Spfnym
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Everything posted by Spfnym
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What worries me is not so much the performance with large vessels, but how the game and those big vessels will perform when it's taken into account that I would likely use a lot of mods too. Clearly since they aren't going to include stuff like n-body physics into the base game, somebody else will have to. And even though I don't know much at all about modding, I doubt it's not without at least some overhead and that it's always even possible to access as low of a level optimizations as if a feature were built into the game.
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By that I mean "more consideration than what has been made public". That video was the first I even heard of somebody involved talking about this issue, and what is there is a very unsatisfactory couple of words for explanation.
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On that KSP 2 Developer on Multiplayer video when they talk about performance at 05:27, Nate answers that the game won't make use of multiple CPU cores. I would ask of you to reconsider. Performance is my number one concern with the new KSP (after it's otherwise at least comparable to KSP 1). There's only so much one can do with a single core. Real life physics get in the way of getting much more single-thread performance since one can't just infinitely scale down things. Nate brings up that "normal hardware" should be able to handle vehicles on the scale of what's seen on trailer. He completely neglects that multicore is pretty much the norm already so the current plan would be underutilizing even the said normal hardware and holding back any that have more powerful hardware than that. I tried to look for information on this and the best I could quickly find was cpubenchmark.net, and even if it's probably biased toward more powerful CPUs, I think it says at least something that more than the top 30 of the most benchmarked CPUs in the last 90 days have at least two physical cores. Okay, I can acknowledge that it might not be that easy to make good use of multiple CPU cores when vehicle parts are so interlinked. Still, it's something that should be given more consideration in my opinion. Here's one person's input that I managed to find at least:
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Since I nowadays use the Soundtrack Editor mod, I have put in a variety of free to use music for noncommercial use. Since it might someday be released to the public as well it even has a name: the ASTRO Music Pack (the name works by itself but I had to have an easter egg that there's a meaning to it; this time it's Anonymous Spathi's Tribute to ROcketry; my nickname is also a portmanteau of Spathi Captain Anonymous). This is what I've been going for in the various situations: Space Center: Majestic but NOT full on epic. In fact can be quite calm. Earth Landed: Various kinds of music but still reserved enough In Space Around the Earth, Construction and Other Buildings: Stockalike. Liftoff: A powerful start with only a couple of seconds of leadup. Preferably also a tense and an epic feeling to it. Flight Calm: The idea was that this would play after the first track of Liftoff ended but I just can't get Soundtrack Editor to work like that. Anyway, something fairly calm and neutral for long flights but retaining some sense of motion. I suppose that's achieved by the louder melody being slow paced but the background accompaniment being fast paced. Landing on a Rocky Body: Tense for the whole duration. Landing on a Body with an Atmosphere: Starts not as tense but picks up during the middle. In Space Around the Moon: Evokes feelings of mystery, danger, the unknown, excitement, tenseness. Moon Surface: Evokes feelings of relief and calmness. In case somebody builds a permanent Moon base, we don't want it the music to be too tense any longer. Also can evoke feelings of achievement and mystery. In Space Around the Sun: Calm, not tense. At the same time evokes feelings of mystery, the unknown and excitement. Mercury: Quick tempo but also has a "high temperature" sort of powerful feeling to it. Venus: Evokes feelings of almost overwhelming inhospitability and also is tense. Mars: Similar to Gustav Holst's Mars. The melody is powerful and not very fast. Percussion and wind instruments predominant. The Jupiter System: The melody is fast and powerful, "big". Even dreadfully big so can be tense. The Saturn System: The melody is somewhat gloomy, slow and powerful (not necessarily epic) but even dreadfully "big". Uranus: Quirky and powerful, like Gustav Holst's Uranus. Neptune: So distant it's tense. Pluto: "Dead", somber, mysterious.
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I had in previous tests of these mods noticed just how much I have to think about part purchases in RP-0. It indeed felt like too much on top of everything else; the space program might fail pretty quickly like that; so that's why I had the funds rewards set to high. In my (not yet uploaded) second recording session I decided to lower it to "just" 200%, though. Maybe that's a good compromise; we shall see. My rockets aren't historical, though. I don't for example care if I'm mixing US and Soviet parts. Also, I do plan on trying out putting satellites or space stations into those Lagrange points where Principia is indeed necessary. My definition of fun may differ from the average so I'm at least not yet that concerned. But I may come to regret all those mods later on; I just have to actually experience it to believe it.
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Okay, good, because I couldn't hold myself back any longer and just decided to start recording. Mods added after my very first recording session: Collision FX Distant Object Enhancement Distant Object Enhancement Real Solar System config PlanetShine PlanetShine - Default configuration Is the Crowd Sourced Science not available for this setup? If I select it in CKAN it colors itself red and disables the "Apply changes" button.
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Is that so? Even for Coxeter, the last release for 1.2.2 that I was able to find a binary for? Is there an easy way to prove to myself that it indeed becomes unplayable since it's not apparent from the start? And sadly, I may not have access to 1.3.1 currently. That was the other version of Kerbal Space Program I considered and asked for GOG support to give me (I hadn't the foresight that there might be need to ever downgrade a game so that didn't factor into where I bought KSP).
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I'm wondering about what's the most realistic one can make Kerbal Space Program (but would probably make some tweaks to make it remain "playable"). Because of this I decided upon version 1.2.2 for which a lot of the realism mods seem to be available. I've toyed with several configurations involving for example Realism Overhaul and Real Solar System; one involving the SETI tech tree, and then I went on to Realistic Progression Zero. Principia is also a wonderful mod that I found out is available, just not on CKAN. I've since started a video commentary (probably very on-and-off). Not that I'm even a good Kerbal Space Program player just yet; this just seems to be a not yet thoroughly explored idea for a playthrough so why not. Here are the mods I'm currently using. Indented are requirements for the parent mod, though I tried to only mention each mod once so it's actually the first occurence of the requirement I came across. Realism mods: Realism Overhaul Advanced Jet Engine Solver Engines Plugin Ferram Aerospace Research ModularFlightIntegrator Kerbal Joint Reinforcement Module Manager RealChute Parachute Systems Real Fuels Community Resource Pack RealHeat Real Plume SmokeScreen - Extended FX Plugin Real Solar System Kopernicus Planetary System Modifier Principia Realistic Progression Zero SXTContinued Firespitter Core Firespitter Resources config Retractable Lifting Surface Module Contract Configurator Custom Barn Kit Deadly Reentry Continued Ven's Stock Part Revamp Community Tech Tree Kerbal Construction Time MagiCore RemoteTech TAC Life Support (TACLS) (Semi)Saturable Reaction Wheels BackgroundProcessing PersistentRotation Dang It! Continued. (Okay, maybe TestFlight is the preferred option, but my engines keep losing efficiency and cutting off much before their rated burn time. Maybe I just don't understand the mod in which case I could reinstall it if I get better understanding of how to make workable rockets but as it stands it's just too much uncertainty for me to make pretty much any progress.) Kerbalism TAC profile (settings for compatibility: Signal = false, Reliability = false, EnforceCoherency = true) (since episode 8) Kerbalism (since episode 8) Other Gameplay Additions: EVA Parachutes_Ejection Seats Kerbal Attachment System Kerbal Inventory System KRASH - Kerbal Ramification Artificial. (I opted not to allow reverting of flights so this I felt like was a suitable alternative. I can simulate flights before putting my crew and a vast amount of funds in danger.) SCANsat StageRecovery. (I'm a bit hazy on whether this can recover even things that couldn't manually be recovered so I placed it under this category) TweakScale - Rescale Everything! KSC Switcher Other Career Mods (I tried to find information on how well contract packs mesh with Realistic Progression Zero but I don't know if there is any so I just put in whatever I felt like): Contract Pack: Bases and Stations Reborn Contract Pack: Grand Tours SpacetuxSA Contract Pack: Interplanetary Mountaineer Contract Pack: RemoteTech Contract Pack: Tourism Plus Quality of Life: Mechjeb 2. (For statistics, or if I ever do get bored there's the option to use some automation. The other option here would have been Kerbal Engineer Redux. I feel like KER offers a nicer interface and I at least haven't found a way to show partial totals for delta-v in MechJeb but MechJeb is more.. extensible, so both are very good alternatives) Kerbal Alarm Clock [x] Science! BetterBurnTime BetterTimeWarpContinued Contracts Window + Progress Parser Contract Parser Docking Port Alignment Indicator Easy Vessel Switch Editor Extensions Redux EVA Enhancements Continued Kerbal Flight Data NavBall Docking Alignment Indicator RCS Build Aid Waypoint Manager Connected Living Space Ship Manifest Aesthetic: If there are any other visual mods that are a "must have", I'm also willing to listen to ideas. Unfortunately I haven't been able to get Real Solar System Visual Enhancements working properly. The first time I tried with new versions of its requirements some distance up in the atmosphere Earth becomes all blue, while with the versions its forum page said the ground's all black. For the latter configuration I tried setting rendererFixEnabled to True since I'm on Linux but with no effect. Real Solar System Textures - 8192 x 4096 Scatterer Collision FX (since episode 5) Distant Object Enhancement (since episode 5) Distant Object Enhancement Real Solar System config (since episode 5) PlanetShine (since episode 5) PlanetShine - Default configuration (since episode 5) Soundtrack Editor (since episode 8) Parts: B9 Aerospace Procedural Wings - Fork DMagic Orbital Science Procedural Fairings - For Everything! Procedural Fairings Procedural Parts CxAerospace: Station Parts Pack FASA Soviet Engine Pack Purely Interface Related or Just Fun: The Janitor's Closet. (For removing parts that I don't need. There's just too much clutter otherwise.) QuickExit. (It's tedious to exit from the game through menus and alt+F4 doesn't save the game) QuickHide. (Even though I tried to limit extra clutter, it was unavoidable with such a large arrangement of mods. This mod allows you to get rid of some of the clutter. However, for some reason it doesn't seem to hide every button it's seemingly allowed to. Help?) RSS DateTime Formatter Final Frontier. (For ribbons for your Kerbals!) Hide Empty Tech Tree Nodes As for the difficulty settings, I'm thinking of going with hard but with Funds Rewards at 300% (later was changed to 200%) (I expect a lot of failing and I don't want to lose the game completely), Science Rewards and Reputation Rewards at 100%, 25000 starting funds, 80% resource abundance, quick loads allowed, Kerbals Level Up Immediately, Part Pressure and G-Force Limits and Kerbal G-Force Limits, Require Signal for Control, Plasma Blacout. For these I'm looking for something that's decently playable and possibly fun to watch if I were to record it. So, any suggestions for any additions or changes?