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orjanb314

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Everything posted by orjanb314

  1. I've had a lot of fun in KSP 2 since the For Science! update was released. However the issue which is covered in this bug report has started to be a significant issue for me. https://forum.kerbalspaceprogram.com/topic/219210-ksp2-is-calculating-the-physics-of-all-parts-of-all-crafts-whether-they-are-rendered-or-not-reducing-performance-of-all-scenes-at-all-times-updated-to-0140/ In my savegame I have 25 vessels total of which 5 is small satellites with few parts. The rest are mostly interplanetary vessels with typically 20 of the medium hydrogen tanks, 10 nuclear engines and various other parts. My way of playing the game might be a bit unique, but not an unreasonable number of vessels or parts in the big picture. Last night I had an idea to start a separate empty save to design and test vessels to get a break from the poor performance I have played with for a bit now. When I went back to progress on my main save it really hit me how bad it had gotten. The game does 12 fps on the main KSC screen and 7-8 fps when I launched my latest vessel. In my empty save I had 20 fps while launching the same vessel which felt fine. I'm considering taking a break until some significant improvement has been done on this issue. Wanted to make this post to hopefully bring it higher up on the priority list in case more people are experiencing the same thing. There are many things to work on, but for me it would be a game changer to fix this issue. The game is significantly better now in terms of bugs then at the beginning of early access. The bugs can be annoying and a bit time consuming at times, but they can usually be worked around. This issue is constant and the only workaround is doing a 180 on my plans and make fewer and smaller vessels. Here are my computer specs for context: Ryzen 5800X RTX 3070 32GB RAM
  2. Is it a known issue that resource consumption stops being calculated? Seems to have happened to a landing vessel I did multiple EVAs from. The problem persisted when docking it to a station. Resource consumption still works for other vessels. Got newest versions of mods as of writing this, can provide a savegame if needed.
  3. I have experienced a bug twice in my exploration mode game so far where kerbals disappear from their craft for no apparent reason. (I'm away from a craft doing other things and at some point when I go back to the craft the kerbal is gone) I initially suspected a bug with the life support mod that was killing them even though they still have plenty supplies. However from my testing in a separate save the mod does not actually kill the kerbals when supplies run out yet? Is that correct?
  4. Also have the same issue. Was going to test with no addons (only Squad and Kerbal engineer in GameData folder) and landing legs worked again. Then I realized I had also left out the new SquadExpansion folder which I suppose is the Making history DLC. A new test had the LT-2 landing struts explode the instant it touches the ground with no other mods so clearly something has been changed in 1.4.2. Adding a picture for context of a Mun fuel miner I have been using with no issues until now. It can be as heavy as 100 Tons when landing. https://imgur.com/a/J5Ltf Are those landing legs not intended to be used for such heavy crafts and they decided to change tolerances? If so, what is the alternative? Adding more legs seems sketchy as it looks as if the first one to touch the ground explodes and there is no time for load to spread across many landing legs.
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