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KSP2 Release Notes
Everything posted by Anth
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Parts & Vessels All Jet Engines Switch/Toggle Mode When Air Deprived
Anth replied to Stephensan's question in Parts & Vessels
The rapier does it which makes sense...not so much for the jet engines. -
Reported Version: v0.1.4 (latest) | Mods: Lazy Orbits was used to create the 8001 test save then removed | Can replicate without mods? Yes OS: Windows 10 | CPU: i9 9900K | GPU: 3070ti | RAM: 32GB Expected Behaviour: That when a craft isn't rendered the game treats 1 craft as one entity (no matter how many parts it has) and that the craft is on rails to improve overall performance. Note: This behavior might be different then a craft is using its engines. Observed Behaviour: That KSP2 is calculating the physics of all parts of all crafts whether they are rendered or not, causing performance issues. 3 Tests: What the tests will prove: Test 1 will show KSP1 maintaining maximum performance regardless of how many parts there are in the save when theres only a 1 part craft in scene. Test 2 will show KSP2 with a massive drop in performance which is directly related to the amount of parts in a save no matter if they are rendered or not. (Used the Lazy Orbits Mod) Test 3 will show similar to test 2 (Lazy Orbits Mod Not Used) Test 1 + 2: KSP1+KSP2 8x1000 part crafts being deleted one at a time while focused on a 1 part craft on Vall. (Includes Videos + Save File) Test 3: KSP2 10x250 part crafts being deleted one at a time while focused on a 1 part craft on the Mun (Includes Video + Save File) Results from Videos on a Graph (lower is better): Note that KSP1's FPS is converted to ms/frame. Excel File: KSP12TestResults.xlsx Conclusion: KSP1 only calculates 1 craft as 1 part when it isn't rendered and is out of physics range regardless of its part count. KSP2 calculates the physics of every part of every craft in a save causing performance issues the more parts there are in a save file. Additional Information: Colonies has the potential to have players using a lot more than 8000 parts in a save file. This will affect performance even more severely and also means for longer and longer load times. Original Bug Report (0.1.1.0):
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That would be appreciated
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Flight Kerbals Exit Craft Upside Down on EVA [For Multiple Pods]
Anth replied to Casellina X's topic in v0.1.4
Changed it to [For Multiple Pods] Thanks for the update. -
Thanks for the reply Awesome. I will move this to the archive.
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@Abelinoss I am pretty sure that's normal. Even Cyberpunk 2077 shows a drop in performance when in the menus.
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KSP1 could do that as well. Its by design.
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@NexusHelium That was a bug for 0.1.3.2. That was fixed in 0.1.4.0. You will know which version you are in when you are in the main menu. I recommend checking to see if the game actually updated, and if it has then verify the files. If it still does it, maybe do a video to show the problem in action?
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Yes. And reporting this as a bug is also a good idea, especially for upvoting purposes.
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Maybe. Thanks for the information. @BechMeister in your case, was the docking port that stopped working originally connected to something other than another docking port?