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KSP2 Release Notes
Everything posted by Incarnation of Chaos
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Early Access for KSP2 ?
Incarnation of Chaos replied to Darkstar_IE's topic in Prelaunch KSP2 Discussion
No early AAAcess, no MTX, no day one DLC. If they want to release their bleeding-edge build and SDK to modders a month or two in advance then fine (for free or a small deposit up front) But the game won't be any better than it would be if it launches in "early access". Indeed; it's much more likely that it'll become a crutch for them to excuse their lack of progress fixing bugs or rolling out important features. They already considered a significant shift in their development, staff and studio, and it's likely that KSP2 will be delayed by several months. Let's just give them a chance to make it for Pete's sake. -
FTL travel/special relativity
Incarnation of Chaos replied to mcwaffles2003's topic in Prelaunch KSP2 Discussion
Again, as numerous people have said by the third page. There's a number of facts that have been established. #1- KSP2 Ships WILL NOT get to significant enough speeds for time dilation to be a factor #2- KSP2 Ships WILL get far enough for Signal Delay to be a factor. So from this information; it seems that the entire point of this thread is null. We don't need relativistic time delays in KSP2, and the developers should focus on building their best build of KSP2 they can. Signal Delay is another separate question, and should be handled in a separate thread. -
Eliminating station docking port lag
Incarnation of Chaos replied to Fraktal's topic in KSP1 Gameplay Questions and Tutorials
Personally i'd like for there to be a mechanic where you send a signal to "Activate" the port that's in LOS to your ship, and only enable it when within 1.5km or less. Since even if you have multiple docking ports on a station; you wouldn't be docking to them all at once; then once docked we could check for another port attached constantly for a couple minutes. Then if after ~5 minutes that vessel is still attached; just assume both ports are staying as one unit until the player hits a button to sever the connection. Kinda a Pseudo-welding mechanic. Because that's the worst part of the overhead; even docked ports constantly check to see if there's another one docked to it. So even after you dock components; they're running thru a loop endlessly sucking down CPU cycles for no good reasons. -
There are welding mods you can find for KSP1, along with joint reinforcement mods. I'd HIGHLY reccommend using either KJR Continued or KJR next; they'll likely completely resolve your issue. As for welding; there's a reason we don't do it often in KSP. Once you weld those parts they're considered 1 part from that point foward, so it makes it far harder to modify them.
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It's pre-alpha, and the game is likely delayed by at least a couple months. [snip] If it's so horrible that you won't play then it would seem that there's a niche in the market for you to fill! All you need is to write a entire engine from scratch, then model the assets, texture them, implement them in said engine and debug them. It's so easy i don't know why I'm not playing this hypothetical game right now! Oh wait; that's actually a significant amount of work. See ya on KSP2 fourms whenever it comes out then; because it's basically the only option for ya. Especially if you're that hungry for part count.
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Low GPU usage on 1.9
Incarnation of Chaos replied to popos1's topic in KSP1 Technical Support (PC, modded installs)
The year is 2020, but alas the way KSP works hasn't changed fundementally in this regard. Your GPU is doing very little work when playing KSP; only rendering the limited graphics of the Skybox, lighting and whatever ships are in the scene. The CPU is what is pulling the majority of the load, and for individual vessels with high part counts all of this is battering a single core. Other cores are used to offload ships out of focus, so this reduces the overhead slightly for this one poor core. But that one ship is using one core to perform all the calculations of how each of those 500 parts is interacting with each other. In shorthand; the bottleneck isn't the GPU here. It's the CPU, and only raw clockspeeds would raise your FPS at this point or a CPU with higher IPC (This may not be possible even if you're running recent HW). The "Fix" is on the user end; you now have your upper limit for partcount and can attempt to avoid using that many in the future. -
You know; now I'm actually wondering if we'll have some form of (Completely optional )EM acceleration for constructed runways. That isn't too useful on Kerbin, but on a moon or similar body a Electromagnetic Catapult could contribute a significant portion of making orbital velocity in a fairly short distance to a payload or craft. It would also make sense for something like Orion; gravity is less so you don't need as much oomph to get it off the ground. So using an EM catapult to get Orion to a decent height before engaging the drive would be a viable way to preserve any colonies on the surface; assuming you didn't want to build it in orbit for whatever reason. Indeed; i would just settle for a mobile VAB though. One of the worst parts of KSP is that at no point is it ever really possible to salvage a craft that has had damage done to it; if you break landing legs or accidentally clip a solar panel or radiator while on EVA then they're gone for the duration of the mission. This means even with Hyper-Reusable ships that every mission has an effective half-life; simply because you WILL make mistakes while conducting it. With a mobile colony/mobile VAB you could effectively explore independently for as long as you wanted; even crashing the mobile ship itself and simply using the husk to regenerate while recovering the botched missions around it.
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Place your bets! When will KSP2 be released!?
Incarnation of Chaos replied to a topic in Prelaunch KSP2 Discussion
I'm going with my most pessimistic prediction; first quarter of next year (So wouldn't that be Q1 2022 actually? Since Q1 2020 also includes parts of this year? Sheesh now i know why finance is an industry.) Why? Because if it releases in Holiday 2020 i'll be pleasntly surprised; or if it is chock full of bugs i'll just pretend it didnt release until Jan-Feb 2021 and play some of my backlog. And if in the worst case it's released in something like March 2021? Then i guess i'll just have more time for KSP1, and all the mods i haven't messed with yet. -
FTL travel/special relativity
Incarnation of Chaos replied to mcwaffles2003's topic in Prelaunch KSP2 Discussion
Saw that; absolute MADLAD! -
FTL travel/special relativity
Incarnation of Chaos replied to mcwaffles2003's topic in Prelaunch KSP2 Discussion
Ah; well i'm more thinking of a winter/holiday release at this point. Or just a release in early spring 2021. -
FTL travel/special relativity
Incarnation of Chaos replied to mcwaffles2003's topic in Prelaunch KSP2 Discussion
For? -
FTL travel/special relativity
Incarnation of Chaos replied to mcwaffles2003's topic in Prelaunch KSP2 Discussion
It won't happen unless they decided to hire a team of people to write custom code normally reserved for supercomputers; they said they didn't know likely because they hadn't even investigated it as an option. -
FTL travel/special relativity
Incarnation of Chaos replied to mcwaffles2003's topic in Prelaunch KSP2 Discussion
They really, honestly don't until a finished product is released; also GPU acceleration isn't happening (For physics). So prepare yourself. -
FTL travel/special relativity
Incarnation of Chaos replied to mcwaffles2003's topic in Prelaunch KSP2 Discussion
This SO MUCH THIS!!! Right now we don't even know if KSP2 is even a functioning GAME; all the demos we've seen could've been completely smoke and mirrors. They have a few more months to take it into a functioning state, with the already immense task of creating interstellar systems, colonization, maneuver nodes for brachistone trajectories, the ability of burns to occur out of focus in this time. Along with perfecting the physics LOD system and the graphics, and making a sensible economy. And DAY ONE after it was announced; people were already asking for GPU Physics, VR, Ray-Tracing; everyone wanted KSP2 to be their own personal project. -
Yeah i always have dedicated pitch controls; elevons i only use for additional stability when needed. FAR doesn't do full fluid modeling, so i am curious about the "Disrupt lift by interrupting the airstream" as that isn't something i ever considered. But FAR does calculate the wing area, so it would be possible in theory. Thanks for the information! Honestly much of this i don't want for take-off; it's more landing and while in flight. Deploying the Landing Gear would force FAR to recalculate the aero model, so that'll work out rather well for me actually. Also thank you and everyone else for contributing; really didn't expect this much information this soon!
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Most games don't actually come together until the very last few months of development, so we really won't see how the game as it is today unless they also announce a release date a month or two in the future at PAX also. This isn't me being a cynic for once; just how software development in general tends to be (Always exceptions ofc).
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When they replace an electron in a orbital they become stable, but that's besides the point. By the time you could reliably generate Muons then you're well past the point metallic hydrogen as a propellant is even a consideration; you're using antimatter at that point or Muon-Cataylized fusion torchships.
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Not really sure about this section being the proper place for this query, but i figured that if it wasn't then someone would point me the right way. So currently I'm taking a forced break from KSP (I'm trapped in trigonometry hell pls help!!!!). But i figured as this isn't really something that requires me firing up the game, and has a number of different approaches which would likely keep the thread going for a while . That makes it perfect for something to sit here and simmer while i slog thru graphs, functions and derivations of arcane formulas for the next few weeks. Anyway; to the actual blasted point. I rather enjoy building aircraft in my heavily modded install of KSP, and iv'e always had some difficulty figuring out how to replicate how actual planes use control surfaces. Note we're not excluding stock, but i personally always use Procedural Wings & Control Surfaces along with FAR in my installs. So anything specific to those is worth mentioning alongside other advice if you know of it. For instance flaps; iv'e never once built a plane in KSP with actual flaps. Not because i don't want to, but because i couldn't ever figure out how. Inverting the deployment direction doesn't seem to be enough since then they just become awkward airbreaks sticking up perpendicular to the edge of the wing, and actual flaps can usually deploy in multiple angles (For instance you almost always have settings for "Landing" which create a wack ton more lift so you can go below stalling speeds on approach). Things like Split Flaps, Elevons and Spoilerons i can't even conceptualize how to do in KSP, and it doesn't seem that any tutorials go beyond very basic aircraft design. So i ask of this wonderful community; please vanquish my ignorance and replace it with the knowledge i seek.
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KSP Needs life support. PLEASE
Incarnation of Chaos replied to Marshall Hopp's topic in Prelaunch KSP2 Discussion
Whatever LS they have better be able to be ignored entirely, and shouldn't result in completely dead TT nodes that i have to spend progression/science on also. -
What strategy do you take in a career game?
Incarnation of Chaos replied to peewee69's topic in KSP1 Discussion
Early and Mid career are dominated by Expendable Launch Vehicles for me; with the reusable kit coming near the tail end of mid career. The issue is two-fold; tech unlocks are coming fast and furious making whatever you build out of date before you know it along with the unlocked tech not being sufficent to provide decent margins for reuse. However i do attempt to "Standardize" my launch vehicles if possible; it's not hard to make a two-stage launcher that can lob 30T into LKO even very early on in career. From that point you can make a "Heavy" version once fuel ducts unlock, and then stretch or even move to an improved upper stage later on for more performance. Late-game is when reusable launchers come in, and generally is also when the real exploration begins -
Finally, some news from Star Theory!
Incarnation of Chaos replied to KSACheese's topic in Prelaunch KSP2 Discussion
Asimov was at times prophetic, and only seems to be more right as the years go by. That should be terrifying to everyone. -
Well like iv'e said before; we've only proven solid Hydrogen isn't metastable at 450Gpa; doesn't mean it couldn't be metastable at higher pressures. Even found a paper written in 2016 outlining calculations showing potential metastablity at 550Gpa. But there's also the point that the reason we're even bothering trying to create it on earth is because we think the interiors of the gas giants are chock full of the stuff, and could explain the strange properties they have both magnetically and thermally. So any demonstration of novel effects is somewhat of a side effect instead of the main scientific purpose of these experiments, and that's fine.