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  1. DISCLAIMER I am not a Regular Forum user this is one of the few posts I've ever made. DISCLAIMER I am not a Programmer or Coder I'm knowledgeable enough to understand code functions but I do not write them. --->Steam Post<--- Please Notice: This is a culmination of testing I have done for problems I've seen unanswered at an attempt to allow new comers to understand a portion of what limitations they will have to account for while playing the game there are a lot of quick justifications made without the cold complicated truth of the matter that I feel ColdJ and Lisias down below came in clutch answering. These issues do not make the game unplayable it just makes it confusing to understand why, for some (myself included), without a "first page" understanding of the issue especially with the dozens of posts with hundreds of comments of fragmented information. The Game in its current state is having certain problems that are bound to occur if you are interested in it and want more out of it. hopefully the comments to this post help clarify both the argument and the lack of a resolution for the issue. Additionally here is a link to a post by Lisias going into detail about the KSP Source code Legal issue. "And this is terrible." Whats The Problem So I've been doing some mod testing to create a modpack that runs stably and I have run into the issue I keep seeing casually ignored that stops this game from being modernized. The RAM Yes its talked about plenty but don't see anyone talking about the real problem and with the release and failure of KSP 2 something should be done to bring back KSP 1 so its not just its base gimmicks. What I've Noticed The main thing I noticed, KSP is loading all stock assets, old assets, DLC assets essentially the entire game plus all the mods you install. Then it is loaded into Cache on RAM instead of pulling from a caching file on storage so at all times the entire game is loaded on ram, not the engine, not the current assets, everything minus like maybe a Gig, and thats not including the doubling bug. Currently I have an install over 16 Gb and it is pulling 8Gb RAM at the Main Menu, 14Gb at KSC, VAB, and Luanchpad. Of course as I'm writing this its being on its best behavior but it will reach 20 Gb when it boots and at times almost 30 GB while playing and my computer doesn't freeze out but SignalRGB breaks, Youtube Breaks and whatever else depends on the same rendering instruction sets as KSP. What Does That Even Mean First it means don't B!#@h about there being to many mods that isn't the problem never has been the game runs perfectly fine with several hundred mods. The problem is KSP is doing something most other games avoid which is loading the entire game repository into ram.... its why your latest COD game can be over 200Gb and not use well (ill do a quick guesstimate in comparison the the game content to cache ratio of KSP) 168Gb or so in RAM. So while people are trying to back up the statements of you have to many mods or its simulating an entire solar system understand that's not how it works. KSP is storing ALL of the game files in RAM to be swapped in and out of the game instance and simulation runs on CPU "~most likely" and the data is stored in a sub 100Mb file. KSP needing any more resources outside of the capacity of the game itself is unfounded. Whats Going On Then In plain text KSP is loading all assets on runtime into RAM disallowing future expansion for modernization. On top off that a reoccurring bug, acknowledged by the community and only truely addressed "recently" in a single thread, causes the game assets the load twice or even three times into RAM on warm up which can lead to PC wide stack overflow Crashes with 1.12+ Versions of the game. Thread mentioned: https://steamcommunity.com/app/220200/discussions/0/3392923906939515058 What Should We Try What would work the best is if managed to convince what remains of KSP 1 Development to Modders find a way to implement a advanced bootstrapper that integrates with LODs and Occlusion Culling checks so when game assets are loaded at launch it would simply be for a asset check then it will call assets during gameplay rather than packing the RAM up before hand. Essentially the game needs a system to call on assets when they are needed instead of the old fashion method of load everything and don't worry. Maybe this is something modders can work on simply we need something to at least patch the bug currently happening cause at least my computer (not a potato) cant handle the game taking wayyy wayyy more resources than it needs for any reasonable purpose I've been getting flashing screens, laggy windows issues and more. Mostly, just Brainstorm Right now. Ok That's All I've Spent my time organizing and setting up my game plenty of reinstalls over the years and I'm hoping to be able to play at some point without the game breaking my computer. I've gotten it stable so far but at this point its seeming like a game you need a special dedicated computer to run. Anyways that's my Bit, for those who need it Specs are Below (not that it really matters in this context) ~SPECS~ OS - Windows 11 CPU - Ryzen 7 5800x @ ~4.62 - 4.75 Ghz RAM - 32GB @ 3.2Ghz GPU - MSI Nvidia RTX3060Ti 8Gb GRAM (Full while running) Programs tested with running - Chrome (Unstable - especially YT) - Discord (Stable - Can even Stream) - SignalRGB (Unstable - Theme Engine crashes clogs rendering instruction sets even bugs out CKAN - OBS (Stable maybe - didn't test much) - Ableton (Stable - I use this for Mic and audio input) - Focusrite Scarlett drivers (Unstable - un-syncs device audio clock I get BSODs in ARMA3 because of this guy) - Task Manager - (started to skip update repaints) P.S. As of Writing this the ram usage has dropped to 11.5Gb giving me reason to believe the game has the implications to achieve what I am proposing but is using the utility's to a very poor margin. And I should also Address, Caching files don't get cleared quickly. enough
  2. Hello! I am a fan of KSP, as I am sure most of everyone else here is. Recent updates have brought a lot of new features that I enjoy; however, I am really looking forward to Multiplayer. Feel free to put your Multiplayer ideas on this topic, I will be listing mine below: Space Race: (Max of 16 players) Setup: Each player chooses: 1. A flag and name for their space program. 2. A color for the accents of their kerbal's suit and/or color of suit. 3. Where to put their KSC on a map of Kerbin (Must be at least 50km from other player's agencies). 4. Game Moderator/Owner of the server decides normal game options when they make the server, and get to choose the max amount of players they want on their server. Game: Mostly the same as singleplayer, except you are competing with other players for the max amount of science (First to make a discovery gets the max amount, second gets less, third gets even less, ect.), world first milestones, and achievements like beating the other players to the Mun. Above that competing players can sabotage others or make alliances. Rockets can be used to destroy players KSC's or vessels, and force them to declare bankruptcy (a loss in multiplayer). Players can also share plans for rockets, money, and kerbals. If they really want to they can declare another person an ally, or go to war with them. Time Warp: This essentially is the hardest part of designing Multiplayer, and there is no perfect option for time warp shared with multiple people, so I have a few suggestions. 1. There is a max amount of timewarp given for each play session. (Ex. everyone has 50 days to work with during this play session.) at the end of the max amount, a player will be told that all current missions are saved, and then have the option to log out or to spectate other players. 2. At the end of a play session, everyone's time syncs up to the person who has used the most timewarp. A notification is displayed as you log out describing how far ahead you will skip. (A game moderator can decide whether or not the time a player has skipped ahead is unreasonable and talk to the player. 3. (Not my idea) Lowest time warp is used. (Ex: P1 - 4x, P2- 10x = 4x is used across the entire server) 4. (Suggested by mattinoz) Various zones or spheres of influence have a fixed warp that is higher where space is emptier. Player can slow down from warp back to normal time but only for a fixed period after which the server forces them back to warp + syncing warp to catch up with the timeline of the sphere. That way no one can get "physically" in front of the another player unless they fly faster. Others: 1. No two players can have the same color, flag, or name for their agency on a server. 2. The list of contracts are global, everyone has access to the same list, and once one is taken by another player, it is not available anymore unless it is declined/discarded. 3. Mods are allowed, but only ones that are agreed on by the moderator of a server. I am open to other suggestions, as well as ways people think I can improve my ideas. Thank you!
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