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The Grand 0.22 Discussion Thread


SQUAD

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First up, Squad, excellent work, excellent communication, excellent game. KSP has consumed me over the past months, keep it up :D

About 0.22, is there any word on performance optimisations? Such as the impact of high-part-count ships or the burden of having a lot of mods installed?

And I'd like to start a list of mods that are no longer required - not broken mods, as updates will trickle in inevitably.

For example, I assume i can remove subassembly manager now.

Any others to add?

It'd also be useful if users could chime in with reports of mods that *still work* :)

I'll add my reports once updated.

Cheers,

Pete

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I hear you, mate. Squad should totally take notes from EA's flawless releases;-)

Indeed. Squad should aspire to the majesty of, say, Sim City's release. Now that is how the fat cats roll. Did we tell you the name of the game, boy? We call it riding the gravy train.

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About 0.22, is there any word on performance optimisations? Such as the impact of high-part-count ships or the burden of having a lot of mods installed?

Read the change log and the last few KSP weekly, the answer is yes for optimisation. (high part count ships is different!)

And I'd like to start a list of mods that are no longer required

Sub assembly managers as the vanilla now have its own.

It'd also be useful if users could chime in with reports of mods that *still work* :)

most mods should still work on sand box, for the career, give the modders and user the time to report/update.

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Does anyone figured out how to decouple yet? I saw in some video's it can be done. Question is, how? (Space bar doesn't work)

Unless you have a decoupler, just fire each stage into the lower one and burn it off through overheating and exploding.

Not even kidding.

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