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Part counts in KSP2 EA


Minmus Taster

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In the first game it wasn't uncommon to run into severe lag and kraken attacks after a certain amount of parts are loaded into the game (Debris, Comsats, ETC). After a while saves would become unusable due to severely long loading times, random bugs, and crashes. How much more parts can be loaded in KSP2 EA and will that be boosted even more when colonies and interstellar are introduced?

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Pretty sure that has been fixed. Not to hard to load crafts into memory on need then drop the ones not used in a long time then you start getting into memory limits. 

Part of problem with KSP 1 was that the first versions who set the framework was of an much smaller scale than lots of us ended up building. 

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1 hour ago, Minmus Taster said:

In the first game it wasn't uncommon to run into severe lag and kraken attacks after a certain amount of parts are loaded into the game (Debris, Comsats, ETC). After a while saves would become unusable due to severely long loading times, random bugs, and crashes. How much more parts can be loaded in KSP2 EA and will that be boosted even more when colonies and interstellar are introduced?

I doubt its fixed in the sense that 'it will never be a problem', simulating on rails for these vehicles and tracking the background resources will still have some performance impact. However, the amount you can accommodate should have increased significantly, order of magnitudes is likely an apt descriptor. The tech that has been shown off appears to be much more scalable. Its also using a roughly ten year newer version of the underlying engine, which brings in fundamental improvements in asset streaming and memory management options - Likely more than ten years worth of improvements, since upgrading versions over KSP1's dev cycle wouldn't have inherently implemented all the new techniques.

I doubt it will increase in a material way when colonies and interstellar launch, but only because the actual changes don't require those game mechanics to be implemented. The redesigned resource system is day one, and the rest of the memory/data management elements are core fundamentals.

I strongly suspect the UI and being able to understand what you're looking at will become the bottleneck well before your satellite network lags out the game :P

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They did after all say that they would finally “kill the kraken,” so I would assume that they’ve tested this in order to fulfill that. However, don’t be too sure. I think that we will find a lot of krakens in KSP 2 Early Access before the official release.

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3 hours ago, Kerballlistic07 said:

They did after all say that they would finally “kill the kraken,” so I would assume that they’ve tested this in order to fulfill that. However, don’t be too sure. I think that we will find a lot of krakens in KSP 2 Early Access before the official release.

If you make something idiot proof an large idiot will evolve and prove your wrong. 
KSP 1 framework was not designed for stuff like Moonshadow. the fuel tank is 5 meter wide. 
Y5KYg32h.png
or one of my Minmus bases 
ihfsn4th.png
Made an large one who basically was an KSP 2 colony room for over 80 kerbals and it could build ships and produce food, I planned to upgrade the food production but save game got corrupted so visiting the base hang the game. 

People will go way past the 10K part count in KSP 2, and they will also has way to many moods. 

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1 hour ago, magnemoe said:

Y5KYg32h.png

Can we just talk about all the BUT Big Ugly Tabs here? Another point for KSP 2, with lots of features that were once mods being properly integrated into the game, you should expect to never have to fill your screen with tabs in order to get roughly the same info.

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On 2/17/2023 at 2:36 PM, magnemoe said:

Pretty sure that has been fixed. Not to hard to load crafts into memory on need then drop the ones not used in a long time then you start getting into memory limits. 

Part of problem with KSP 1 was that the first versions who set the framework was of an much smaller scale than lots of us ended up building. 

KSP 1 still has memory leaks and CG issues. Building complex craft in the VAB soon becomes a minefield of freezes and save file corruption requiring constant saves and restarts to fix. I was backing up my saves constantly to avoid them becoming corrupted. I do hope this is fixed in KSP2…

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2 minutes ago, Majorjim! said:

KSP 1 still has memory leaks and CG issues. Building complex craft in the VAB soon becomes a minefield of freezes and save file corruption requiring constant saves and restarts to fix. I was backing up my saves constantly to avoid them becoming corrupted. I do hope this is fixed in KSP2…

Talk about it! The entire game is a minefield of freezes, corruptions, and mission-ending bugs! Basically everyone with an inkling of ambition in this game has faced the docking port reset bug that SZ encountered on his Invictus mission - that one is just about enough to end any mission more complicated than a basic lander.

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11 hours ago, Majorjim! said:

KSP 1 still has memory leaks and CG issues. Building complex craft in the VAB soon becomes a minefield of freezes and save file corruption requiring constant saves and restarts to fix. I was backing up my saves constantly to avoid them becoming corrupted. I do hope this is fixed in KSP2…

Never having issues in the VAB, outside it is another issue including save game corruptions. 
One fun one was that flying out on an science lander from my Minmus base and do science at locations then flying home the base detonated on load.
I found the reason, I was mining and refining, flying away and back 10 minutes later dumped all the 10 minutes of heating into one frame. It looked pretty cool however like if you bombed it with an B 52.  
Solution was to switch to KSC and back to lander, I guess another ship would also work, it was staying on the same ship who caused it. 

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