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KSP2 Release Notes - Update v0.1.1.0


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3 minutes ago, Majorjim! said:

 

“Optimized kerbal hair compression scripts” 

is this one a joke? 
 

and thanks for the long list of fixes! 

Hair is notoriously hard to optimize in a 3D environment. You can't implement each individual hair if you don't want to use your GPU for cooking, so you need to find a way to optimize shape and movement in a way that can be done with a feasible amount of resources.

Edited by mucco
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2 minutes ago, Majorjim! said:

“Optimized kerbal hair compression scripts” 

is this one a joke? 

No, the hair models were pretty high in the poly count, IIRC.

And this update looks fantastic. I'm going to stress test the new rover wheels as I continue driving north tonight. Hopefully that save still loads lol

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This is a VERY meaty patch, you touched a lot of things across a lot of spaces. I'll be giving it a try today, hoping the other half of "didn't break more stuff" holds up. If the team can sustain this pace until the games in a more stable state, and they don't break too much else (The LoD on lights is very trivial, glad it didn't act as a blocker) then I'm going to be a lot more confident in this games feature.

Either way, great job from the team, love to see detailed and thorough patch notes. Bonus thumbs up to whoever was keeping track of all the commits and impacts and collated the list. Too many games try to get away with "Assorted Fixes" and it just sucks to have to guess "is that one bug that bricks this particular option still here? won't know until I waste my time I guess".

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13 minutes ago, RockyTV said:

3 weeks later and it's finally here. ETA for next patch?

Nate said "within the next few weeks"

So, another 3 to 4 weeks, possibly. If no big delays happen.

Edited by GoldForest
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