconnect if they get too long, and allow fuel transfer on celestial surfaces between craft that aren’t perfectly lined up without using the claw*. With Breaking Ground, I know EVA Kerbals can do more than just stand around looking pretty. They should be able to do this. 

    *come on, from the way the claw looks you’d expect it would make a fuel leak, not a fuel link

    "Hose physics" - Yaaaasss! Haha

    [[[quits playing KSP in disgust at game's lack a accurate hose modelling]]]  

  15. Good morning :) 

    So, I am indeed using the latest version of Scatterer and Blackrack's performance enhanced  build of EVE. I'm also using the latest version of Mechjeb. I've tried both the release and latest dev versions of Mechjeb and they both yield the same load exception. I also spotted ScanSat throwing exceptions and there might be others too. However, everything appears hunky-dory in game - I've been merrily ScanSatting and Mechjebbing here there and everywhere.  

    Linuxgurugamer, you say you don't get these exceptions at all (for Mechjeb at least). If that's so then would it be reasonable to think that whatever's causing my problem with CTB might also be causing Mechjeb and heaven knows what else to get upset?

    [sigh] I'll do as you suggest and do a fresh install before retesting.... everything..... [sob] ;.;

    Will report back my findings asap.

    x  

×
×
  • Create New...