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Dakitess

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Everything posted by Dakitess

  1. Considering what KSP2 has to offer, graphics wise, yeah, it should run on a 1050ti laptop. Definitely. Lowering the settings of course, but totally playable, just like KSP1 was on iGPU of its time when you lowered the graphics. Actually, KSP2 at minimal looks garbage, which is okay-ish for a minimal don't get me wrong. The thing is, knowing how it looks, it should even run on last gen iGPU like IRIS or RDNA3, let alone a dedicated 1050ti or so. Stay with me : it looks like 2x better than KSP1, yeah ? But we have a pretended optimized game, and years of dev. So it should cancel out and be able to run as well I would say. I want to play KSP2 ultra minimal (lowest settings + 720p) on my working laptop in the Train. I want student I work with to be able to run KSP2 correctly on their laptop that often are 1050ti + 7700hq + 8gb RAM. It's KSP2. It's not beautiful, it's not gorgeous, not at the lowest, and not more at the highest setting. What we see at highest is barely 2017 worth. Yes, it's not a BIG game with 200M$, it's fine, it won't look as beautiful as the last gen space games and it has its own difficulties regarding the physics and all. But... It's still a 50$ game, after 5 years of dev, based on a very existing game as a solid basis, plenty feedback, and with 2023 technologies, improvements, and all. No, it does really not look good by any 2020+ standards and it's a shame. It should pretty be able to exploit our biffy 40XX gen cards to run in smooth and beautiful, and in the mean time allow for settings to get it working on a 1050ti laptop, in 1080p, comfortably. And in addition, yes, it makes sense to compare it with other game totally different, when they show beautiful graphics and still demanding an old GTX 960 as a minimum which run correctly and does not look like excrements in the mean time. Stop complaining about people which are complaining about their 5yo rigs not being able to run KSP2. They can run Hogwart Legacy, they can even run somehow a StarCitizen, and plenty other example : there is no excuse about KSP2 asking for much more, with a very very not flattering result. Yes, it's more beautiful than KSP1, thanks for that captain obvious, that's not the question. Yes, GamePlay comes first, no one argue about that, even if I would be tempted to do so since KSP1 already has that gameplay completed. Yes, people will need to update their rigs one day or another, that's breaking open doors, thank you. And yes, it's EA and it will get optimization, maybe substantial one, like 2-5 the actual performance. Yet, it's not enough, It lacks about 10-15 times* the performance gap, which is a whole another story and I don't see how they will manage that. But anyway, people saying "upgrade your rig, you poor" don't even mention the game being EA. Nah, they just say "1060 is damn old, it's normal it won't run modern games", while... it runs it perfectly. Except KSP2.
  2. Ha, ShadowZone, you're the Youtuber I like the most among the English-Speaking contents, when it comes to KSP news, analysis, etc. I feel like you're very honest and fair when it comes to criticism as well as compliments. Thanks for that !
  3. Ok, so... Ready for an Ego-Trip in no particular order ? Don't forget to read the conclusion as well haha. - I've posted the biggest numbers of KSP related post in French, accounting all existing platform, for the past 11 years or so. - I've helped as much players as I happen to encounter, from total newbies to expert, depending on my own experience at that time. - I've founded and actively leaded the French association called Kerbal Space Challenge, which organize Online KSP challenges (huge one, like, really), animating and gathering the community with whole new dedicated platforms (website, forum, discord, twitter, twitch, etc etc). Our main goal being education contents, reproducing IRL missions, making the players meet together and share their common passion, exploring their talents in drawings, videos, mathematics, story telling, etc. - I've teached KSP and Orbital Mechanics in junior school, university, engineering high-school, and will continue to do so with KSP1 this year - I've organized, along my KSC association, the #KSPACECONTEST, the very first IRL KSP Hackathon, with 1000€ cash prizes but more importantly institutional jurors like ESA, CNES, Lattitude, and others. I was among them but just as a KSP expert, such an amazing event, so proud we made it ! - I've wrote the most comprehensive KSP Guide that I know of, humbly, to learn KSP as a newbie or as an intermediate player that want to get it with some additional popularization of light scientific concept and the "whys", the "hows". And many other reference posts that are used for years, but are not "proper" clean tutorial, more very detailed answers. - I've shared my passion for KSP all along, also using Youtube to host some Full Stock (except graphics, come on ^^) cinematics. There is only a few as they took me about 50-100h each, but I've enjoyed doing them ! - I've organized BDA Tournament, very look like the Runway Project but in our french community with other rules. Thanks to the BDA Dev, it's really something crazy good to play with And statistics, gosh, I love table to play with, colours, numbers, podium haha. - I've co-wrote a kOS script that automate the whole Perfect Gravity Turn adjustment and it belong to my best recent KSP memory ! I don't write code myself, can read it ok-ish, but we've spent like 50-100 hours to think about it, to make it reliable, to take into account various exotic crafts, etc, it's like the "Gravity Turn" mod but using kOS and quite much more agressive to get the perfect Gravity Turn, and it's soooo enjoyable to see the thing going automatically It helped a bunch of people to visually see, feel, and understand how Gravity Turn work and how they can be more agressive as they would dare to do manually - I've bought KSP1 about 3 times for me at various occasion, about 3 more times for presents, and I probably lead people / university / other structure to buy a hundred more. - I've bought KSP2 full steam price. And right after the 2019 Trailer, I ran a whole comprehensive survey regarding the most wanted features, in our french community. Don't think KSP2 did anything with it, when I submitted them the result back in the days... haha. Anyway, I tried again recently, in the forum, after the EA Launch. Might still be useful, and haven't seen other survey like this, it really had some cool ideas prior the launch. - And other things I don't think about ! Now, the "conclusion" : i'm really pessimistic and have been very salty regarding the KSP2 launch. I mean, by all i've made so far "for" and thanks to KSP, I'm maybe the post passionate and invested french guys. It really means something big for who I am today. And despite this, I'm so sad of how KSP2 turned out. I don't feel like I want to open steam and launch it. I don't want to promote it, etc. How crazy is that, after all that time enjoying KSP1 and waiting for KSP2 ? I mean, i'm tipically the guys commited to the cause, that can only love a new KSP. And yet... nah. I don't think we'll ever get the KSP2 that should last for another decade, technically up to date, with all the promises that were made, and that make me sad. Anyway, time will speak, finger crossed ! Edit : I must add that I've never really be able to communicate with KSP1 and KSP2 teams. Like... Really not. I've not been asking for anything, of course, as they don't owe me at all, but some help to promote the biggest activities and events, that are premiere for KSP, that help selling it, promote the educational potential, etc, nah, nothing. It really adds to the "meh" feeling about the communication, which barely only look at Reddit, pick a random image and post it, or publish an homemade low effort screenshot or challenge idea with no involvement at all. Not happy of this part of my KSP route, unfortunately, we could have done much more with just a little acknowledgment. That's my very personnel point of view, not the one of this KSC association.
  4. Wow, so much people being optimistic !... It actually feels good to see, as a very pessimistic guy regarding KSP2. Maybe it's just a point of view issue and things are not going that bad, if most people still believe in it somehow.
  5. It's quite a shame that we don't have proper interview that "put the feet in the dish" as we say in French. Nothing that would be salty and aggressive / rude of course, just a formal interview but that would aim at collecting and answering "real world questions" instead of scratching the surface. Like... Your game is running at 10 FPS with a 150 parts vessel, using ultra high end hardware. You've insisted a lot about the performance optimization as a core "feature" of KSP2 so, with comparison with KSP1, players are waiting for 600 parts crafts launching at 30 fps, minimum, on a high-end specs machine (not crazy one). It's probably a 10-15 times optimization factor required, is it even possible, where would that come from ?" Numbers. That's a rough example, but, like, Nate would have the right to ignore / postpone / whatever, it's an Interview, not any kind of torture. But among the questions, some might get answers, hints, etc, as well as global "tone" of the conversation that is not pure communication with always the same questions.
  6. Yeah. That, and procedural definitely does not mean "bigger", don't know why he is insisting on that.
  7. Damn, I sincerely thought I saw the proc solar pannels being advertised in the same video / dev note than radiators, and it made sense to me, haha, my bad ! Then, wow, I don't get why we would have proc radiators and not solar panels oO Edit, yeah, found that on the DevNote we are talking about, right below. Must say that I don't see how this answer is valuable, this is the exact same shapes, the exact same mechanism involved in terms of rotation, reaction to solar direction, etc, how could they pass on that ?... Really I don't get it. Developing a neat tool to shape radiators, that might cost some time, to only use it on... Radiators ? Raaaah, KSP2 is really a thing x) Posted March 25, 2022 Seeing this question pop up in a few places. We don't currently have specific plans to add procedural solar panels for release, as solar gameplay wasn't blocked by the absence of a large-scale solution in the way that radiator gameplay was. As you get deeper into the progression, you've got a number of other power generation solutions that don't rely on sunlight (since many of the problems you're solving involve either being very far from a star or being in a situation in which solar intermittency is an obstacle). I'd love to hear the applications you see for big, interestingly-shaped solar panels.
  8. I don't get it, Procedural Solar Panel were already avertised in DevNote and other communications, right ? So they are confirmed, nah ? Along the procedural radiators.
  9. Don't know if it has been said once or multiple time, but I find the Thrust adjusment way too sensible : It used to be pretty perfect on KSP1, to me. I never had to adjust the thrust limiter by right clicking on an engine, and I had to at the very first mission I ran in KSP2 with a simple LV909 and an accordingly sized module above. We have All-or-Nothing input for 100 and 0% thrust, so we don't need thrust adjusment to be "fast", instead we need it to be precise. I would say that "Green-Clock real time playing" in KSP1 is about 3.5-4s to go from 0 to 100% for the thrust gauge. It seems like it's about 1-1.5s for KSP2.
  10. God, I agree that most of the feedback is going to be properly ignored since the state of the game is really not propitious, with a LOT of bug report in the first place, performance rant in the second place, etc etc. It's fairly logic that they're going to work on Major bugs, which will probably cost at least a month and 2-3 patches... In the meantime, feedback will accumulate here and everywhere on social media and some on the official InGame "error report", without any proper tracking, without a dedicated platform to handle the load. So what ? People that already wrote their very detailed, comprehensive and passionate feedback won't write it again, it won't ever be taking into account, moreover if KSP2 team consider "1 month old feedback" as irrelevant because they patched the game and things have changed. Damn... This EA was supposed to be all about giving feedback about enhancement, ideas, propositions, suggestions, to build the game together, to think as players with millions of hours in, with lotta experiences, etc. Nah, instead, people are writing here, there is probably one KSP2 guy trying to assemble barely something in a file but just the main tracks, ignoring all the "smaller" ideas that did not occure more that once or two, and with the rest of the team telling him "you know what, yeah, cool, but so far we need to get this game working and it gonna take some time, do your best, and maybe we will scratch it all and ask for newer feedback when the game is OK-ish as it should have been from the beginning". That would be... Haaaa, don't know what to say. It's such a mess, it's such a pity that it started this way.
  11. Wah... must say that, same as some others, I really sincerely (I mean it) don't get how this game can be awesome in any way, visually wise. It's very very poor, technically speaking, and there is nothing like "artistic choices" to my eyes, only cylinder looking like 20 faces polygons, moutains looking like polygons, clouds looking like pixels at far distance and barely nothing when close, texture being over-saturated and gross at best, as well as very inegal, lightning being completely, compleeeeetely off, shadows as well, etc etc etc. Actually, i've just wrote a small review about it, and it was my initial and final words : at no moment, I felt in "awe", not even close, which is kinda incredible for a game like KSP2, in 2023. It's totally improbable to not get any chills, any awe moment, because it is graphically wise "gross" to my eyes. It's out dated, it's a thing, but I don't see how to defend any "artistic choices" in addition. And that's a shame, graphics was all I was waiting for. Scenery. KSP is all about scenery. Otherwise there is no incentive to do anything, to take any pic, to share any place. I don't see how they will fix that, i'm pretty they are happy with how it looks, they might improve the overall look by 50% while it sincerely needs about 300 to 400% enhancement to me. Really, consider how it's looking...
  12. Hey there, I would LOVE that UI is fully mod-friendly, so that artists and graphists could design whole new and different UI, focusing on visual, because the dev would have provide easy to use data to embed. Imagine getting a "Rainmeter like" UI tool, with very very different way to show informations and all !
  13. If so, is this really the best way to do so ? Since the state of KSP2 is already VERY Early Access, with a bunch of bugs and all, most of feedback might be about bugs, issues, unoptimization and all. Which is quite unfortunate as a start since this EA was promoted as a way for players to say what it is good, what is bad, what can be enhanced, what are the good community ideas to implement, etc, not to debug the game, but that's another story. Regarding suggestions, ideas, feedback from players, which are not bugs, we should have some proper platform to deal with it so that we can efficiently research if something as already been said (here is okay but not perfect), upvotes things, see what are the trends, etc. And it would be so much more convenient and efficient for team instead of trying to follow the rithm of random posts, repeating each other, etc. I feel like here, topics are going to drawn pretty quickly, this is a forum, not a feedback dedicated platform to help devs and official teams. And because it's a bit unclear so far, people are posting ideas, suggestions, bug reports, everywhere on social media, forums, discord, or through the InGame error report system. So yeah, maybe I've missed something, but is it really officially here for everything else than bug report ? What about using the InGame "Error Report" system, which quite suggest that they want specifically "error feedback" while it should have been the occasion to gather around suggestions, ideas, what we want to see InGame, what can be enhanced, rather than hunting bugs and complaining about very bad performances ?
  14. Just hope we will quickly be able to do our own community VoiceOver thanks to a mod or an official support. I'm French and I would be okay to do so for our community.
  15. Agree as well, or as a difficulty option but that would be waste of energy for 99% players so not worth it Though, this line regroup more Physic aspects, and in our community, this mostly translate to more precise and realistic plane behavior, the aero-model
  16. I don't get how we are supposed to get Proc Radiators and Proc Solar Pannels and not tanks. It feels very off to me. And i'm not a big fan of Procedural at all, but definitely can understand et admit the huge advantages. I like the lego-ness of KSP, it's really part of its identity and even allow to immediately recognise what a craft is made of. Sooo... Instead of Continuous Procedural, why not some Discrete Procedural ? Like, a tank would grow by a meter, then another one, with a feeling of "measurable steps" and a texture applying accordingly. That would be the best of 2 worls, nah ? I really wonder why it never happened as mod on KSP1.
  17. Hey there, I dare to share one global "feedback" based on a survey, it's quite comprehensive and has a lot to benefit from ! https://forum.kerbalspaceprogram.com/index.php?/topic/212165-121-participants-and-50-features-to-be-selected-in-this-french-community-survey-about-what-are-the-most-anticipated-features-of-ksp2/
  18. Hi KSP2 Teams ! Congratulations for the Early Release of Kerbal Space Program 2 ! We are Kerbal Space Challenge, our association represents most of the French Players, and we organized a big survey in August 2019, after the official announcement and the truly amazing Trailer, a piece of art. Our survey took places in 2 phasis, one being the collect of all the features that the community had in mind (3), and the other one to rephrase and regroup all theses features in a new form (4) : everyone was then able to rank the top10 of the most awaited features and we had a whopping 121 participants and more than 1000 features ranked, among about 50 possibilities ! We are glad to share this with you with a proper translation of the original article that was published on our website and in which you will find the results (1), as well as the original data in an excel file (2). We hope that you will find some trends to make the game grow in the best direction possible, and we are already planning on a new survey to see how that evolves now that the game is in our hands ! Don’t hesitate to jump to the synthesis table at the end of the article, but the rest might still interest you I give it right now, embedded in this post, but there is far more to explore in the results ! Do not hesitate if you have any questions, of course. We look forward to organize and collect from another survey based on the first feedback from the players on this EA ! Regards, Kerbal Space Challenge Team Sources : Translation of the Original Results Article gathering all the conclusions, by the time of August 2019 : https://docs.google.com/document/d/1ta8gRoK-BL8wIi62ueHt5JwOzHUxzzuRKuA72jwZScY/edit?usp=share_link Translation of the Excel File gathering all the data extracted from the two forms and some formatting for the article as illustration : https://docs.google.com/spreadsheets/d/1dYtbz6gNaS9FQZ65lFxonhIplUWATWLr/edit?usp=share_link&ouid=101705157396145708729&rtpof=true&sd=true Original First Form to collect the features ideas : https://kerbalspacechallenge.fr/2019/08/24/quelles-sont-vos-attentes-pour-ksp2-donnez-votre-avis/ Original Second Form to rank the features : https://kerbalspacechallenge.fr/2019/08/26/ksp2-votez-pour-les-features-que-vous-desirez-le-plus/ Original French Results Article gathering all the conclusion, by the time of August 2019 : KSP2 : résultats de vos votes, les features les plus attendues de la communauté KSC ! – KerbalSpaceChallenge
  19. I'm quite surprised that a mod allowing for some building craft timelapses never emerged, and I'm clearly not able to do it by myself. Sooo what would it do ? I'm thinking that it might be possible to control the camera in VAB/SPH : a hit on a button would memorize the exact camera location and framing and another one would place the camera at the exact same place an framing. The user could then build his craft, let say, add a part "here", hit the magic camera button, take a screenshot, and go back to his craft, to add another parts, etc. This way, we would gather XXX screenshots with the exact same framing so that a Timelaspe actually looks like something cool instead of accelerated x16 videos that record all the process. I kinda like it, actually, but i'm a designer who take a LOT of care at each step and my craft usually takes about 15-50h to be done with multiple insignificant details that are not interesting or deadends / new ideas, etc. I really would like to get some proper timelapses. What I would actually do is... Shooting everything in reverse. Like, my last 50+ hours SSTO is now finally done, but there is no way I would start it again from scratch. There is multiple fine details that are a pain in the ass to reproduce, I would have forgot some of them, etc. Instead, I can dismount it, taking a screenshot at each step, and then reverse the video. But so far, I can't do that without being sure to get the exact same framing. I tried to use some trickery like switching from VAB to SPH and back reset the camera position and framing and it could be used, but damn... Also, a next major step would be something that help the... Dismount of the craft, like, moving the parts from the craft to the void, so that in reverse everything goes from the outside to the craft, automatically, but i'm dreaming haha :p Is this possible to control the camera in VAB/SPH, and to make such a mod ? Thanks !
  20. Looks like this thread is still alive ! Then, please welcome... The DeltaVee ! Don't be fooled by the Rapiers' propulsion block being jettisoned during the flight, it's only for the Mun Mission. The DeltaVee is a FullStock 1000t Craft able to fulfill a broad range of missions. It can be tuned in multiple versions such as: - 500+ passengers SSTO for commercial tourism and able to land anywhere on the globe. - 50+ passengers SSTO for orbital luxurious conferences, seminar, teambuilding (lol) , 0g-restaurant, glass-transparent top and bottom. - 50t payload to moon surface. - 20 scientific crew members for long duration moon mission. This video showcases the last version. The whole specification is based on the very first IRL KSP Hackathon tournament, held in France and of which I was an organizer. The goals and constraints were the following: - 20+ scientific crew for a 6+ months duration stay on Moon. - Modules need to be linked or within a 50m radius distance. - Emergency Escape system for the whole crew. - Maximum mass on launchpad / runway is 1000t. - 10 hours hackathon challenge, 4 minutes speech to a jury including professionals: ESA, ArianeWorks, VOS... Yeah, that was intense I chose to go the SSTO route and did not respect the 10 hours limit. At all. More like 100+ hours if we count the craft (50-65 hours) , the video recording, video montage, etc. :p The craft is fully Roleplay designed. The pressurized area is one big realistic space that can host every module a ground moon mission would require: labs, equipments, personal living rooms, etc. The 20 members limit is set accordingly so that they actually have proper room to live and work in, it feels fairly reasonable. Everything is connected for real, crew won't have to swim in fuel to go from a part to another one. There is no non-legit clipping. And design was a must as well, while retaining functions. It's able to refuel on the ground thanks to the belly bay that embed the whole harvester and converter system, as well as side solar panel and radiators. It also features some modules at the rear: a relay satellite, a resource scanner, a rover to explore and settle up the right area after confirming a flat surface and resource availability. It has an emergency escape system at the very front composed of the 4 crew cabin and the 16 crew module in which the 20 crew members sit during risky phases. It can get back from moon surface to KSC by its own. Took a looooooong time to get everything right and i'm very proud to be able to showcase the final version to you! I really hope you'll like it as well as the video in iself Enjoy! Feedback appreciated, of course, be they negative or positive. Wanna try the craft ? Sure ! Here you go: https://kerbalx.com/Dadkitess/DC-SSTO-DeltaVeeV57
  21. Haha I can understand :p I've hesitated a LOT to show that disaster, it was a crual pain to destroy my own craft and show it in such a bad situation but that was the key to show the real context of an emergency escape. It's part of the specification, to be able to get back the whole 20 members crew in case of failure, so wanted to show it but not without the appropriate catastrophic context :p
  22. My masterpiece is here ! I'm really proud to present the DeltaVee in a short and dense showcase, with a lot of care on editing and rythm ! Hope you'll like it, the video description explains it all if necessary and I would be pleased to give further details of course. Feel free to give any constructive feedback of course ! I suggest FullScreen and max quality your device can handle, as well as SOUND ON, it's important
  23. My masterpiece is here ! I'm really proud to present the DeltaVee in a short and dense showcase, with a lot of care on editing and rythm ! Hope you'll like it, the video description explains it all if necessary and I would be pleased to give further details of course. Feel free to give any constructive feedback of course ! I suggest FullScreen and max quality your device can handle, as well as SOUND ON, it's important
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