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Vl3d

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Posts posted by Vl3d

  1. 2 minutes ago, MarcAbaddon said:

    You are just setting up people for disappointment tbh. There's really zero evidence that those game objects are supposed to do anything except collecting the Flight Report.

    You can also tell that it's not supposed to be used in the way you suppose because it has way to much overhead for that. You can't save with the below structure multiple times per seconds. You'd need a very minimalistic data structure for that. It's a good setup for logging important events, not for tracking the state of a vessel throughout the entire lifetime.

    • ObjectEvents
      • TravelObjectId
      • EventKey
        • vesselLaunched
        • partCrashed
        • vesselSOIEntered
        • vesselLanded
        • vesselDestroyed etc.
      • Universe Time stamp
      • FlightReportArgs
        • can be parts or celestial bodies etc.

    The big save file size bug is an indication that the methods of the recording system get called very frequently. What you see in the save file and in the Flight Report is a massively filtered and truncated version of that.
    The purpose of this tread is not managing expectations, but discussing what gameplay features this recording system (which IMO is one of the foundations of KSP2 gameplay) enables for the future.

  2. 11 minutes ago, MarcAbaddon said:

    I have looked at the code and the SAS updats are called per frame, not per physics tick. To SAS inputs are one example right away where the engine won't reproduce the same behaviour. 

    Yes, but SAS is a real-time flight system that gets called per frame. It should be on a separate thread from the Universe Time background simulation as it only influences vessel orientation (and related control objects).

  3. 1 minute ago, Snafu225 said:

    I feel the huge filesizes is something bugging out.

    Yes, because they probably disabled in-depth recording and it gets filled with repeated mostly empty data keys. The flight report holds just an overview of what the vessel has done. But most of it was just not recorded for now.

  4. 3 minutes ago, linuxgurugamer said:

    That is in an ideal world.  Realistically, there are going to be variables.  In a game like this, even one tick can change things down the road.  Recording each and every input for each and every game tic will be unmanagable.  This thread has already shown the growth in the save file from just a few days of playing.

    Personally, I'm starting a new save file every time I play right now.  This may change when I try to do a multi-vessel mission (such as station building, etc), but given the early, fragile state of the game, I'm not trying to stress out those parts which don't need to be overstressed.

    The fact that the system is now mostly disabled would explain why the save game file sizes grow to GB with only repeated entries. The bug probably appeared when they decoupled the in-depth recording system from the game.
    Do you think this is evidence of the milestones recording system that we talked about before? Very curious about the diversity of events. For now there are just a few.

  5. After hearing other players mention it (because it takes up a huge amount of drive space), I have also taken a look at the structure of the JSON save files in "C:\Users\...\AppData\LocalLow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer\..." and I have found the section called "TravelLogData". I believe this is evidence that KSP2's foundation supports recording mission milestones, actions and events - which will enable  a lot of features we have talked about in the past:

    • colony delivery routes and seeing active flights
    • parallel-sequential missions by returning to the past and seeing recorded mission play out
    • in-space asynchronous multiplayer which allows time warp
    • single player space races against an AI controlled agency
    • vessel stage recovery flights (like FMRS)
    • implementing the next gen MechJeb
    • ...and much more

    The structure of the Travel Log (as of 0.1.x) is:

    • Objects
      • TravelObjectId
      • Statistics
        • DistanceTravelled
        • GroundDistanceTravelled
        • MaxAltitude
        • MaxGeeForce
        • MaxSpeed
        • MaxSpeedOverGround
        • MaxGroundSpeed
    • ObjectEvents
      • TravelObjectId
      • EventKey
        • vesselLaunched
        • partCrashed
        • vesselSOIEntered
        • vesselLanded
        • vesselDestroyed etc.
      • Universe Time stamp
      • FlightReportArgs
        • can be parts or celestial bodies etc.

    We will have to see if this will be expanded significantly as updates roll in.

    The fact that the system is now mostly disabled would explain why the save game file sizes grow to GB with only repeated entries. The bug probably appeared when they decoupled the in-depth recording system from the game.

  6. This post is not about simulating actual weather systems or gameplay altering systems like wind - it's just about the visuals.
    I know there's not enough performance budget for this in KSP2 at the moment, but just look how immersive the game becomes with weather visuals.
    This is amazing, I hope KSP2 also gets this sooner rather than later.

     

  7. 6 minutes ago, Anth12 said:

    I don't like the ragdolling in KSP1.  So I think an in between situation would be better. A compromise if you will between realistic physics and avoiding what KSP1 did badly.

    Yeah, they shouldn't be unresponsive. The part where they were "unconscious" after a fall was just wasted time.

  8. Vehicle construction:

    • In the VAB, when holding ALT while placing a part - snap mode is off.
    • Select your assembly by its anchor, copy it with CTRL+C then paste it in a text editor or send it to a friend who can then paste it with CTRL + V in his workspace
    • After selecting the translation / rotation tool, press F to change it's frame of reference

    Flight:

    • Hold ALT + WASDQE to adjust the trim of your aircraft (changes the neutral flight position of control surfaces)
    • ALT+X resets trim
    • You can press CapsLock to enable fine control (especially useful when using physics time warp)

    General:

    • You can click and drag to scroll through lists.
  9. 31 minutes ago, Anth12 said:

    Heres something pretty amazing:
    A kerbal no longer rag dolls. In fact it just lands on its feet even at high speeds. It seems so natural to be able to do this doesn't it? Fantastic work by the developers here.

    This is for a bug report to get it even better hopefully:

     

    That's not normal. He should fall over and flip.

  10. 5 minutes ago, schlosrat said:

    Planes may be easier due to aero, but let me tell you rockets are most definitely not. That may not matter to you if you're playing the game mostly for planes, but control of a rocket on ascent is now noticeably harder. Double or triple the reaction wheels, if you're bothering to rely on them at all while you're atmospheric. If you slap on enough to control your rocket in the air, you'll have far more than you need once out of atmo. Just forget about the so-called stabilizers and go for control surfaces. I'm not sure fairings even do anything at all other than sit there and look pretty.

    I tend to not agree, I feel like rocket aero is more realistic now. I have encountered no aero issues with getting to orbit (except for bugs). But I think aerodynamics shape is very important now and also a thought out ascent profile. Other players have mentioned that there's a lot more drag now. I think that's great! No more...

    24z21r8tteu71.jpg

    ...horror.

  11. 2 minutes ago, mcwaffles2003 said:

    Could be nice, but having exact piece lengths for these parts matters a lot for symmetry and higher part count matters for simulating flexibility

    Yes but usually you pick the longest tank you need - which is a single part without flexibility.

    And yes I agree with having exact / defined steps for length. I feel it's important for game balance and easier to remember how much delta V a craft has just by looking at how many length steps it has.

  12. 5 minutes ago, The Aziz said:

    Nothing wrong with combined, only the tool needs to be more clear to use (bigger? Different design?)

    I agree, I feel like the arrows are too thick now. And sometimes I have to move the camera because one gizmo is hidden behind another. Maybe they should be more spaced out. At least it's easier to use with just the mouse, we don't have to press 2 and 3 or an extra click.

  13. Think about parts where this would be possible and helpful - for example methalox tanks or cargo bays with same diameter and design. Besides simplifying the parts list or limiting vessel part count, also think about gameplay elements - should the tech progression first unlock shorter tanks and limit access to longer tanks?

    Also think about the fact that having multiple parts allows for fewer clicks when building "round" objects (putting parts head to tail and rotating them).

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