<LunchBot>
Eeloo hatches. Your CPU shakes its head in embarrassment and goes back counting integers.
<Funkenstein>
Causes lots of lag, a hatching does
<raptop>
all integers, no floats
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<XXCoder>
;mission
<LunchBot>
You set about to start an intergalactic space war using nothing but flamethrowers. You are filled with determination.
<XXCoder>
strong will to cause war
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<raptop>
Maybe you convinced khorne of the value of fire?
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<raptop>
!mission
<LunchBot>
You replace your rocket's wiring with a Type III superconductor. "Taps" starts playing, seemingly out of nowhere.
<Althego>
hehe type 3. maybe made by a type 3 civilization
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<raptop>
Well, the joke is that you did something involving either New Physics(tm) or physically impossible, since there are only 2 types of superconductors
<raptop>
source: I added the mission (...in like 2014)
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<Althego>
but i guess firts make it work, and optimize later
<SporkWitch>
keep in mind also that the specs of the machines they were given access to varied.
<SporkWitch>
tim got one of the monsters, while matt got a slightly lower machine.
<darsie>
matt?
<SporkWitch>
lowne
<darsie>
Would it run with wine/Linux?
<darsie>
IIRC someone said it would.
<Mat2ch>
Althego: My KSP has similar fast scene changes. I have installed the community patches, though
<Mat2ch>
those clear up some ram and old stuff
<SporkWitch>
darsie: no way to know. All the test machines the streamers would have been given were running windows. You can bet people will be trying proton and stand-alone WINE on friday, though
<Mat2ch>
Also don't forget what beasts those computers were.
<SporkWitch>
not all of them
<FLHerne>
raptop: to be fair, I don't think a new kind of semiconductor is that high on the New Physics scale
<SporkWitch>
matt lowne's video talks about how only the really big ones like Tim got the monster rigs
<FLHerne>
we barely understand why the existing ones work afaik
<SporkWitch>
FLHerne: semiconductors or superconductors?
<FLHerne>
Oh, yeah
<FLHerne>
SporkWitch: superconductor, sorry
<FLHerne>
in-brain autocomplete fail
<Althego>
Mat2ch: i meant the framerate. from that machine it was not great at all
<SporkWitch>
it was the "not really understanding" thing that clued me, because we understand semiconductors quite well. AFAIK we also understand superconductors pretty well, but still have room to learn (since we don't know if it's even POSSIBLE to have a room-temperature superconductor)
<SporkWitch>
i don't generally watch his stuff because it's all text
<SporkWitch>
i do really like the countdown and how the pre-burners (I forget what they're called) start up just before ignition
<SporkWitch>
the runways actually having taxiways is also awesome
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<Dogywall>
hey guys
<Dogywall>
anyone on
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<Dogywall>
so anyone wanna discusse the system requirments
<packbart>
uh. hm. why?
<Dogywall>
well. do you think they will get alot better
<Dogywall>
bc right now its kinda exessive
<packbart>
you mean lower? maybe. but they don't need to, imo
<Dogywall>
why
<Dogywall>
the recomended is a 3080
<Dogywall>
thats alot
<Dogywall>
i mean i got a 3070 but my friends dont
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<packbart>
I'm fine with the specs as they are. I witnessed the launch of Elite Dangerous Odyssey with way too low "minimum" specs for the game they could deliver
<packbart>
so it's ok to see them set the bar for disappointment a bit higher
<packbart>
I've got a Ryzen 5 and a 2080S, so above minimum. I'll run it on ultra settings at 1400 and then complain about the framerate ;)
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<SporkWitch>
2060 is the bottom end of two generations ago, 1070 is even older, and 3080 is the mid-high of one generation behind current. The specs are very reasonable for when the game is coming out. Further, given that 20-series cards have comparable performance to 10-series cards in non-DLSS games, we can reasonably assume any 10-series card will be fine, just with some framerate compromise. Drop res
<SporkWitch>
to 720p and it'll probably run just fine even above lowest settings.
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<packbart>
If only I could run at least the stock version via GeforceNow...
<SporkWitch>
who knows? they might put it up once it's at 1.0. Don't know GeForce Now's policy on early access titles.
<Dogywall>
whos gunna still play the OG ksp1 after ksp2 releases
<SporkWitch>
It's certainly a major candidate, considering how many people are throwing tantrums over reasonable requirements. Not to mention, have you WATCHED the videos that dropped today? I'm not at all surprised by those requirements.
<packbart>
my guess was that KSP 1 didn't feature on GFN because they didn't implement some save game cloud sync. not sure, either, what's required
<packbart>
Dogywall: lots of people, I guess. those with long-running saves and stable mods
<Dogywall>
yeah
<SporkWitch>
definitely supports steam sync, at least, even between different operating systems (not all games do; Borderlands 2, for example, has separate saves for linux and windows for some reason)
<SporkWitch>
packbart: also those wanting for the more substantial features. I know a lot of people are waiting on at least science mode, as a minimum
<packbart>
linuxgurugamer was a bit miffed in his twitch stream, yesterday, about Private Division boasting about modability but there's still not even a hint of a modding API doc
<Dogywall>
SporkWitch The graphics are definently nice but the system requirments are insane. Honestly Ill be happy if it runs at a solid 60 fps
<SporkWitch>
not even remotely insane
<Dogywall>
bro u need a 3080
<Dogywall>
the 4080 runs the game at max settings for 20 fps
<packbart>
judge after the first patches, I'd say
<SporkWitch>
the RTX2060 performs comparably to a GTX1060 on games that don't support DLSS. The GTX1070ti was 450 USD ALMOST FIVE YEARS AGO. You can get a 2060 right now for less than 300 USD, 25/mo for 12 months if your credit isn't garbage, on amazon. 3080's are in the 600-800 range, and those are a couple years old as well and not even the latest cards or the top end of that generation
<packbart>
and still, KSP was the game where fps was measured in spf, so it might be an improvement :)
<Dogywall>
yeah . thats what i origanally asked. if they graphics will be easier to run later on
* packbart
looks for his white knight armor
<SporkWitch>
the video above claiming 20FPS we don't know what the hardware was. Not all the streamers got machines with 4080's
<Dogywall>
people tested it at like a big event where they invited them to play the game. kinda like they did for warzone 2 a couple years ago
<SporkWitch>
he's claiming 4080 in his description, but we saw other streamers getting similar performance with larger, more complex rockets, and better performance with ones his size
<SporkWitch>
i'm aware, not all the streamers at that event had the same specs
<Dogywall>
ooohh. shoot
<Dogywall>
my bad
<Dogywall>
i thought they had the same
<SporkWitch>
think the journos got the worst ones, probably because games "journalists" are little better than tabloids these days
<packbart>
apparently, on the Big Names got the Big Rigs ;)
<SporkWitch>
they'll trash anything that doesn't do active woke pandering lol
<packbart>
*only
<Dogywall>
so, what do you guys have in ur pc
<Dogywall>
i got a 3070
<SporkWitch>
we also don't know the settings used in most of these. For all we know the same AA issue is present in KSP2. Dunno if you ever noticed, but AA at 4x or higher tanks KSP1 framerate, regardless of hardware. Even on my 3080, turning AA off completely gets me 20-30 FPS higher even with my massive space station and a ridiculous number of graphics mods. At 2560x1440 there isn't even any real
<packbart>
R5 3600, 2080S. I'll be fine, I guess. It even runs EDO on ultra-settings above 30fps
<SporkWitch>
noticeable difference in visual quality, except where you see some z-fighting, in which case you'll occasionally see some jaggies there, but the z-fighting is the bigger eyesore anyway
<packbart>
well, Elite doesn't even *have* anti-aliasing
<SporkWitch>
honestly i don't use anti-aliasing in almost any games these days. I only used it in KSP because of the lower overall graphical quality in the first place, so it can sometimes help. Most stuff, at 2560x1440 on my 32" monitor, from the 1m or so I sit from it, you're never going to notice a difference even if you're looking for it
<SporkWitch>
and then with DLSS, it's effectively doing some anti-aliasing anyway, since when it thinks it has the overhead for it, it renders at a higher resolution then scales down (which is how a lot of AA works)
<SporkWitch>
given that they only had limited playtime, it's a safe bet they didn't take 10 minutes tweaking settings heh
<SporkWitch>
plenty of time to tweak friday, when it makes more sense to anyway, as that's the real early access release, whereas the one they were playing wasn't.
<packbart>
DLSS is spooky ML hallucination ;) "The missing pixels in other games looked like this"
<SporkWitch>
packbart: it really does make a huge difference, though. Was really noticeable in Cyberpunk. average 20+ extra frames compared to off AND the game looked better
<Dogywall>
yeah maybe there is a setting that is easy to turn down but doesnt effect the game much.
<packbart>
we already heard requests to turn off the sparks in the VAB
<packbart>
:>
<Dogywall>
does it even effect that much
<SporkWitch>
pretty nitceable in hogwarts legacy as well, but it's got some weird frame stutters that forced me to set it to performance, so i could leave everything else maxed. It feels like a bug since there was no particular visual effects or areas that trigger the stutters, so hopefully they patch that eventually
<SporkWitch>
seriously? I loved that little weld effect!
<SporkWitch>
also the pre-burners near the end of the launch countdown before ignition. Was a super awesome detail
<Dogywall>
i mean i like the weld effect but why do they want to turn it off.
<packbart>
so... did you leave the VAB/SPH crew milling about or did you turn them off? :)
<Dogywall>
crew million?
<Dogywall>
whats that
<packbart>
the space center crew walking around on the editor floor
<Dogywall>
ohhhhh
<Dogywall>
yeah
<Dogywall>
thats cool
<packbart>
it can be awkward, adjusting some detail on a plane and suddenly a Kerbal walks through the cockpit
<Dogywall>
oh. ive never had that happen. they just walk in the background all the time
<Dogywall>
i do build in the air more than on the ground
<packbart>
yeah, it really only happens when I put the plane or rover on the ground to align the wheels
<Mat2ch>
tbh from what I have seen from the videos it looks like the cpu is the limit, again.
<packbart>
I turned them off on the potato laptop with IntelHD graphics
<SporkWitch>
yeah, i only move things right near the ground if checking offset landing gear (e.g. I want nose high or nose low when landed)
<Dogywall>
also, kinda off topic but I like how in ksp2 you can build 2 rockets at the same time.
<packbart>
yeah, it was a bit annoying sometimes that one could pick up the "ghost assembly" only by its root and not re-root it
<Mat2ch>
That will be neat. I like those huge ship that carries multiple landers for a full Jool tour
<SporkWitch>
that was announced fairly early on. Will be very helpful. I hope it lets you specify dummy payloads, though. e.g. build each stage separately so you can see the ΔV each will have. Not sure how to implement that, though; probably still have to just build top-down like we always have, but at least we can have them be separate things that "exist" in the VAB, instead of just ghosts sitting there
<Dogywall>
do we think that we will be able to name kerbals instead of their last name always being kerman
<packbart>
Random Test Dummy #7012
<Dogywall>
lol
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<packbart>
anyway, I predict much disappointment on day 1 but I still plan to give them my money, anyway
<packbart>
otoh, I didn't buy the Hogwarts thing and wait for a better sale
<raptop>
You've been able to name kerbals since like 0.14, though admittedly that's through save editing
<packbart>
a save game editor web service would be nice to have. shift some orbits, change resources, drop new vessels into constellations
<SporkWitch>
it's all plaintext, actually very easy to use
<packbart>
it works wonders for my Satisfactory sandbox :)
<packbart>
SporkWitch: but it's still tedious to move satellites into specific constellations by hand
<SporkWitch>
packbart: i mean, it would be in a purpose-built editor too. Most save editors like that just turn the JSON or w/e the file is in, into clearly labeled boxes. Most of them are HARDER to read than a JSON source, which i'm pretty sure is what KSP uses.
<packbart>
well, I'll see what the KSP 2 save game format looks like
<SporkWitch>
you can also just use the cheat menu in-game for the same purpose
<SporkWitch>
I suspect it's probably JSON again, at least for the main saves. Not sure about craft files.
<SporkWitch>
it's just a good, easy-to-work-with format, especially if you want people to be able to easily modify things
<packbart>
I meant something like https://satisfactory-calculator.com/en/interactive-map - upload save game, edit stuff (and they also have a community library of whole factories to plonk onto your map), export and re-load into the game
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<SporkWitch>
XD [17:11]Itskillerluc: I know but forcing people to have a gaming pc for a single game isn’t nice
<SporkWitch>
forcing people to have a gaming computer to play a game! WHAT MADNESS!
<Izaya>
throwback to playing KSP on a sandy bridge celeron laptop
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<FLHerne>
packbart: I don't mind the advertised specs as such, but seeing noticeable lag with pretty moderately-sized rockets on those high-spec systems is offputting
<FLHerne>
IMO, performance of high-part-count craft was one of relatively few areas KSP 2 could really differentiate itself from modded KSP 1
<FLHerne>
the core simulation code isn't really moddable, and KSP 1 left a lot of room for improvement with a ground-up rewrite
<FLHerne>
but somehow they seem to have made it significantly *worse*
<darsie>
.
<FLHerne>
the shiny graphics, extra planets and parts and stuff are already done by KSP 1 mods, better, with lower system requirements
<FLHerne>
solid tutorials are nice but only of interest to new players
<FLHerne>
not writing off KSP 2 yet, but it's not a promising start
<umaxtu>
assuming that they are using early access properly and not a glorified demo system, then we should see improvements over time
<FLHerne>
unless there's some major oversight, significantly improving performance of a game (or any bit of software really) post-release rarely works well
<FLHerne>
If they'd started with a solid simulation but minimal content and an ugly renderer, sure
<FLHerne>
just keep adding features until it's great
<umaxtu>
unfortunately I doubt take 2 would approve that
<packbart>
yeah, it needs to look great on (ea) release day
<umaxtu>
speaking of things take2 wouldn't approve of. I think I'd be much more willing live with performance issues if they weren't charging $50 out of the gate