I shelved KSP a few years ago to save my sanity. My craving for Space games is still there, I just dont have the motivation to fight the game engine anymore
I always left so many awsome savegames with so much stuff because , all of a suden that docking port just decided to not work anymore forever no matter how many backup save files you bactrack. I love the game, but I never truly got to do what I wanted with it in order to have closure
Finally someone brought up the sliding! I hate that I have to land on a perfectly flat surface otherwise my lander will slide down a hill. And the wheels on rovers too, they'll slide if you turn too much too fast. And when it comes to time, please let me time warp in a rover. I don't want to drive at 5 m/s for hours because going any faster than that will put the rover into a suborbital flight. Even with MechJeb doing the driving it still takes a lot of my time.
Also fun; I once found a magnetic hill. Put down two flags because as the plane went past that point, applying brakes would accelerate it forward and up the hill at about 5gs.
first. Somebody get this man to 100k. Shadowzone you make incredible content and its quite frankly a travesty that youve been doing this for 10 years below 100k
all good points! approaching a surface base or vessel only for it to jump or explode is my most hated bug. it has ruined my playthrough several times, and usually after many hours had been invested.
@@kapytanhook almost all my Lunar base modules like to dig themselves into surface or jump to Joolian system on time warp. I hate this, but there is "Physics hold" mod for such things I use - it freezes buildings like they're in warp with working functionality and perfomance gain.
KSP is a game with lots of shortcomings, but because it's a really fun game, we tend to work around (or even with) these shortcomings to make it an acceptable experience. One of the first tips everyone gets is "Save early, save often". That tip is only given because things can fail for no apparent reason, just because. I lost count how many times I tried to make a colony/research station on another celestial body, and it was just shaking itself apart because of reasons after loading the game or even nearing it. Sure you can clamp it to the ground, which does work for the part clamped down, but it still has a high chance of shaking itself to bits. These problems should be directly fixed, and not by some extra parts or by added actions. A good example is wobbly rockets, you shouldn't need to autostrut a rigged rocket, it should automatically be rigged. It's a great game, and we take its flaws for granted and in time get used to them.
What I hated most was that every part has to have a single "parent" part, i.e. you cannot have two functional connections between the same two areas of the ship. It is all a big "tree" and that vastly exacerbates the wobble problem, but it also limits what you can design.
The vehicle hierarchy isn't directly related to the wobble issues... Although in KSP it is true that one thing did lead to the other. The tree-like hierarchy is, however extremely important for construction, especially with symmetry. Without it, there is no clear way to identify what parts should be picked up along with the one you selected, which causes the whole workflow to become a block-by-block Minecraft building experience. All that said, it is definitely possible to do better. The idea of compound parts (struts and fuel lines) came about too late and wasn't used enough in ksp. These types of parts can be used to allow a lot more freedom around the tree-like structure. They create bridges across the tree hierarchy in a way that isn't incompatible with the fundamental structure.
One thing i hope we get it really strong hinges, the ability to color a single tank different colors, and the ability to custom design the shape of flaps or structural panels by dragging pounds or something because i wanna build atarship
Have you ever played "Take on Mars"? That had so much potential with the probes and then turned into an Elon Musk fever dream (or the other way around). Too bad "Orbiter" never had easy build rockets like KSP.
I decided to list fixes as I listened. 4 of the fixes require KSPCF (Community Fixes) mod, 2 (3 & 3a) are Module Manager patches (short bits of text code), and 2 require a whole other game. :) None of the fixes are perfect, but here's the list for what it's worth: 1. J:NO has a parts list you can use to select parts. I think it's in the last tab. 2. KSPCF mod fixes some "forgetting" issues. I can't remember (heh) exactly which issues. 3. There's a Module Manager patch to remove corner nodes from those panels. It's on the forum in a big MM patch thread. 3a. You can patch all parts to surface attach with MM. Not sure where the patch is, maybe the same thread. But I think it's _very_ silly that they made some parts not be surface-attachable. Consistent behaviour is a great thing. 4. KSPCF mod fixes various parts drift/reallignment issues. 5. KSPCF includes *TimeWarpOrbitShift* to "Fix active vessel orbit moving randomly when engaging timewarp while under heavy CPU load." 6. J:NO rovers resist sliding when the brakes are fully applied, even if the sliding is sideways. Not an actual fix, but perhaps the best that might be done with Unity. 7. KSPCF improves performance in too many ways to list. It speeds loading tremendously on smaller computers. Whether it makes it fast enough, I don't know. :) Some of these might not be problems in J:NO, but I don't know. With my health issues, I've been doing little more than watching RUclips, and sometimes not even that.
13:01 Hits differently when my partner of 2.5 years broke up with me two weeks ago 🥺Always need to address problems as soon as they are brought up and make your partner feel heard. It's too easy to get complacent with the normal day-to-day.
I am sorry to hear that. Not sure if you're already at a stage where it helps, but my mother once said to me after a rather crushing breakup: "Partners are like trains. The next one will come for sure." Hang in there!
@@ShadowZone Thank you, I really appreciate the kind words and the advice! And the fact that you took the time to read one of many, many comments not directly related to the video! I'm definitely going to do my best to take some growth out of this and be a better person because all the people in my life deserve that 🙂
Hang in there Alex. Your future depends on it. If you stop believing things can go your way or at least a way you like then you recursively doom yourself. If you believe things will go well then your actions will point you towards a good path. There isn't a secret sauce to these things: life is a complicated sequence of causes and effects. Don't buy into the idea that past patterns must be repeated: everything that has ever happened at one point happened for the first time. Godspeed.
@@ryanspence5831 I really appreciate the kind words and good advice. I always do my best to avoid repeating past mistakes. I'm doing my best to learn from my mistakes and grow as a person. This has been a big and difficult learning experience, but a valuable one.
my issue with the fancy art they show is.. i never played ksp because of the graphics, i played because it was the only game of it's kind. i picked the game up years ago when a friend showed me his basic ksp build (add mooooore boooosters) and it flew into orbit, even on my old potato laptop i was hooked on the gameplay. tldr gameplay>graphics
Considering I play Stationeers since the early days, and I have the say that the journey to where it was was a bit rough. But right now it's in such an incredible state that it builds confidence in KSA. I stopped playing KSP a while ago and wanted to wait before buying KSP2 but alas, it never got anywhere.
One of the things that irks me the most is that, normally, I don't want or need part-to-part interactions within one vessel, especially in vacuum. I've already built my ship such that thrusting won't bend my joints - you really don't need to check every frame when nothing's changed. I've looked into the source for ksp a few times before for modding purposes, and looking at how they do part physics is actually programmer torture (IMO). There's this whole nested part tree structure that gets checked and recalculated every physics frame, like the world's least efficient IK system being used to simulate character physics on an IK with the most joints the artists could possibly fit. No optimizations like "This group of parts is basically rigid, no need to calculate it," "Already checked this last frame, still the same, no need to calculate." I get it, it's a hard system to program, and I'd have trouble doing it right, and I'm not even sure if the way I'd do it is right, and it'd take months of work, so it's just programmer fighting in this case. That's why I'd almost prefer it wasn't even in the game, or was built to be easily turned on and off (eg a non hacky version of part welding where the system is just disabled).
The parts drifting apart is such an easy bug to figure out (if you are a somewhat competent programmer, which I think was not there in KSP or KSP2): The game saves the part locations where they currently are, but does not save the point where they would be without bending. Each time you save and reload, the base shape is set to the saved locations, which were previously bent, but now the forces are 0 so they are bent again. I actually wrote a script that resets the part locations to the unbent state by editing the save file so I could fly propeller planes and actually use the save feature.
The shaking/dissassembly effectively was the last mission I shelved in KSP1. It was my Grand tour mission, with a lander to rove all biomes on every planet/moon. It took months to design and iron out everything from a-to-z, including getting a size where lag "was not too bad" but I made it, I was proud of it. Everything was quintuple-checked in Kerbin orbit and minmus/moon to test mining craft + refueling and everything. So I decide to officially launch the mission, and was going to make lenghty posts on the forum as well... It was going to be my next KSP achievement. I get to moho, and once in orbit... POOF shake-to-dissassembly bug. I tried everything for a week or 2 to try to fix it, playing with auto-strut to different and between different parts, to even flying replacement landers and other parts, in case it was "causing resonance" within the ship. Nothing worked. So I shelved everything and hardly played (seriously) any KSP1 after that. I did some Duna missions and a couple kerbin influence thing, but no other large-scale missions. Then KSP2 dropped and it sucked. So I moved on until I get the itch to KSP1 again. Thankfully(or unfortunately) I got really busy with RL over the last 2 years so I have not had the time to dive back in. Hopeful;ly KSA will be better. If not there's always KSP1 again, provided you keep your ship simple and not try a grandtour, I guess.
I have been having a huge problem with timewarp. Everytime I do over 4x my craft teleports or slows down or something and ruins my mission completely. This is why I stopped playing KSP for now. It is a great game, if you are willing to troubleshoot for a long time.
I agree with performance being KSP1's biggest pain point. There needs to be a "right-click-and-occlude" feature where you can omit crafts from the physics call stack. Imagine a refinery with lots of "buildings" that you can "bolt down" and instead of simulating all those parts and dragging things down, it just makes a collide mesh and that's it.
No matter the question, KSA can always do better. I've known this studio for years, talked with devs many times and even discussed with them their issues with implementing new stuff. I'm super confident that their game will rock.
Excellent priorities! If KSA can improve on these it will do well. I think a lot of these will be helped by moving on from the LEGO brick style of craft that KSP used. Craft wobble, attachment problems, loading scrambles all come from having a messy list of ‘parts’ attached to each other instead of a large user-built model. Sounds like they’re working on that
9:44 itd be cool if different planets had different friction, so kerbin/earth had very high because of like grass n stuff, but minmus had really low friction because ice
I had ksp but moved do sfs even tho it’s 2d. I couldn’t deal w ksp physics anymore and i could install mods easier on sfs. Well see how KSA compares to SFS2
What I really love about KSP is that it's sold as a space sim but you have the option to build a large variety of terrestrial vehicles as well - so please make wheels behave like wheels! Also, where KSP2 failed (beside mismanagement), in my opninon, is that it is a one to one recreation of the original game. I hope KSA will be a fresh take with novel gameplay mechanics.
I've never had an epic computer, so I chose to live vicariously through videos to experience the 1,000 + piece builds of the more masochistic Kerbal creators. I cant imagine the utter frustration you would have after waiting a half hour to get to your first staging event just to have the ship blow up and have to do it "AGAIN " after making a small tweek to the design. I have, however, had my more modest builds explode because I had the audacity to clip a couple parts together or come out of time warp at exactly the wrong time. The wobble monster also ate a few of my space stations until someone figured out the problem with competing reaction wheels. Luckily, the devs for KSA have this hindsight and a lot of people to help them. Fingers crossed. 🤞🤞👍
Nah, you pretty much covered most of it. Don’t forget the weak robotic parts that wobble or the fact that if you use symmetry on robotic parts they will bug out. 😢 Fixing the lighting would be nice as the light from lights 💡 currently passes through parts and Kerbals like they’re not there. 😭
Another issue that plagues me when i am using triangle shaped structural panels in stock/modded, is symmetry entanglement syndrome. The mirror is not mirroring the vertices correctly, so the mirror attachment is more like radial
KSP's manual is pretty good, but I'm pretty sure that isn't in it. Or if it is, it was introduced after 1.8 when I started playing. Therin lies a hint of the eternal problem with introduced features: How to let existing users know about them?
A lot of these issues were fixed by mods, ie the fuel lines, enabling fuel to transfer through couplings etc, camera mods, ubizorb welding add on etc, etc. and that was the best part of KSP, the game was able to be easily modified. But yeah those annoying bugs were super frustrating, thats what i was hoping ksp2 would have eliminated, but day one of ksp2 and wobbly rockets was a holy crap they havent fixed anything on this moment.
I know this is too much to ask, but I would like them to optimise the parts to not take up majority of the computational resources, make physics in parts much more simplified in very large part builds, so that I can build large Capital ships that can refuel at each planet (except gas giants) and make interplanetary modular explorer ship fleet!
I was playing GPP with station science installed. I had the most basic station you could build and it even used 3.5m docking ports. I get anywhere close to the station to deliver one of the experiments and bam! it just flies apart randomly. I'm not even touching it. Then I downloaded kerbal joint reinforcement. That fixed the issue. I haven't had anymore kracken attacks. Then again........I dont' build crazy things like you do.
u forgot manuvernodes click problems i can stand when im looking at a planet and trying to click the manuvernode and it will fk click whatever, same with ships when they are close together
I don't remember the intercept problem. I played in stock mode for about 6 months everyday until I landed kerbals and returned them from every planet and moon. I must have saved my intercepts differently. I do remember most of the other problems he mentioned.
Have just started a new modded play through of KSP after two years away from the game. It's running on the most powerful computer I've ever owned and I fully expect to get to the same stage as I have with every other playthrough of the game, where the limitations of the game engine make doing anything with complex craft so time consuming and frustrating that I end up quitting and going and playing Factorio and it's Space Age DLC.
As for myself, I always dreamt of building large complex bases on other planets and moons, but as soon as I tried, the game started lagging. Once more than one vessel is loaded and more than a hundred parts can be seen, the framerate gets really bad.
For many things, there should not even be small parts. There should be procedurality-by-function, where you can take a part, add to it's mass and use part of it's volume to add a function. I do not want thermometers sticking on things. I would like sections that incorporate all my experiments, for example. I want to pack a parachute and antenna in the top of my command module, for example. Adding parts should be used when locality matters. A robot arm in the cargo bay should be a part. A wing should be a part. If it does not matter where something is, stop running up the part count for no reason.
I am not sure that batched rendering will have any influence on the problems you described and it also shouldn't hint at how the parts will behave. From my understanding it should not alter anything, except for the FPS counter.
If you can tame the kraken and manage KSPs many glitches you can build some amazing crafts and builds. I cant wait for KSA because the engine is built from the ground up for this kind of game. Example being the part limit will be 65,000+ and batched rendering.
Despite all issues with the original, I just *started a new, heavily modded KSP 1 carreer game on Linux* (I left the Windows world at early 2024) including stuff like life support. Some of the mods also fix the landing legs slippery, once landed, you can lock your vehicle in place. I also own KSP2, but I never liked it. Yes, it's faster, but mostly void of content and I hate the new editor. *I really hope KSA will do better.* Did anyone consider that it might be Rocketwerkz who acquired KSP from Take2? Or that a new KSP owner might pay Rocketwerkz to develop KSP2/3 for them, as in the new owner acting as publisher and Rocketwerkz as the studio? Wouldn't that be great? Bear in mind, Rocktwerkz has already put out successful niche games like STATIONEERS before (that is also one I like). And it has working multi-player including a Linux-based game server.
My ship drifts during time warp. I genuinely don’t know how I can time warp for 200 days and end up facing 180° the wrong way after aligning with the maneuver node.
I want to see spacecraft and Launch vehicles separated in KSA. Too many times I’ve finished a probe and built a whole new rocket to launch it because the game doesn’t teach you to reuse launch infrastructure.
The robots controls are so frustrating, and the digital Alzheimer’s even extends to non-robotic parts, the light controls and the firework launchers also suffer from it!
My biggest gripe with KSP, which was semi-addressed in KSP2 is that the surfaces are BORING. I want steep cliffs, beautiful mountains, caves, lava tubes, active volcanoes. Even with Parallax the surfaces are just plain boring. Once you've seen one bit of Duna, you've seen it all: Rolling red hills. I want terrain that makes me want to drive my rovers around more because something caught my eye. Instead of land rover, take science, transmit, roll to next biome that is visually no different than the last, take science, transmit and repeat until I'm too bored to care.
I love the carrier mode. I nearly always play in carrier as it gives me targets to achieve. until I reload my rovers, and realize that during the loading time the game decided to flip them, destroying the entire craft in the process. also, I hate the tech tree. mods can make it better, but I still don't understand why you have a cabin that can go to space at the same tier you have the first probe. let me do probe first, then kerbal second. because of this and the fact that probes are nerfed to oblivion compared to manned ships. I mean come on, the first probe does not even has SAS, and to have a probe that can do complex manoeuvres, it takes half if not all the tech tree.
The robotics are my number one thing i would like fixed as well as loading, grip to surfaces and part count. These 3 after 4 thousand hours are the worst. I primarily build robots and mechs and scifi ships that require lots of robotics and my part counts easily get into the 1000s. Also side tanget I think they need to change the name from kitten space program. Or anything with cats. It's not gonna sell well since on the Internet cats are such a high commodity and overused it won't get looked at seriously I feel. 😅 I'll still play it but I think having original characters/creatures would help it more immensely.
it used to take 20 minute to load ksp when it was modded on my last pc ... i finally build myself a nasa computer this year, whit double the mods it take 1 min xD
I agree with most of your 7. 11:18 shameless plug for my MTB chanel - Let me know when you make it to the Western Hemisphere we'll go out to Kaslo and Ride "Friendly Giant" - 1300 M of Descent over 17 Km - and truly a green flowy trail
This might be a bit much, but i just hope that whatever game takes on the mantle of ksp 1 (whether ksp 2 or KSA), that the systems are thought out, the biggest gripes i have with ksp 1 is that the systems in place feel like they were designed in a day. The science scaling is completely fucked, with the science lab ruining the progression completely. The heating system is a joke, being so overly complicated as to be completely impossible to predict, and underused to the point that when you first unlock radioatos they are quite litterally useless, since they are only really used for ISRU at the end of the tech tree. The flight UI is a mess, where all the importent info is spread out across the screen, so you have to constantly whip your eyes up and down and left to fly your rocket, 1 central location like ksp 2 is way better. The VAB and SPH should not have 2 completely seperate control schemes.
Please have lagrange points! and dont use a rails system for planets and moons. and also for some reason in KSP if you set 3 satellites in perfect triangulation orbits, after some time, they get really badly out of place.
I had to write a utility program for fixing ships that broke in KSP 2. I hadn't realised KSP has some of the same problems, it seems likely that I can modify my program to work on the original game
the landing gear wheels physics was literally the worst, yes, a fully compressed spring will just twitch and send your craft flying upside down, that's so realistic and fun!
I'll look into this one when they actually go full release with all the promised content; but I am done with Early Access as it is more often than not a Scam.
Really like youtr vids. U basically made a list of reasons i stopped playing KSP. Just watched vids of others playing - liek yourself. I think they should finissh/polish up KSP 1 before starting ksp2. Because they dont have neither one. KSP is "playable" at best. Kraken destroys gameplay and for me it was 2 much wasted time. KSP 2.... welll u know. Comment for YT algorythym and a like ofc :-) Hope u find a new "KSP" foryou to make vids from
I have a tendency to fire up KSP once in a while and do some missions in the Kerbin system just to have fun with the mechanics before it all goes rapidly downhill when interplanetary comes into play. Definitely agreed on the time sink, though I haven't experienced all your gripes because I don't get that deep into things. Unity is the cause of so much of it. Truly one of the worst game engines ever made.
Please, please stop putting in this "Watch until the end" stuff. I see it more and more, and it frankly just makes me wanna leave the video. You audience isn't TikTok.
oh the sliding problem yesssss sooo annoying!!! i did get a mod years ago that anchored stuff, so i could land on mountains but youd still get that kraken
While KSP2 isn't far along enough, I'd honestly be able to play it's current state for at least a year without issue. But the bugs ruin that! This is the type of game where bugs are extra damaging. Most of my playtime in KSP was before they added atmospheric re-entry heating. So I'm more used to a barebones ksp experience. But the bugs in old KSP 1 were never as bad as KSP 2. They really should have prioritized bugs, stability over new features. I'm a software developer so saying "we should prioritize bugs and stability over new features" is essentially my catch phrase now. Every company always ignores that advice, and pumps out new, buggier features. The business cares very little about software stability, usually.
I am greatly encouraged to see that the sun in KSA is not 20 degrees across and producing lens flares that would make JJ Abrams complain they are over done.
I shelved KSP a few years ago to save my sanity. My craving for Space games is still there, I just dont have the motivation to fight the game engine anymore
I totally feel you! Especially the older I get the less willing I am to deal with this kind of issues.
I always left so many awsome savegames with so much stuff because , all of a suden that docking port just decided to not work anymore forever no matter how many backup save files you bactrack. I love the game, but I never truly got to do what I wanted with it in order to have closure
Try KSP Community Fixes! It fixes some bugs and does some things better. Can't say it will bring you back though
Talki about sanity, have you ever tried war thunder?
Give space engineers a go, a fun game and massive community. Also nice to be able to dictate your own storyline and goals
Finally someone brought up the sliding! I hate that I have to land on a perfectly flat surface otherwise my lander will slide down a hill. And the wheels on rovers too, they'll slide if you turn too much too fast.
And when it comes to time, please let me time warp in a rover. I don't want to drive at 5 m/s for hours because going any faster than that will put the rover into a suborbital flight. Even with MechJeb doing the driving it still takes a lot of my time.
Also fun; I once found a magnetic hill. Put down two flags because as the plane went past that point, applying brakes would accelerate it forward and up the hill at about 5gs.
I use a hydraulic leg or two to stop sliding
first. Somebody get this man to 100k. Shadowzone you make incredible content and its quite frankly a travesty that youve been doing this for 10 years below 100k
So true!
all good points! approaching a surface base or vessel only for it to jump or explode is my most hated bug. it has ruined my playthrough several times, and usually after many hours had been invested.
Yes! I probably should have turned the "Everything slides" chapter into a "ground + vehicle = disaster"
Yeah, the ground is the biggest enemy. Loading landed stuff is like a casino
@@kapytanhook almost all my Lunar base modules like to dig themselves into surface or jump to Joolian system on time warp.
I hate this, but there is "Physics hold" mod for such things I use - it freezes buildings like they're in warp with working functionality and perfomance gain.
KSP is a game with lots of shortcomings, but because it's a really fun game, we tend to work around (or even with) these shortcomings to make it an acceptable experience.
One of the first tips everyone gets is "Save early, save often". That tip is only given because things can fail for no apparent reason, just because.
I lost count how many times I tried to make a colony/research station on another celestial body, and it was just shaking itself apart because of reasons after loading the game or even nearing it.
Sure you can clamp it to the ground, which does work for the part clamped down, but it still has a high chance of shaking itself to bits.
These problems should be directly fixed, and not by some extra parts or by added actions. A good example is wobbly rockets, you shouldn't need to autostrut a rigged rocket, it should automatically be rigged.
It's a great game, and we take its flaws for granted and in time get used to them.
What I hated most was that every part has to have a single "parent" part, i.e. you cannot have two functional connections between the same two areas of the ship. It is all a big "tree" and that vastly exacerbates the wobble problem, but it also limits what you can design.
The vehicle hierarchy isn't directly related to the wobble issues... Although in KSP it is true that one thing did lead to the other.
The tree-like hierarchy is, however extremely important for construction, especially with symmetry. Without it, there is no clear way to identify what parts should be picked up along with the one you selected, which causes the whole workflow to become a block-by-block Minecraft building experience.
All that said, it is definitely possible to do better. The idea of compound parts (struts and fuel lines) came about too late and wasn't used enough in ksp. These types of parts can be used to allow a lot more freedom around the tree-like structure. They create bridges across the tree hierarchy in a way that isn't incompatible with the fundamental structure.
Time to ride the KSA hype train all the way to 100k! You can do it ShadowZone! :D
WASD camera control mod solved the entire needle in a haystack problem, at least in the VAB. Just put that in stock KSA lol
I use a 6dof mouse, free camera in the VAB and flight. RCS control is a dream with it once set up correctly.
One thing i hope we get it really strong hinges, the ability to color a single tank different colors, and the ability to custom design the shape of flaps or structural panels by dragging pounds or something because i wanna build atarship
Have you ever played "Take on Mars"? That had so much potential with the probes and then turned into an Elon Musk fever dream (or the other way around). Too bad "Orbiter" never had easy build rockets like KSP.
I decided to list fixes as I listened. 4 of the fixes require KSPCF (Community Fixes) mod, 2 (3 & 3a) are Module Manager patches (short bits of text code), and 2 require a whole other game. :) None of the fixes are perfect, but here's the list for what it's worth:
1. J:NO has a parts list you can use to select parts. I think it's in the last tab.
2. KSPCF mod fixes some "forgetting" issues. I can't remember (heh) exactly which issues.
3. There's a Module Manager patch to remove corner nodes from those panels. It's on the forum in a big MM patch thread.
3a. You can patch all parts to surface attach with MM. Not sure where the patch is, maybe the same thread. But I think it's _very_ silly that they made some parts not be surface-attachable. Consistent behaviour is a great thing.
4. KSPCF mod fixes various parts drift/reallignment issues.
5. KSPCF includes *TimeWarpOrbitShift* to "Fix active vessel orbit moving randomly when engaging timewarp while under heavy CPU load."
6. J:NO rovers resist sliding when the brakes are fully applied, even if the sliding is sideways. Not an actual fix, but perhaps the best that might be done with Unity.
7. KSPCF improves performance in too many ways to list. It speeds loading tremendously on smaller computers. Whether it makes it fast enough, I don't know. :)
Some of these might not be problems in J:NO, but I don't know. With my health issues, I've been doing little more than watching RUclips, and sometimes not even that.
Damn, hope you are going to be okay man
13:01 Hits differently when my partner of 2.5 years broke up with me two weeks ago 🥺Always need to address problems as soon as they are brought up and make your partner feel heard. It's too easy to get complacent with the normal day-to-day.
Sorry about that 😢
I am sorry to hear that. Not sure if you're already at a stage where it helps, but my mother once said to me after a rather crushing breakup: "Partners are like trains. The next one will come for sure."
Hang in there!
@@ShadowZone Thank you, I really appreciate the kind words and the advice! And the fact that you took the time to read one of many, many comments not directly related to the video!
I'm definitely going to do my best to take some growth out of this and be a better person because all the people in my life deserve that 🙂
Hang in there Alex. Your future depends on it. If you stop believing things can go your way or at least a way you like then you recursively doom yourself. If you believe things will go well then your actions will point you towards a good path. There isn't a secret sauce to these things: life is a complicated sequence of causes and effects. Don't buy into the idea that past patterns must be repeated: everything that has ever happened at one point happened for the first time. Godspeed.
@@ryanspence5831 I really appreciate the kind words and good advice. I always do my best to avoid repeating past mistakes. I'm doing my best to learn from my mistakes and grow as a person. This has been a big and difficult learning experience, but a valuable one.
-"Fine, il do it myself!"
@community probably
my issue with the fancy art they show is.. i never played ksp because of the graphics, i played because it was the only game of it's kind. i picked the game up years ago when a friend showed me his basic ksp build (add mooooore boooosters) and it flew into orbit, even on my old potato laptop i was hooked on the gameplay.
tldr gameplay>graphics
Considering I play Stationeers since the early days, and I have the say that the journey to where it was was a bit rough. But right now it's in such an incredible state that it builds confidence in KSA. I stopped playing KSP a while ago and wanted to wait before buying KSP2 but alas, it never got anywhere.
Good call waiting.
One of the things that irks me the most is that, normally, I don't want or need part-to-part interactions within one vessel, especially in vacuum. I've already built my ship such that thrusting won't bend my joints - you really don't need to check every frame when nothing's changed. I've looked into the source for ksp a few times before for modding purposes, and looking at how they do part physics is actually programmer torture (IMO). There's this whole nested part tree structure that gets checked and recalculated every physics frame, like the world's least efficient IK system being used to simulate character physics on an IK with the most joints the artists could possibly fit. No optimizations like "This group of parts is basically rigid, no need to calculate it," "Already checked this last frame, still the same, no need to calculate." I get it, it's a hard system to program, and I'd have trouble doing it right, and I'm not even sure if the way I'd do it is right, and it'd take months of work, so it's just programmer fighting in this case. That's why I'd almost prefer it wasn't even in the game, or was built to be easily turned on and off (eg a non hacky version of part welding where the system is just disabled).
The parts drifting apart is such an easy bug to figure out (if you are a somewhat competent programmer, which I think was not there in KSP or KSP2):
The game saves the part locations where they currently are, but does not save the point where they would be without bending. Each time you save and reload, the base shape is set to the saved locations, which were previously bent, but now the forces are 0 so they are bent again.
I actually wrote a script that resets the part locations to the unbent state by editing the save file so I could fly propeller planes and actually use the save feature.
The shaking/dissassembly effectively was the last mission I shelved in KSP1.
It was my Grand tour mission, with a lander to rove all biomes on every planet/moon. It took months to design and iron out everything from a-to-z, including getting a size where lag "was not too bad" but I made it, I was proud of it. Everything was quintuple-checked in Kerbin orbit and minmus/moon to test mining craft + refueling and everything.
So I decide to officially launch the mission, and was going to make lenghty posts on the forum as well... It was going to be my next KSP achievement.
I get to moho, and once in orbit... POOF shake-to-dissassembly bug. I tried everything for a week or 2 to try to fix it, playing with auto-strut to different and between different parts, to even flying replacement landers and other parts, in case it was "causing resonance" within the ship. Nothing worked. So I shelved everything and hardly played (seriously) any KSP1 after that. I did some Duna missions and a couple kerbin influence thing, but no other large-scale missions.
Then KSP2 dropped and it sucked. So I moved on until I get the itch to KSP1 again. Thankfully(or unfortunately) I got really busy with RL over the last 2 years so I have not had the time to dive back in. Hopeful;ly KSA will be better. If not there's always KSP1 again, provided you keep your ship simple and not try a grandtour, I guess.
Try Juno, it is far more flexible and much more stable. If not as charismatic as KSP.
I have been having a huge problem with timewarp. Everytime I do over 4x my craft teleports or slows down or something and ruins my mission completely. This is why I stopped playing KSP for now. It is a great game, if you are willing to troubleshoot for a long time.
I agree with performance being KSP1's biggest pain point.
There needs to be a "right-click-and-occlude" feature where you can omit crafts from the physics call stack. Imagine a refinery with lots of "buildings" that you can "bolt down" and instead of simulating all those parts and dragging things down, it just makes a collide mesh and that's it.
No matter the question, KSA can always do better. I've known this studio for years, talked with devs many times and even discussed with them their issues with implementing new stuff. I'm super confident that their game will rock.
Excellent priorities! If KSA can improve on these it will do well. I think a lot of these will be helped by moving on from the LEGO brick style of craft that KSP used. Craft wobble, attachment problems, loading scrambles all come from having a messy list of ‘parts’ attached to each other instead of a large user-built model. Sounds like they’re working on that
9:44 itd be cool if different planets had different friction, so kerbin/earth had very high because of like grass n stuff, but minmus had really low friction because ice
I had ksp but moved do sfs even tho it’s 2d. I couldn’t deal w ksp physics anymore and i could install mods easier on sfs. Well see how KSA compares to SFS2
Encounters disappearing when warping is probably my nr. 2 worst thing about the game. Physical warping inaccuracy is probably spot 1.
What I really love about KSP is that it's sold as a space sim but you have the option to build a large variety of terrestrial vehicles as well - so please make wheels behave like wheels!
Also, where KSP2 failed (beside mismanagement), in my opninon, is that it is a one to one recreation of the original game. I hope KSA will be a fresh take with novel gameplay mechanics.
I've never had an epic computer, so I chose to live vicariously through videos to experience the 1,000 + piece builds of the more masochistic Kerbal creators. I cant imagine the utter frustration you would have after waiting a half hour to get to your first staging event just to have the ship blow up and have to do it "AGAIN " after making a small tweek to the design. I have, however, had my more modest builds explode because I had the audacity to clip a couple parts together or come out of time warp at exactly the wrong time. The wobble monster also ate a few of my space stations until someone figured out the problem with competing reaction wheels. Luckily, the devs for KSA have this hindsight and a lot of people to help them. Fingers crossed. 🤞🤞👍
bipedal kittens would be not creative enough i need realistic cats in astronaut suits and idk they plant flags with a robotic arm
I want Khajiit.
@@jackplouf2813 Khajiit got oxygen if you got credit.
@@calluxdoaron1903 what?
Batch rendering will make displaying many parts vastly more efficient, but it cannot help with physics.
Nah, you pretty much covered most of it. Don’t forget the weak robotic parts that wobble or the fact that if you use symmetry on robotic parts they will bug out. 😢 Fixing the lighting would be nice as the light from lights 💡 currently passes through parts and Kerbals like they’re not there. 😭
Another issue that plagues me when i am using triangle shaped structural panels in stock/modded, is symmetry entanglement syndrome. The mirror is not mirroring the vertices correctly, so the mirror attachment is more like radial
it is definitely kerbal rally simulator with how many dune buggies and rally cars i've made in this game.
I totally agree with everything you say in this video. There us room for Kitten Space Program to take the crown.
You can pan the camera in the vab by holding mmb and moving the mouse...? I hope you know that 1:50
In SPH yes, in VAB holding mmb and moving results in zooming.
@@ShadowZone move the mouse not the scroll wheel
KSP's manual is pretty good, but I'm pretty sure that isn't in it. Or if it is, it was introduced after 1.8 when I started playing. Therin lies a hint of the eternal problem with introduced features: How to let existing users know about them?
A lot of these issues were fixed by mods, ie the fuel lines, enabling fuel to transfer through couplings etc, camera mods, ubizorb welding add on etc, etc. and that was the best part of KSP, the game was able to be easily modified.
But yeah those annoying bugs were super frustrating, thats what i was hoping ksp2 would have eliminated, but day one of ksp2 and wobbly rockets was a holy crap they havent fixed anything on this moment.
I know this is too much to ask, but I would like them to optimise the parts to not take up majority of the computational resources, make physics in parts much more simplified in very large part builds, so that I can build large Capital ships that can refuel at each planet (except gas giants) and make interplanetary modular explorer ship fleet!
I was playing GPP with station science installed. I had the most basic station you could build and it even used 3.5m docking ports. I get anywhere close to the station to deliver one of the experiments and bam! it just flies apart randomly. I'm not even touching it. Then I downloaded kerbal joint reinforcement. That fixed the issue. I haven't had anymore kracken attacks. Then again........I dont' build crazy things like you do.
u forgot manuvernodes click problems i can stand when im looking at a planet and trying to click the manuvernode and it will fk click whatever, same with ships when they are close together
Driving across planets needed an auto-drive or warp or fast travel. Because TIME.
I don't remember the intercept problem. I played in stock mode for about 6 months everyday until I landed kerbals and returned them from every planet and moon. I must have saved my intercepts differently. I do remember most of the other problems he mentioned.
I would had flexible joint between parts. God it's annoying having to autostrut your entire vessels every time it get a little too big or elaborate
Have just started a new modded play through of KSP after two years away from the game. It's running on the most powerful computer I've ever owned and I fully expect to get to the same stage as I have with every other playthrough of the game, where the limitations of the game engine make doing anything with complex craft so time consuming and frustrating that I end up quitting and going and playing Factorio and it's Space Age DLC.
As for myself, I always dreamt of building large complex bases on other planets and moons, but as soon as I tried, the game started lagging. Once more than one vessel is loaded and more than a hundred parts can be seen, the framerate gets really bad.
For many things, there should not even be small parts. There should be procedurality-by-function, where you can take a part, add to it's mass and use part of it's volume to add a function. I do not want thermometers sticking on things. I would like sections that incorporate all my experiments, for example. I want to pack a parachute and antenna in the top of my command module, for example. Adding parts should be used when locality matters. A robot arm in the cargo bay should be a part. A wing should be a part. If it does not matter where something is, stop running up the part count for no reason.
1:00 if that had clouds I’d think it was the real earth (and greener terrain)
I am not sure that batched rendering will have any influence on the problems you described and it also shouldn't hint at how the parts will behave.
From my understanding it should not alter anything, except for the FPS counter.
What I would like from KSA, though perhaps I am asking for too much: Lagrange points.
If you can tame the kraken and manage KSPs many glitches you can build some amazing crafts and builds. I cant wait for KSA because the engine is built from the ground up for this kind of game. Example being the part limit will be 65,000+ and batched rendering.
Despite all issues with the original, I just *started a new, heavily modded KSP 1 carreer game on Linux* (I left the Windows world at early 2024) including stuff like life support. Some of the mods also fix the landing legs slippery, once landed, you can lock your vehicle in place.
I also own KSP2, but I never liked it. Yes, it's faster, but mostly void of content and I hate the new editor.
*I really hope KSA will do better.*
Did anyone consider that it might be Rocketwerkz who acquired KSP from Take2? Or that a new KSP owner might pay Rocketwerkz to develop KSP2/3 for them, as in the new owner acting as publisher and Rocketwerkz as the studio? Wouldn't that be great?
Bear in mind, Rocktwerkz has already put out successful niche games like STATIONEERS before (that is also one I like). And it has working multi-player including a Linux-based game server.
if this game can handle my awful looking poorly constructed hell of a rocket, I'm buying it!
My ship drifts during time warp. I genuinely don’t know how I can time warp for 200 days and end up facing 180° the wrong way after aligning with the maneuver node.
There's definitely a lot to be desired for KSP in it's stock state, but I don't regret a second of the many, many hundreds of hours I've played it
I want to see spacecraft and Launch vehicles separated in KSA. Too many times I’ve finished a probe and built a whole new rocket to launch it because the game doesn’t teach you to reuse launch infrastructure.
The robots controls are so frustrating, and the digital Alzheimer’s even extends to non-robotic parts, the light controls and the firework launchers also suffer from it!
My biggest gripe with KSP, which was semi-addressed in KSP2 is that the surfaces are BORING. I want steep cliffs, beautiful mountains, caves, lava tubes, active volcanoes. Even with Parallax the surfaces are just plain boring. Once you've seen one bit of Duna, you've seen it all: Rolling red hills. I want terrain that makes me want to drive my rovers around more because something caught my eye. Instead of land rover, take science, transmit, roll to next biome that is visually no different than the last, take science, transmit and repeat until I'm too bored to care.
I love the carrier mode. I nearly always play in carrier as it gives me targets to achieve. until I reload my rovers, and realize that during the loading time the game decided to flip them, destroying the entire craft in the process.
also, I hate the tech tree. mods can make it better, but I still don't understand why you have a cabin that can go to space at the same tier you have the first probe. let me do probe first, then kerbal second. because of this and the fact that probes are nerfed to oblivion compared to manned ships. I mean come on, the first probe does not even has SAS, and to have a probe that can do complex manoeuvres, it takes half if not all the tech tree.
The robotics are my number one thing i would like fixed as well as loading, grip to surfaces and part count.
These 3 after 4 thousand hours are the worst. I primarily build robots and mechs and scifi ships that require lots of robotics and my part counts easily get into the 1000s.
Also side tanget I think they need to change the name from kitten space program. Or anything with cats. It's not gonna sell well since on the Internet cats are such a high commodity and overused it won't get looked at seriously I feel. 😅 I'll still play it but I think having original characters/creatures would help it more immensely.
I hated the camera in the KSP2 VAB. lol It drove me nuts. TBH KSP1 isn't much better.
it used to take 20 minute to load ksp when it was modded on my last pc ... i finally build myself a nasa computer this year, whit double the mods it take 1 min xD
the more you like something the more you want it to improve
so its okay to call out stuff that doesnt work
idea: better SAS, like. the mods that are out there, but should be in the base game
I agree with most of your 7. 11:18 shameless plug for my MTB chanel - Let me know when you make it to the Western Hemisphere we'll go out to Kaslo and Ride "Friendly Giant" - 1300 M of Descent over 17 Km - and truly a green flowy trail
This might be a bit much, but i just hope that whatever game takes on the mantle of ksp 1 (whether ksp 2 or KSA), that the systems are thought out, the biggest gripes i have with ksp 1 is that the systems in place feel like they were designed in a day. The science scaling is completely fucked, with the science lab ruining the progression completely. The heating system is a joke, being so overly complicated as to be completely impossible to predict, and underused to the point that when you first unlock radioatos they are quite litterally useless, since they are only really used for ISRU at the end of the tech tree. The flight UI is a mess, where all the importent info is spread out across the screen, so you have to constantly whip your eyes up and down and left to fly your rocket, 1 central location like ksp 2 is way better. The VAB and SPH should not have 2 completely seperate control schemes.
You need to be able to build like in a simplified 3d modelling program, not being forced to place one part, then connect other parts to it!!!!!
Please have lagrange points! and dont use a rails system for planets and moons. and also for some reason in KSP if you set 3 satellites in perfect triangulation orbits, after some time, they get really badly out of place.
That feeling when you bring Jeb instead of Bob
I hated that there were no kittens.
I had to write a utility program for fixing ships that broke in KSP 2. I hadn't realised KSP has some of the same problems, it seems likely that I can modify my program to work on the original game
Agreed with literally all of the points.
the landing gear wheels physics was literally the worst, yes, a fully compressed spring will just twitch and send your craft flying upside down, that's so realistic and fun!
I'll look into this one when they actually go full release with all the promised content; but I am done with Early Access as it is more often than not a Scam.
early access will be free
Really like youtr vids. U basically made a list of reasons i stopped playing KSP. Just watched vids of others playing - liek yourself. I think they should finissh/polish up KSP 1 before starting ksp2. Because they dont have neither one. KSP is "playable" at best. Kraken destroys gameplay and for me it was 2 much wasted time. KSP 2.... welll u know. Comment for YT algorythym and a like ofc :-) Hope u find a new "KSP" foryou to make vids from
I have a tendency to fire up KSP once in a while and do some missions in the Kerbin system just to have fun with the mechanics before it all goes rapidly downhill when interplanetary comes into play. Definitely agreed on the time sink, though I haven't experienced all your gripes because I don't get that deep into things. Unity is the cause of so much of it. Truly one of the worst game engines ever made.
"i'll make my own casino, with blackjack, and hookers!" - Bender Bending Rodriguez, and every space game dev
1. don't be a scam
2. win
thats really all they need
I don't use rovers or robotics. Both suck too much to waste my time on. lol
It was way easier to build things in KSP 2.
We will see
THERE IS STILL SFS 2
If you play KSP without WASD editor, I just can't take your opinions seriously.
Its a good list
Please, please stop putting in this "Watch until the end" stuff. I see it more and more, and it frankly just makes me wanna leave the video. You audience isn't TikTok.
I play console lol I only know how to play the console version of ksp
The game needs to use Unreal Engine. Unity is just too shit and underpowered for a game with this much physics and graphics.
oh the sliding problem yesssss sooo annoying!!! i did get a mod years ago that anchored stuff, so i could land on mountains but youd still get that kraken
While KSP2 isn't far along enough, I'd honestly be able to play it's current state for at least a year without issue. But the bugs ruin that! This is the type of game where bugs are extra damaging.
Most of my playtime in KSP was before they added atmospheric re-entry heating. So I'm more used to a barebones ksp experience. But the bugs in old KSP 1 were never as bad as KSP 2. They really should have prioritized bugs, stability over new features. I'm a software developer so saying "we should prioritize bugs and stability over new features" is essentially my catch phrase now. Every company always ignores that advice, and pumps out new, buggier features. The business cares very little about software stability, usually.
Do you know if Nate Simpson already runs an UBER or is still living off insurance?
I am greatly encouraged to see that the sun in KSA is not 20 degrees across and producing lens flares that would make JJ Abrams complain they are over done.
why did you ask me to watch until the end because something happens?
that's a pretty boring kind of clickbait, and is also annoying