runner78 Posted December 17, 2020 Share Posted December 17, 2020 2 minutes ago, shdwlrd said: Yes, CDP is an independent as they develop, publish, and distribute their own games. A very large one, but an independent none the less. But what does that have to do with making KSP2 run on the Switch? SwitchPort()->Resourses()->isKSP2Indie() I think nowadays the word "indie" is used to describe the size of the budget, rather than the actual independence status. Private Devision is a publisher of indie games. Link to comment Share on other sites More sharing options...
K^2 Posted December 18, 2020 Share Posted December 18, 2020 Intercept is a mid-size studio. That's more descriptive of their resources and doesn't get into the corporate structure and publisher-developer relations. Because yeah, there are independent studios working on AAA budgets and there are tiny dev teams that work under a publisher, so these things aren't always corelated. The fact that Intercept is working under umbrella of Private Division, rather than Take Two directly, is an indicator, however, that publishers would very much like gamers to keep associating their name with massive AAA budgets. Which is where the whole perception of indy vs AAA probably comes from. And yeah, none of that really has anything to do with the topic other than some overlapping terminology, but it's not like there was much left to discuss on OP's question. Link to comment Share on other sites More sharing options...
kspnerd122 Posted December 18, 2020 Share Posted December 18, 2020 Yeah, No, KSP1 will lag even on a PC, on a device with less powerful hardware and NO ACTIVE COOLING, one, your hands will be fried(simple rockets 2 made my old tablet run hot, KSP makes my laptop(active cooling) feel warm I feel like if you are going to do this, it should be something where if you wanted, you could do a simpler system(only kerbin, mun, minmus, duna, ike, eve, jool, laythe, vall, tylo Graphics would be on lowest possible for KSP without looking terrible, there would be some builtin mods(e.g, KER, Mechjeb) Link to comment Share on other sites More sharing options...
K^2 Posted December 18, 2020 Share Posted December 18, 2020 1 hour ago, kspnerd122 said: I feel like if you are going to do this, it should be something where if you wanted, you could do a simpler system(only kerbin, mun, minmus, duna, ike, eve, jool, laythe, vall, tylo That wouldn't actually make any difference. If you're actually going to try and cut amount of processing the game has to do by changing how it plays, the two low hanging fruit are timing out debris, having it disappear after a bit, and either reducing part counts, possibly by combining some functional parts, or just making rockets rigid. That's all very doable, but at that point, you're really making KSP-light, which I'm not sure is worth development budget either. Link to comment Share on other sites More sharing options...
kspnerd122 Posted December 18, 2020 Share Posted December 18, 2020 Hm, I feel like removing planets would reduce the number of crafts in a save, also, I do agree, KSP already has a setting to time out debris, so it is doable, also, we do need to combine parts, or make size variants for those parts(fuel tanks have small medium and large sizes, reducing the number of parts needed, as you could set it to a specific size, in increments of the smallest tank in that size category, to the largest, also, making rockets rigid may work(ksp has wobbly rocket syndrome, I want that to go away, so just make it as if all parts are strutted together, also, if a part is in a fairing, only mass is added to the simulation, not dimensions, or COM, the fairing just has more mass in that case. Link to comment Share on other sites More sharing options...
K^2 Posted December 18, 2020 Share Posted December 18, 2020 If you make your rockets completely rigid, simulation is effectively free no matter how many parts you add. The only added cost is when you're building the rocket or its's falling apart. Though, if you want to have stress limits, there's still a little bit of work you need to do per-part every frame, but that's just a handful of add-multiply operations, so it's not a huge deal. Likewise, you can completely skip self-collision checks, so unless you're actively colliding with something, there are no intersection tests to run. So yeah, rigid rockets solve almost every performance problem with physics simulation of the craft. Odds are, you will be watching a slide show if you do collide with something substantial, but that's probably already going to be the case on consoles, so no big change there. Link to comment Share on other sites More sharing options...
runner78 Posted December 18, 2020 Share Posted December 18, 2020 55 minutes ago, K^2 said: So yeah, rigid rockets solve almost every performance problem Its solve some performance issuses, but kills KSP feeling Link to comment Share on other sites More sharing options...
Recommended Posts