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KSP2 Release Notes
Everything posted by snkiz
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Kerbal Space Program 2 - Pre-Release Notes
snkiz replied to Intercept Games's topic in KSP2 Dev Updates
This bullet point explains a lot of the performance problems all on its own. I'm surprised that such a large complaint of the first game (Lack of computer resource utilization.) Didn't get top billing, but I'm not a programer. Please, use it all! I paid for 16 threads, I want to see them hurt. Use all the ram, everything. I see why the specs are what they are, and I feel bad for the team. I don't honestly think that anyone thought it was a good idea. I know you guys are not making the next crysis. But a deadline is a deadline and here we are. Good luck and fingers crossed for some sanity in the coming months. -
That isn't what this chart says. The axis are cut off but the vertical is framerate, and the chart is the Tom's Hardware 2023 roundup. This is the 1080p ULTRA settings average. Context makes all the difference.
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You see people did read it, They did say the minimum was a 1080p, LOW setting. That doesn't give the impression there's much more room to drop sliders.
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I mean most developers who want to make money will target a system that a majority of potential customers have, or are willing to purchase. Traditionally that target becomes the recommended spec. Not the ultra spec, or the modded spec. Apologists can claim a 60 class card is low end and 80 only mid tier all day. Doesn't make it true. 60 is in fact mid tier, 70 is high, 80 is enthusiast. 90 is the gold plated halo replacement for titans. No hardware reviewer considers it a legitimate part of of the main stack. Recommend sepc. is supposed to be intended for the masses. This is just leaving a bunch of people and educators behind. This does not line up with the intercepts stated goals of making a more approachable game. It's easy to see how some feel like they were duped. TLDR; This whole thread is some PCMR crap.
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So they didn't consider at all what that would do to sales? I know they'd rather sell it at the higher price. But this is the kinda thing that ruins a reputation. At this rate they won't be getting the feedback they were hoping for either if no one thinks they can run the game.
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It has No RT hardware whatsoever. So that copium bottle is empty. 6gb of vram is nothing special either.
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5 min cool down, had to take away emoji's. You know you done screwed up.
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All the more reason to go with an older card listed as the min. Consumers shouldn't need an excel sheet to figure this out.
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We need a reality check? cross refence that with what people actually own.
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I wish to change my vote to 1.0. Maybe IF they can get it together. I have my doubts.
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yet they didn't hire anyone with those skills.
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is above the recommended, witch is a 3070. No one in their right mind sets recommended spec, as new 80 class card. Setting a 2060 as the min was just stupid, there are old faster cards that would have lessened the blow. The 20 series was a turning point in GPU, a 75% markup.
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I got the same feeling from the trailer that I did from star trek movies, The suggestion of the old theme, but bigger, grander. Like they pulled in a Terry Goldsmith type to redo the score. It tickled the right brain cells.
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Stoked@!
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KSP2 EA: Physics simulation quality tests
snkiz replied to Vl3d's topic in Prelaunch KSP2 Discussion
Let's just say that if (when) the new game is wildly successful in it's stated primary goal of being more approachable to more players. And Half this forum is raging that X realism feature didn't make it into the final cut. My point will be proven.- 57 replies
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KSP2 EA: Physics simulation quality tests
snkiz replied to Vl3d's topic in Prelaunch KSP2 Discussion
Not every pod has SAS or reaction wheels. Depending on mass you may not have enough.- 57 replies
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KSP2 EA: Physics simulation quality tests
snkiz replied to Vl3d's topic in Prelaunch KSP2 Discussion
It can take an incredible amount of skill to figure out how to stop a spinning craft. The us space program almost didn't happen due to not being able to wrap their head around orbital maneuvers, Despite having the math backing them up. It's enough that a novice might just give up. Saying just add Moarr Reaction wheel is like saying Moarr boosters, but less obvious. Sure you can brute force it. Hell if the reaction wheels are as still as op it won't be much of an issue. But it can be, how much reaction force you need is also a learned skill.- 57 replies
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KSP2 EA: Physics simulation quality tests
snkiz replied to Vl3d's topic in Prelaunch KSP2 Discussion
I don't think it's a good idea to take away the safety net with persistent rotation. Maybe for a difficulty toggle. A further wrinkle to part clipping, parts placed inside closed structural parts should also be shielded from drag. Without the need to hack-in a cargo module that makes everything not work that touches that part. What's considered inside just needs to better on the whole.- 57 replies
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ShadowZone - What Kerbal Space Program 2 HAS TO Avoid
snkiz replied to TROPtastic's topic in Prelaunch KSP2 Discussion
to good, But that the point of that game. -
ShadowZone - What Kerbal Space Program 2 HAS TO Avoid
snkiz replied to TROPtastic's topic in Prelaunch KSP2 Discussion
I purposely did not use BeamNG as an example for a reason. Enjoy. -
ShadowZone - What Kerbal Space Program 2 HAS TO Avoid
snkiz replied to TROPtastic's topic in Prelaunch KSP2 Discussion
My point is, even if they hired iracing devs to fix the wheels in KSP1 all of the other issues would still be present. People driving to fast in low g environments and then complaining it doesn't work like on Kerbin. That's a thing that Still happens. I never said it doesn't need to be better. I was and am judging KSP1 based on the goals of it. Not the sequel, not any other games. -
ShadowZone - What Kerbal Space Program 2 HAS TO Avoid
snkiz replied to TROPtastic's topic in Prelaunch KSP2 Discussion
And in a racing game that would have been unforgivable. KSP1 is an orbital mechanics "simulator" (that's a stretch I know). Everything else is almost bare minimum, and secondary to the goal. Given the blistering speeds real rovers achieve it's a little more forgivable. -
ShadowZone - What Kerbal Space Program 2 HAS TO Avoid
snkiz replied to TROPtastic's topic in Prelaunch KSP2 Discussion
Don't put words in my mouth. I didn't say it isn't a problem in fact I called it one. I also said it's more complex than Arrr wheels bad. They must not know how to code. -
ShadowZone - What Kerbal Space Program 2 HAS TO Avoid
snkiz replied to TROPtastic's topic in Prelaunch KSP2 Discussion
I gotta be honest you are way in the weeds there. I think the TLDR for that is what I already said, on overly simple model compounded by players not understanding (due to the game not conveying it) the forces they are subjecting their rovers to. I don't have any issues driving on minmus, 200 m per month is fast enough.