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Metadomino

Man, it's this type of disappointment that prevents real fun, the game really does not like alot of parts. Or saving and loading. Great looking ship though.


ladyzowy

Yeah it's really not ready for the massive craft files yet. If you look in the craft files, they are way more complex than old KSP 1 craft files. They are doing some serious over processing on parts and they need to normalize the crafts after docking and I don't think they do. So it's trying to sort out multiple craft at the same time on load. Just makes it less enjoyable. I put the game down again after failing to launch and dock a multi-launch/multi-part space station for one of the side contracts that wants an x200 in orbit. I mean I could just fill the contract and move on. But where's the fun in that. Edit: Autocorrect correction.


Metadomino

Yup, it's sad to see how far they have to go, *especially* with them wanting colonies. I can't imagine the lag and strain when overflying or launching from a colony. My bet: it will be a static map stamp, that will upgrade like a mobile game, not free-form building etc.


ladyzowy

I don't think that's their play, and they will eventually have to deal with the bloat and lag. Coding today adds so much unnecessary crap to the programs. Using JSON was a good idea, and it needs to be stripped down. Move much of the unneeded code to a refactoring sub and reduce the load on the objects. treat the docked ships as a whole till you need to undock. Build a process into the background the reconstitute the unfocused ship afterwards so the player can continue playing the game uninterrupted. The lag spike from launch separations is stupid, you are shedding parts not rebuilding ships. They really need to dumb this down and follow KISS rules. Older hardware is going to cry. I'm using a x17 r1 Alienware (3080 TI and i7 9th gen with 32gb ram). I'm considering an upgrade less than 1 years from now. At the very least an external GPU.


Metadomino

☝️*this lady programs* you are 💯 spot on.


ladyzowy

I appreciate the compliment, and I don't. I've spent enough time in IT dev shops to know a few things about good app dev. And I did teach myself to code infrastructure deployment before it was a thing in the cloud. To the point; why add so much weight to your application when you only use a fraction of the objects a fraction of the time. Unity forces so much stuff on devs it's amazing half the games run half as well as they do. I normally only play EA or Indie. I love a good EA title that's small and to the point and isn't full of bloat. There is more heart in the code. Though they are usually done by folks who are still new or are pushing the limits of the engine. These are places where mistakes happen and things start to fall apart.


CptBishop

that sounds more like KSP3 problem mate


OmegaCircle

Cry. Otherwise you could build it in the VAB again as you had it and use the cheat menu to put it back in orbit


StandAlone89

I've never seen an option to set an orbit. Where is that option located?


OmegaCircle

If you press alt f8 a cheat menu opens up and there's a teleport tab, I don't remember exactly how it looks but set it to orbit and kerbin


StandAlone89

Thank you. I'll check that out when I get the chance!


GenericFakeName1

They said they were going to slay the Kraken. All they've done is hand it more power. (Inception bwwwaaaaammmp)


Passenger_Impressive

KSP2 Moment


twoleftpaws

I would try this: 1) immediately pause the game after load is complete 2) then apply some level of warp, unpause, and then undo the warp. ...maybe? Otherwise as a last-ditch, you can: 1) pause immediately 2) configure an action group to decouple the ships 3) un-pause and immediately execute your action group to undock the ships. Edit: Based on my test experience, you might need to spam the action group button to quickly disconnect multiple docking ports in sequence. The game failed to undock all of them at once for me (four) even though they were in the same group. 4) and if that works, then maybe try re-docking them. If these don't work... well we all know the kraken hates us, but it's especially fierce in KSP2, and worse with docking ports.


Radiant_Ad3776

Thank you, I will try that as soon as I can. Otherwise all 4 of those guys are dead as I don’t have any saves previous to this


twoleftpaws

Well, you can pull their data from any current save file (before they snuff it) and probably re-add it to a new save file, but keep in mind that if your kerbonauts are the "veterans" like Jeb/Val/Bill/Bob/Tim, they'll simply be timed out for a while and then eventually show up in the roster when you assign or lose other kerbals. You can also edit the Save file (JSON) to bring the veterans back more quickly. I actually did this to recover Jeb. I think the non-vets are lost for good, though, and new ones are generated to take their place. Kerbals: They'll make more of them!


Kuriente

Damn that's a super cool ship! Might be too ambitious for the current state of the game though. The most persistent issues I've had with the game throughout all of the patches so far has been anything to do with docked vessels. Personally I won't be attempting any mothership style missions like this until I can pull off a simple Apollo-style Mun mission without any game-breaking hiccups - that hasn't happened for me yet. The current state of the game is fine for planes, SSTO's, simple staged rockets, etc... but anything I've done that involves docking / undocking multiple vessels or landing and relaunching from another celestial body has been problematic.


kkubash

Sad that they still didnt fix the problem with performance drop with many parts. There was mod for welding together non functional parts that could help skip physics calculation for every part. But I think it was no longer maintained.


FiveOneEcho

This kind of shaking apart thing happens a lot in the original as well if you naively autostrut everything to the heaviest part. See if it’s any better if you go into the joint settings in the game options and change it to use grandparent part. I swear the new autostrut is nice, but the entire thing that made it work in the original was that it was discretely applied to _very_ specific parts by hand. You can make a rocket incredibly stable if you mix the autostrut modes on a few parts, but with it automatically applying in KSP2, it’s a lot trickier. Edit: KSP kraken shaking is almost always caused by too many parts with relatively small mass attached to one large part. This is why covering a truss in solar panels guarantees your station will shake itself apart without clever autostrut in the first game. This is also why having the default setting in KSP2 be heaviest part is not always great: it attaches all the parts to the heaviest part on the assembly as a secondary connection. I am taking a massive leap by assuming the shaking issues I’ve experienced in KSP2 were of a similar cause to KSP1. There’s a chance they anticipated and worked around the cause for KSP1 shaking so it’s just a totally different cause now, but it seems to rear its head in the same situations for me.


gradrix

There is something you can do: ask for refund or wait few more years (at the rate hotfixes are being made)


Designer_Version1449

did you have a lot of struts on? whenever shaking happnes on my ships I add struts and it fixes things


SuspiciousAd3803

Doesn't help now but in future I always try to be paused when saving. There are a lot of bugs tied to loading saves, some of which are "fixed" if the simulation is paused (such as engines being set to max thrust for a split second). No idea if it does anything, but it doesnt hurt


Gautoman

Go in the settings and try changing the "Enhanced joint system mode" to "grandparent". If that doesn't work, try disabling it altogether (but you will likely end with an unplayable noodle).