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KSP2 Release Notes
Everything posted by Anth
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Thanks. What you see there looks simple and straight forward I hope? Took me days getting it to that point.
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KSP2 Version: 0.1.0.0.20892 KSP2 Version: 0.1.1.0.21572 KSP1 Version: 1.12.5 + DLCS Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods Used: Lazy Orbits to cheat crafts into orbit and planets (removed for actual testing) 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. Observed Behaviour: That KSP2 is calculating the physics of all parts of all crafts whether they are rendered or not causing performance issues. How Evidence Was Compiled: I did the following for KSP1 and KSP2: Put 8 1000 part crafts in orbits around different planets/moons Put a 1 part craft on the surface of Vall I recorded the ms/frame (KSP2) or FPS (KSP1) for 8001 parts while having only the 1 part craft in scene on Vall. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 7001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 6001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 5001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 4001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 3001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 2001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 1001 and then tested on Vall again. Went to the tracking station and deleted 1 1000 part craft reducing the part count total to 1 and then tested on Vall again. I recorded all of the results and put them into a graph. Video Evidence: Note I have timestamped each performance test for faster navigation of the videos. KSP1: https://youtu.be/v8Q8LkIPu_s?t=12 KSP2: https://youtu.be/W-syZ8Vdt7o Results from Videos on a Graph (lower is better): Note I converted the FPS of KSP1 to ms/frame. (Mortoc shout out for that) Conclusion: KSP1 only calculates 1 craft as 1 part when it isn't rendered and is out of physics range. KSP2 calculates the physics of every part of every craft in a save causing performance issues the more total parts there are in a save file. Additional Information: Note how useful a Set Orbit/Set Position (from KSP1) option would be for these kinds of tests if it was added to KSP2? Using mods for bug reports makes me feel uncomfortable but currently I can't do this type of bug report without Lazy Orbits. Files: KSP2 8001 part save KSP1 8001 part save KSP2 1000 part craft (Appears that 0.1.1.0 thinks this is now too big to launch from the VAB) https://www.dropbox.com/sh/g5a5214kmgo04bl/AADXpu_9168fl3XavdlIASOja?dl=0
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3/24 Discord AMA - Nate Simpson - SUBMIT QUESTIONS HERE
Anth replied to Dakota's topic in KSP2 Discussion
How does KSP2 development compare to previous games you have worked on? Is KSP2 more complicated? In what ways? -
Yeah that would be better if the "," wasn't able to pause the game. We can do that by clicking on the pause button or perhaps the Esc menu cause pause the game too. That way we don't accidently spam the button in panic, and it pauses the game when all we wanted to do is stop time warp.
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Weekly Challenge #3 - Land On Minmus
Anth replied to Ghostii_Space's topic in Challenges & Mission Ideas
Hopefully it's a one off and isn't anything more serious. -
Weekly Challenge #3 - Land On Minmus
Anth replied to Ghostii_Space's topic in Challenges & Mission Ideas
The appdata folder I actually deleted for the first time yesterday to see if I could break KSP2 but it just rebuild the whole thing from scratch which was nice. As time passes more and more people will be accessing that folder. KSP2 gave you a system crash? weird. The worse I have had is a CTD. -
Weekly Challenge #3 - Land On Minmus
Anth replied to Ghostii_Space's topic in Challenges & Mission Ideas
Nice. I haven't had too many times where KSP2 has stopped at the "pumping sim one" point. -
Weekly Challenge #3 - Land On Minmus
Anth replied to Ghostii_Space's topic in Challenges & Mission Ideas
Oh I meant Challenge 4. @Socraticat Oh so you feel my pain! That video is nuts especially the wings. Loved the music and was that the tone of a heart monitor after a person has died at the end after the woo woo music? haha! -
Weekly Challenge #3 - Land On Minmus
Anth replied to Ghostii_Space's topic in Challenges & Mission Ideas
Spent quite a lot of time on this challenge (over 20 hours) but KSP2 doesn't seem to like what I was wanting to do so see you all at Challenge 3 with the first patch. Made an incredible little rover though. But the rest of the game just didn't want to cooperate well enough. -
I just had a thought. Early access is like a sort of crowd funding like Kick Starter. They made the game available for purchase. Noone had to buy it. They said it wasn't perfect. The next thing is the free beta testers thing. Look at the following: The combined gizmo in the editor is hard to use at times. The original one is better with 2: 1 for lateral, 1 for rotation. One of the people who went to the ESA event asked why they were combined and that separately they would be better which hopefully they get separated like KSP1 for easier use. Also the ability move parts further than normal is missing in the VAB. (Shift I think?) The ability to move around the new VAB like the SPH in KSP1 is missing. Thats why a lot of the more experienced KSP1 players used the SPH instead of the VAB. They need experienced KSP1 players to make KSP2 get to its full potential. Not experienced QA Testers with limited experience with the game. This isn't a first person shooter we are talking about. KSP isn't just a pick up and QA type of game like others.
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Weekly Challenge #3 - Land On Minmus
Anth replied to Ghostii_Space's topic in Challenges & Mission Ideas
Also the hills are way rougher. Ups and downs that KSP1 didnt have either -
Weekly Challenge #3 - Land On Minmus
Anth replied to Ghostii_Space's topic in Challenges & Mission Ideas
The flat areas are no longer flat, so if driving rovers is about the same with handling then it's worse regardless -
Nate said, "Right now, our goal is to release that patch next Thursday (March 16th). Provided QA does not uncover any show-stopping bugs over the next few days, that date should hold." It sounds like the patch is in its end stages. Thats a great time to have a prerelease and see if people who are interested can find "show-stopping bugs" before the real release day. Doing this could speed up releases of official patches and get us to 1.0 sooner. Just a suggestion for your consideration.
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Developer Insights #18 - Graphics of Early Access KSP2
Anth replied to Intercept Games's topic in Dev Diaries
I hope you are right. -
Developer Insights #18 - Graphics of Early Access KSP2
Anth replied to Intercept Games's topic in Dev Diaries
I wonder if such a big change to CBT might mean a change from Directx 11 to Directx 12 as well. -
Developer Insights #18 - Graphics of Early Access KSP2
Anth replied to Intercept Games's topic in Dev Diaries
It might be that they wanted to get something they knew that worked from KSP1 so they could get development in all areas up and running. Verses waiting for CBT to be developed before any other development areas could be started. -
Developer Insights #18 - Graphics of Early Access KSP2
Anth replied to Intercept Games's topic in Dev Diaries
So this is going to replace PQS+ before 1.0 of KSP2? I am glad that KSP2 is still at a point that this kind of thing can be considered. -
KSP2 Version: 0.1.0.0.20892 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods used: Lazy Orbits to get into Eve orbit then removed mod afterwards otherwise it wastes a lot of time travelling all the way to Eve to test again and again. There are two ways this happens. 1. A craft under stress because a rocket engine is firing and then time warp is used. 2. When a craft has the force of gravity being applied to it on a planetary body and then time warp is used. Below shows the accumulative effects of this happening to crafts in a short amount of time. 1. Firing Rocket Engines: Video Evidence (Orbit): https://youtu.be/BdnfoC2xoeU Save File for Orbital Test: https://www.dropbox.com/s/8jzafc5qbg4jiss/Orbital%20Test%20Save.zip?dl=0 How to Reproduce Using the Save File Supplied: 1. Activate the engines to full throttle 2. Turn on Time Warp and get it to as full Time Warp as the game will allow 3. Spam Time Warp keeping it engaged even though KSP2 will keep dropping it. 4. Get just the right timing and it will do as it did in the video. 2. Using Gravity: Video Evidence (On the Surface of Eve): https://youtu.be/eDZ27loKCe8 Save File for Planetary Test: https://www.dropbox.com/s/53euqrv2xsirzqg/Planetary%20Test%20Save.zip?dl=0 How to Reproduce Using the Save file Supplied: 1. Turn on Time Warp 2. Turn off time warp 3. Wait until the flexible parts have dropped down towards the ground 4. Turn on Time Warp (watch the timing for full time warp to be available not physics warp. It has to freeze the parts.) 5. Keep using Step 2 to Step 4 until it looks like the video or worse To Clarify: This bug report is about: Time warp saving stressed parts coordinates into memory. The other bug report (one below) is about: The game saving stressed parts coordinates into the save file. More Information: As I said in the other bug report, KSP1 (excluding robotics) saves the crafts original parts coordinates (VAB/SPH/Editor) into the save file so they can never change or be influenced. (well other than docking) That avoids these issues unless the developers want to record the original parts coordinates and their stressed ones so they can bend back to their original positions when the force is withdrawn, but that would make for huge game save files right?
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The bug tracker for KSP1 was established by Squad before Take Two took over. It's a little different from starting all over again with a new company and a new game.