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Chevronie

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Everything posted by Chevronie

  1. because I was quoted in this, figure i'd help out: Player.log the craft with the most egregious stuttering: https://drive.google.com/file/d/1iI3mZlqW0KFyqsI6Gzfv2tKpBlvItwwx/view?usp=sharing hope this helps
  2. recently found that the launchpads are not occluded from the contracts that make you fetch things from orbit. got a warm supprise when i rendezvous with the part in orbit and then switched to the "craft" i had to recover which brought the thing i had to recover to a surface velocity of zero messing up the entire contract possibly until the end of times i'm assuming the launchpad base stays at a surface velocity of zero no matter what, so thats fun. actually never mind the base being in a weird "landed" state makes the contract really easy
  3. While I remember this being a problem for some time, I am only getting around to reporting this now that I have more drive to play the game again With specific craft, there are huge lag spikes that bring the FPS to zero over a consistent time. The lag spikes are unplayable. This isn't a problem with my computer's hardware I don't think, as other unity games and some of the most intensive tasks can be handled fine by my computer. I should also note I haven't built any new craft since I picked up the game again recently, and the craft I have noticed stuttering has been flown at least one time. I would not have used them for missions if they stuttered this bad in the past. I have tried really hard at figuring out the root cause of the situation by modifying craft and creating dummy vehicles designed to lag: Tried deleting a lot of parts from lagging craft (didn't work) Deleted/moved radial boosters from stages (Worked, but can not be reproduced by making duplicates of boosters and other craft without any radial boosters also experience huge lag spikes) Deleting all the radial parts on the inline stages (didn't work) creating a mock craft with a lot of reaction wheels, stages, and radially attached fuel tanks with engines (game ran without any suttering at all) Some craft experience stuttering a lot more than others: A 100 part, 275 ton interstellar craft designed to bring 4 kerbals to eve orbit in one launch - only experences small stuttering, nothing unplayable A 190 part, 300 ton interstellar craft designed for a crewed duna landing in one launch - extremely bad stuttering - the game hangs on a frame for longer than it stays on a stable FPS a 92 part, 60 ton probe designed to deliver 3 relays to minmus in one launch - little stuttering a 40 part, 106 ton probe designed to deliver kerbals to my duna space station - lots of stuttering + more, but I dont have the willpower to search through all my craft I've made over my 5 in-game year playthrough Like I said, all these craft I mentioned have been flown at least once. Some, more than 5 times. I would not have flown some of these craft at all if I had this stuttering problem when I flew them. The inconsistent performance results on craft with varying part counts makes me think part count alone is not causing the problem. I've tried stripping parts of their custom properties and deleting them to little change in performance. Here is my full ksp.log file. especially look at the flight scene, where KSPCF cleaned 669 memory leaks in 7 thousandths of a second Here is my mod list, let me know if there is a problematic mod in here. LMK if you want any craft files
  4. According to Nertea on the Intercept Games discord: The whole lack of occlusion from celestial bodies is likely intentional. Don't know why, it trivializes probe missions significantly. A reason why I can see this being a thing is that there isn't much detailed information on orbits that you can see without mods, so things like resonant orbits for setting up and efficient relay network is much more difficult for an unmodded installation. It's things like this which bugs me about KSP2. It seems to trade the advanced player's experience for casual player's experience, rather than expanding the experience for casual players while keeping the advanced players experience somewhat similar. A lot of tools and features that in my opinion diversify and enhance the game for people who know what it's about (like commnet occlusion) are missing to the KSP1 veteran's expense. With this, the only real difference between probes and kerbals is the antenna (and I often still put an antenna on vessels with kerbals).
  5. What type of burns weren't decently accurate to what the maneuver node predicted in KSP1? I dont think I have had a problem with incorrect trajectory prediction in KSP 1 that or I just figured it was a problem with one of my mods messing up the trajectories
  6. While the new maneuver node system makes plotting nodes to other SOIs more convenient with its time warp system, it also makes circularization burns or burns around each apsis less intuitive as you have to guess where the node should go so that half the burn is before and the other half is after passing the peri/apoapsis. KSP1 of course used a system where the actual node on the map is the half way point in the burn, rather to KSP2s system where the burn starts when the node is passed. Adding something such as a setting changing when the burn should start relative to the node will make people used to the KSP1 system have a much easier time plotting such nodes.
  7. hey, the X-02 Wyvern from Ace Combat! I've recently become a sucker for ace combat and this was a very surprising thing to see on the ksp2 dev blog Cant tell if this is the highlight of this post or the news of my biggest issues ive encountered in game are actively being worked on
  8. As pictured, upon decoupling of the lower stage and ignition of the upper stage, only the fairing from the rhino to the decoupler is separated, and then any attitude control is lost. Up to and during stage separation, the craft was pointing prograde with the SAS setting on, which it still was in the picture, but its swayed wildly off course.
  9. Got to be the sound design. Truly a work of art. The countdown, ambient music, tires screeching, its got it all!
  10. I just started playing yesterday due to the sale going on in KSP, and I have little to no idea what is going on A lot of the good tutorials (and the training scenarios in KSP) are made from pretty long ago, so I was wondering if there is some tutorials that will apply well to the current version of KSP
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