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boxman

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Everything posted by boxman

  1. In my experience trial and error kinda makes you just know if the rocket has enough delta-v to get where you want. I personally find it alot more fun than using some mod that tells me the exact numbers. And I have also seen streamers who are dependent on such mods fail often due to fuel lines/asparagus setups not being calculated properly.
  2. The first time I found out about KSP was after coming across "one f jef/jefmajor" playing ksp .16 on twitch which quickly got me interested.
  3. It did have that effect on me during the first thousand(s) of hours of playing, but then after going nearly everywhere making various bases/stations it kinda started to lose the magic for me. Did not help that it got more and more unstable with each version. Since .2x I have really not been able to get back into it. For me now unity5 is my only hope, so that I can actually make something large without framerates dipping into one digit numbers or constant crashes due to mods using up the little memory available in the 32bit address space.
  4. Like previous poster said that is probably due to a very low end GPU bottlenecking it. If you have 650ti or better you should not get these issues.
  5. Funny thing is that I thought this was one of the points of tweakables, so that you could yourself fill up those tanks with whatever fuel you wanted. But like with most features they started on it seems like they quickly forgot about them before actually finishing it. Was the same thig with the hidden rotor/ball bearing tweakable that was supposed to be enabled several versions ago and yet nothing...
  6. And who cares?? If you paid for the game then there should be no problem for them that you play an older version. I can understand sharing it publically is not a thing squad would want, but if you are a paying customer i surely doubt they would care if a friend of this person shared an older version of the game. And about older versions.. I wonder what happened to the collection pack that squad talked about years ago, which was supposed to include every single version of KSP released.
  7. For me it is the performance issues/memory, inability to share crafts and the fear of the next version breaking the mod, which has happened quite a few times.
  8. It is for sure alot higher than 2.2km. I have spotted my bases and even the lights from them from nearly orbit.
  9. Are you actually using the brakes or are you just hitting reverse?? There is a big difference between using B to brake and just using reverse. Hitting B did at least in past brake so much that it could actually flip your rover if it is not build well.
  10. I dont know of any way to reduce the render distance, but what kind of system do you have?? If it is a desktop system, you could simply get a really cheap GPU like for example the 750ti which should remove all bottlenecks caused by your GPU when it comes to KSP.
  11. That is exactly the case. With each and every version the performance has gone down on average and memory use and leaks up. This is why me and others were begging squad to not rush towards 1.0 and instead make sure it is optimized and tested as well as possible before releasing it. If this guy is correct then they are even using 2048x2048 textures for some buttons: http://forum.kerbalspaceprogram.com/threads/121818-The-current-state-of-optimization-Are-you-crazy-Squad As much as I love this game and what squad has pulled off, i think they have some serious management issues that needs to be addressed. Hopefully all these problems will make them focus on optimizations and unity 5 port with 64bit build instead of just adding more features that will just make all these problems worse.
  12. Then what exactly is the point?? Must make it the most useless feature ever then. And why not do with every other feature and SCALE IT UP to fit with the smaller solar system??
  13. Even though he was a bit harsh in the wording he does make a very good point. Why would they use such large textures for something as simple as a button??
  14. Everything I have heard suggests that it has only gotten worse. The memory leaks so fast that even with a stock game it will crash after a few hours of play.
  15. When it leaks so much memory that you only get a few hours of gameplay before running out, then that is a pretty damn serious issue. With older versions I could play KSP all day without restarting it at all. The only reason you did not get any crashes was because you kept restarting it.
  16. Yet one of the biggest selling games on steam this year was cities skylines that only had a 64bit build and did both multicore and 64bit/above 4gigs of ram just fine even though it was developed in unity.
  17. Yet another good reason for why unity5 should be a high priority. I know it will probably not be possible to get it as good looking as these videos due to scale of planets, but I am sure they are able to more easily add some nice effects, like for example fog/mist, clouds, water and maybe even some dust being kicked up from rover wheels or rocket.
  18. I am skeptical, but I really hope you are right. They just no longer seem that optimistic about unity5. And I think it is just a bad idea to release 1.0 first, since we all know that a new engine are bound to have some issues or bugs in the first KSP build. But I guess it is too late now to delay the 1.0.
  19. It would be impossible to remember exactly the words that was said since it was months ago before unity 5 had gone to beta. But basically what was said was that they could not wait to get their hands on it and kinda joked about how they have been bugging unity 5 daily to see when they could get their hands on it. Then went on to say that they are dedicated to the port as they believed this would allow the game to finally utilize multicore/threads for physics due to the changes in unity 5. They then explained that even though it will be multicore and will increase performance with large part counts we should not expect double the performance from lets say dual core systems. Also talked about how they were excited about the improved physics engine as well and that this would most likely also improve performance as well as the improved graphical capabilities which could allow them to at a later date make the game prettier by using the GPU which was more or less underutilized right now. Then they finally talked about how that it was such high priority that they would focus most of their resources on the port and even halt other development once unity 5 is released until that work has been done. This was of course not a promise since they usually end such announcements with a disclaimer saying that things can change further down the line. The order might be a bit out of order but this is roughly what was said during that squad cast and they seemed really excited and optimistic about it. But it really shows that Squad themselves understood that Unity 5 is important for this game and that it would be better to port it sooner than later. With the recent change and push towards 1.0 I fear this port will never happen...
  20. I dont have anything to prove. You are free to believe whatever you want. I am not going to dig through months of ksptv stream archives that are most likely long since gone thanks to twitch deleting old archived streams.
  21. If they had made the engine more effecient, then who cares if it is called optimization or not?? They have not even done anything serious when it comes to optimization anyways, so going to a new engine wont hurt anything and can only IMPROVE it. Just because they are porting the game over, they dont have to release it until it has been tested and properly bug fixed. And just because it is a new version number of unity, does not mean it will be insanely difficult to port over. KSP was not so long ago running in unity 3 and the task of porting it over to version 4 was according to the devs for most part a very smooth process. Unity 5 has also been designed with ease of upgrading in mind, so that the process is as painless as possible. And for your information it was squad themselves that stated that Unity 5 was such a high priority that they would immediatly start working on it as soon as they got access and would even halt development of other features temporarily so that they could spend every resource on porting it. It was also squad that decided to suddenly out of nowhere push for 1.0, even though it was said it would remain in beta for quite some time. No one forced them to do this and it is in fact a bad idea to do so until the damn game is both polished and finished, which includes unity 5. I really wonder why you people just assume that it is virtually impossible to port to unity 5, when everyone who has experience with it states the opposite. Of course there might be a few bugs here and there and some changes in code, but end result would lead to a better game in literally every way and will even make future development easier since unity 5 takes care of quite a few bugs, issues and performance problems.
  22. I never said they made a legally binding contract. I was just quoting what squad/community manager stated on the Squadcast last year. And if you are a software developer you should also understand that it is not a wise idea to rush towards 1.0 release until a port has been done, the code has been optimized and everything being bug tested to make sure it is as bugfree as possible. Alot of the features they are planning to put into the game after 1.0 will bring new bugs and quite possible break our save games, ships and mods and same thing will happen when they port it to unity5. It would make sense to get the code more or less frozen by the time it reaches 1.0, so that the chances of that happening is minimal. Instead they are now adding a bunch of features and releasing 1.0 without it even being in beta to make sure it actually does not break the game further. The current version of KSP is seen as the most unstable version in ages thanks to memory issues. The addition of new features like IVA scenes will make this even worse and yet they are going ahead with 1.0.
  23. There are even unity 4 games that properly do 64bit without any stability issues. A perfect example is the new cities: skylines which is only available in 64bit and was made in unity4. It also properly uses all cores of the CPU as well. - - - Updated - - - Funny how it was just months since they stated that unity5 was absolutely first priority. It was such high priority that they would halt everything else as soon as they got access to it, so that they could use all resources to get it ported over to unity5. Then suddenly soon after they announced 1.0 instead.... And this is why it to me makes absolutely zero sense to suddenly rush towards 1.0. The more they add to the current version, the more they will have to fix when they finally get to porting it over.
  24. That would make sense if you were piloting the ship from inside it, but when using third person camera it would not make much sense to hear any sounds. And even inside the craft the sound would for sure change once outside the atmosphere.
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