Ksp 2 specs
Author: n | 2025-04-24
ksp 2 specs ksp 2 specs. ksp 2; specs; minimum; pc specs; By HoppyJR86 Febru in Prelaunch KSP2 Suggestions Development Discussion. Share More KSP 2 should be playable on hardware outside the provided specs too. UPDATE 19/02: KSP Twitter confirms that early specs are heavy due to it being Early Access, and they will be optimising the game throughout the EA
these ksp 2 specs are a joke - YouTube
So, I've been doing some vague benchmarking to see how I can get the best performance from KSP. To that end, I have been using Kerbokatz' FPS Viewer and Physical Time ratio viewer to see how the game is running under different platforms. I've got KSP installed on Windows Vista and Linux (Ubuntu 15.04). I flew the Dynawing stock craft, and watched the reported Physical Time ration, and here are the results: Physical time ratio, using a physics time step of 0.02. (Higher is better). Windows Vista, DX9: ~58% Windows Vista, DX11: ~50% Linux x64, OpenGL: ~50% Windows Vista, OpenGL: ~35% So, with my hardware, DX9 gets the best performance (though at the cost of higher memory usage as others have discussed). DX11 and Linux OpenGL, and Windows OpenGL is significantly worse. Another thing I noticed: Under DX11 and OpenGL, the performance drops to about 25% at the default zoom, but if I zoom out just a bit (so the craft fills about 1/2 the screen vertically) the performance increases to the above values. This doesn't happen on DX9. It performed the same regardless. Lastly, Physical Time Ratio Viewer has an option to display the physics time-step. I noticed that if I increase the physical time-warp, the physics time step goes up proportionally, but then doesn't come back down when reducing the physics time warp. The effect on performance is noticeable, so I don't think it is just the mod not recording it correctly. It seems like the mod is getting it right, and the game isn't resetting the physics time-step when warping down. Computer specs, for the curious: Intel Core 2 Quad Q9550 overclocked to 3.78GHz; Nvidia GTX 960, playing at 1080p with a few graphics mods (EVE, scatterer, Real Plume). Anyway, these are just some observations I made. Maybe they'll help someone else figure out how they want to run their setup.. ksp 2 specs ksp 2 specs. ksp 2; specs; minimum; pc specs; By HoppyJR86 Febru in Prelaunch KSP2 Suggestions Development Discussion. Share More KSP 2 should be playable on hardware outside the provided specs too. UPDATE 19/02: KSP Twitter confirms that early specs are heavy due to it being Early Access, and they will be optimising the game throughout the EA The visuals on the modded KSP looked so much better than KSP 2. You actually get depth in the modded one. But in any case, looking at minimum specs makes more sense, and the Because its modding community manages to create everything KSP 2 promised while achieving a higher quality, and it runs on computers with far weaker specs than even KSP 2’s lowest requirements. KSP 2 is still colossally unoptimized and the price is still apallung, and from the looks of things it might not be getting updates for much KSP 2 will work across a wide variety of hardware beyond what is listed in our recommended specs, with performance scaling based on the size and complexity of the crafts Here are the Minimum and recommended PC specs for KSP 2! @KerbalSpaceP. Thank you guys for getting this out so fast! Give yourselves a BadS sticker! 2. 5. Show Question on minimal specs to run KSP2 . KSP 2 Question/Problem Hello. I've been playing KSP 1 on my old creaky PC for years now. It's a 10 years old PC, and back in 2025 I got a really good Kerbin Side Remastered This is the revision of the Classic Kerbin Side mod made by forum user AlphaAsh. The entirety of the mod was recreated from the ground up. This mod uses many of the new features within Kerbal Konstructs. Kerbin Side Remastered features stock-alike structures and runways, functioning landing systems for runways, and resource friendly assets. DOWNLOAD From: This mod requires the installation of Kerbal Konstructs. You can find it HERE Breakdown of included Features: All new stock-alike structures and launch sites. Working landing aids, Precision Approach Path Indicator, and KK ILS/NGS system -Taxiways -Automatic Numbering Runways -Structures made in a modular triangle and hex system, to make launch sites in any configuration. -Day Night Animations -Dish Animations -System resource friendly assets. -Balanced game play with stock KSP -Discoverable airfields and launch sites. -Hidden Easter Eggs! Anomalies! And more to come soon! Special Thanks and Attribution: @Lack for permission to use some of his models. @Ger_space for his amazing work with Kerbal Konstructs, adding new modules, and just putting up with me in general. @Omega482 for his help, resources, and KSC specs. Here is an album showing how I make the stock alike structures: Making KSP Structures Frequently Asked Questions: Q: Why are there so many errors? A: Those are just warnings telling you that assets are not found in the GameData folder. I assure you this is normal. Kerbal Konstructs assigns the 'Built-in" textures to the meshes. Built-in textures are the ones included with Kerbal Space Program. The PhysX errors are normal too. KSP is trying to apply a convex mesh to a 2D plane (the face of a wall). Kerbal Konstructs overrides the mesh collider making it behave like a box collider. None of these errors are game breaking and are merely warnings asking if the properties of the model is ok. Q: Does this work with the old Kerbin Side? A: No, this is meant to be an entirely new replacement to the old Kerbin Side. Q: Does this work with 'X' planet mod? A: Kerbin Side Remastered is designed for Stock KSP. As there are many Planet mods it's too time consuming create KSR for each one. I haven't tested it yet but KSR may work with planet resize mod, use at your own risk. Q: The old Round Range is over the new one? A: The older version of the Kerbal Konstructs plugin includes the old statics for the old Round Range. To fix this delete the Statics folder from Kerbal Konstructs. Future releases of Kerbal Konstructs will have the old KS buildings migrated to the legacy Kerbin Side mod. I strongly recommend updating to the current version. (This is no longer an issueComments
So, I've been doing some vague benchmarking to see how I can get the best performance from KSP. To that end, I have been using Kerbokatz' FPS Viewer and Physical Time ratio viewer to see how the game is running under different platforms. I've got KSP installed on Windows Vista and Linux (Ubuntu 15.04). I flew the Dynawing stock craft, and watched the reported Physical Time ration, and here are the results: Physical time ratio, using a physics time step of 0.02. (Higher is better). Windows Vista, DX9: ~58% Windows Vista, DX11: ~50% Linux x64, OpenGL: ~50% Windows Vista, OpenGL: ~35% So, with my hardware, DX9 gets the best performance (though at the cost of higher memory usage as others have discussed). DX11 and Linux OpenGL, and Windows OpenGL is significantly worse. Another thing I noticed: Under DX11 and OpenGL, the performance drops to about 25% at the default zoom, but if I zoom out just a bit (so the craft fills about 1/2 the screen vertically) the performance increases to the above values. This doesn't happen on DX9. It performed the same regardless. Lastly, Physical Time Ratio Viewer has an option to display the physics time-step. I noticed that if I increase the physical time-warp, the physics time step goes up proportionally, but then doesn't come back down when reducing the physics time warp. The effect on performance is noticeable, so I don't think it is just the mod not recording it correctly. It seems like the mod is getting it right, and the game isn't resetting the physics time-step when warping down. Computer specs, for the curious: Intel Core 2 Quad Q9550 overclocked to 3.78GHz; Nvidia GTX 960, playing at 1080p with a few graphics mods (EVE, scatterer, Real Plume). Anyway, these are just some observations I made. Maybe they'll help someone else figure out how they want to run their setup.
2025-04-24Kerbin Side Remastered This is the revision of the Classic Kerbin Side mod made by forum user AlphaAsh. The entirety of the mod was recreated from the ground up. This mod uses many of the new features within Kerbal Konstructs. Kerbin Side Remastered features stock-alike structures and runways, functioning landing systems for runways, and resource friendly assets. DOWNLOAD From: This mod requires the installation of Kerbal Konstructs. You can find it HERE Breakdown of included Features: All new stock-alike structures and launch sites. Working landing aids, Precision Approach Path Indicator, and KK ILS/NGS system -Taxiways -Automatic Numbering Runways -Structures made in a modular triangle and hex system, to make launch sites in any configuration. -Day Night Animations -Dish Animations -System resource friendly assets. -Balanced game play with stock KSP -Discoverable airfields and launch sites. -Hidden Easter Eggs! Anomalies! And more to come soon! Special Thanks and Attribution: @Lack for permission to use some of his models. @Ger_space for his amazing work with Kerbal Konstructs, adding new modules, and just putting up with me in general. @Omega482 for his help, resources, and KSC specs. Here is an album showing how I make the stock alike structures: Making KSP Structures Frequently Asked Questions: Q: Why are there so many errors? A: Those are just warnings telling you that assets are not found in the GameData folder. I assure you this is normal. Kerbal Konstructs assigns the 'Built-in" textures to the meshes. Built-in textures are the ones included with Kerbal Space Program. The PhysX errors are normal too. KSP is trying to apply a convex mesh to a 2D plane (the face of a wall). Kerbal Konstructs overrides the mesh collider making it behave like a box collider. None of these errors are game breaking and are merely warnings asking if the properties of the model is ok. Q: Does this work with the old Kerbin Side? A: No, this is meant to be an entirely new replacement to the old Kerbin Side. Q: Does this work with 'X' planet mod? A: Kerbin Side Remastered is designed for Stock KSP. As there are many Planet mods it's too time consuming create KSR for each one. I haven't tested it yet but KSR may work with planet resize mod, use at your own risk. Q: The old Round Range is over the new one? A: The older version of the Kerbal Konstructs plugin includes the old statics for the old Round Range. To fix this delete the Statics folder from Kerbal Konstructs. Future releases of Kerbal Konstructs will have the old KS buildings migrated to the legacy Kerbin Side mod. I strongly recommend updating to the current version. (This is no longer an issue
2025-04-06Should do a trick. It will be hard to help those who don't read forum posts and warning messages on screen, no matter of font size and color. Quote Link to comment Share on other sites Author Share On 3/2/2020 at 1:09 PM, kcs123 said: Only thing that pop up on my mind is to use separate version numbers. For KSP 1.9.x and further, use higher version number for TS. That can have dependency on KSP reacall. For KSP 1.4.x up to 1.8.x use lower version numbers without dependency on KSP recall. TS code could still be same, even same compile, just need to be distributed separately with different version number. Rudolf made similar stunt with IR Next. That is to satisfy CKAN syntax and handling of various KSP and mod versions. Your idea made me have another one. Let's see if it sticks. I'm heavily biased on keeping the PACKAGE name tied to the PRODUCT, but things doesn't needs to be this way. I can have different life cycles for the Product and for the Package - I already started this stunt with the Companions, but this ones on the patch level. TL;DR: The current "Symbol" for TweakScale on CKAN has reached EoL. It will be deprecated, with a substitution being pushed on the next release. That substitution will be targeted to the KSP version in use: TweakScale Support for KSP 1.4.x And now it's easier to deliver for KSP 1.3 and 1.2 too!! TweakScale Support for KSP 1.5.x TweakScale Support for KSP 1.6.x TweakScale Support for KSP 1.7.x TweakScale Support for KSP 1.8.x TweakScale Support for KSP 1.9.x Technically, only 1.9.x and "Everthing else" are really needed, but this way it's easier to the Common Kerman to cope! Each Package will have TweakScale Core (just a fancy name
2025-04-18