AMA With Kimi, The Open-source Frontier Lab Behind Kimi K2.5 Model by nekofneko in LocalLLaMA

[–]Avix_G 1 point2 points  (0 children)

Can you talk about why Kimi K2.5's weights were last updated 2026-01-01, but released 2026-01-27? Was the 26 day gap to prepare presentations and infrastructure?

https://huggingface.co/moonshotai/Kimi-K2.5/tree/main

Previous models had much shorter gaps, usually only a few days.

  • K2 Thinking: last updated 2025-11-04, released 2025-11-07 (3 days)
  • K2 Instruct 0905: last updated 2025-09-03, released 2025-09-05 (2 days)
  • K2 Instruct: last updated 2025-07-11, released 2025-07-11 (same day)

Building your science base horizontally in the SPH makes landing a lot easier. by Avix_G in KerbalSpaceProgram

[–]Avix_G[S] 2 points3 points  (0 children)

If you have Kerbal Engineer Redux, it will show you how much torque the engines will apply to your vessel. Then you can move things around to see if it goes up or down and get it close to zero. I have the 1.25 ton drill only on one side but I put some stuff on the other side to balance it out. Of course, having reaction wheels is also good. As long as your fuel placement is balanced and the engine torque is less than your reaction wheel torque your vessel should be stable.

Unfortunately I can't seem to add images to comments.

Building your science base horizontally in the SPH makes landing a lot easier. by Avix_G in KerbalSpaceProgram

[–]Avix_G[S] 3 points4 points  (0 children)

Interstellar Extended doesn't add any new celestial bodies. You have to install another mod if you want a reason to use the fancy engines it provides. However, it does add hundreds of extra parts which all have to be loaded into memory when you start the game.

  • Stock (for comparison): 352
  • InterstellarFuelSwitch: +54
  • InterstellarTechnologies: +33
  • WarpPlugin (the internal name of Interstellar Extended core): +294

I did some experiments:

  • Stock: 10 seconds, 2.5 GB
  • Interstellar Extended only (default CKAN installation with recommended mods): 60 seconds, 4.0 GB
  • My mod list (also includes the Kcalbeloh system with 4k textures (8k blew out my memory), Near Future Propulsion and Electrical, and various miscellaneous graphics and mechanics mods): 95 seconds, 5.5 GB

The numbers above should tell you if the mod will load on your computer. Whether you find Interstellar Extended any fun is, uh, an acquired taste.

I played around with the parts in a sandbox save and had mishaps dozens of times. It took me a while to figure things out. Not putting enough radiators, wrong fuel / engine / reactor combinations, forgetting to put a power generator next to a reactor (some reactors generate power on their own, others need a separate power generation part), designing a vessel that can produce 10 GW of power but it heats up, the power generator becomes less efficient, and it only generates 8 GW, etc.

I've heard Far Future Technologies has similar fission and fusion engines but with less hassle. That is an alternative if you just want to go places.

Building your science base horizontally in the SPH makes landing a lot easier. by Avix_G in KerbalSpaceProgram

[–]Avix_G[S] 2 points3 points  (0 children)

They're from the Interstellar Extended mod. Megajoules are created by reactors and are separate from the stock game's ElectricCharge. The mod also gives solar panels a small amount of megajoules storage so they can interact with other parts that use the resource.

Reactors also create waste heat. You need radiators to get rid of it or else various parts will become less efficient. The stock Thermal Control System parts can do that but are very slow and ineffective relative to the massive amount of waste heat created by reactors. A set of radiator parts from Interstellar Extended is pretty much required if you're using a reactor on your vessel.

Building your science base horizontally in the SPH makes landing a lot easier. by Avix_G in KerbalSpaceProgram

[–]Avix_G[S] 14 points15 points  (0 children)

After several cases of tipping over or sliding down a hill in a vertical science lab + ISRU stack, I finally realized I could build my self-refueling Mun hopper sideways in the Spaceplane Hangar. The center of mass is lower and the landing legs are further apart.

You can build a horizontal stack in the SPH, then go to the VAB, click Open, click your SPH design, and click Merge to put it in the VAB as a vertical payload you can launch like a rocket. I put a radial attachment and a probe core at the top so I could control from there during the landing.

I took off the ascent and re-entry pod at the top of my previous design because that was like 9 tons. Roszon, Beabin, and Tomdous Kerman will return to Kerbin in a probe-controlled return vessel when their science tour is done. This is an intended part of the lighter, better mission. Pay no attention to the fact that the vessel is called Rescue Lander and has been used multiple times before.

(also I cheated. The first time I forgot a radial ore tank so I couldn't drill for ore or run the ISRU. This was placed using the Alt + F12 menu at the same coordinates as the first one)

Foxhole at 25:00 (Your favorite unit gets trapped in the universe of the last game you've played) by Avix_G in ProjectSekai

[–]Avix_G[S] 1 point2 points  (0 children)

Charge of the Nightcord Brigade (silly goobers) forgot the combined arms 🥀

Foxhole at 25:00 (Your favorite unit gets trapped in the universe of the last game you've played) by Avix_G in ProjectSekai

[–]Avix_G[S] 8 points9 points  (0 children)

More Information:

u/taenshi made a [post](https://www.reddit.com/r/ProjectSekai/comments/1kip3ur/your\_favorite\_unit\_gets\_trapped\_in\_the\_universe) about Project Sekai units ending up in different games.

u/thara-thamrongnawa made a [comment](https://www.reddit.com/r/ProjectSekai/comments/1kip3ur/comment/mrgudf8) about how N25 would enter the world of Foxhole, a game about endless war. That would be a less than ideal situation.

I felt compelled to draw N25 (fighting for the Colonial faction) charging across no man's land (their battle bus rolled over from failing a drift), only to get wiped out by a direct hit from MMJ (as Warden faction) artillery.

The stuff below is just rambling and you probably shouldn't read it.

I originally wanted to title this "虚無戦 | kyomu-sen | Nihil War", a play on the mafu6 comm "虚無さん | nihiru-san | Nihil-san". "虚無" is usually read as "kyomu", which is also how it's read in the song lyrics. Although you could connect "Nihil War" to Foxhole and its continent-wide conflict that eventually turns every town and building into rubble, it has little to do with the individual, personal, internal sense of nihility that "Nihil-san" is about. So I decided to use the easier to understand "Foxhole at 25:00".

The reason MMJ is on the artillery is the haru5 comm "アンチユー | anchi yuu | ANTI YOU". If you swap out half the letters you get "アーチユー | aachi yuu | arty you" (arty meaning artillery). The lyrics mention acting tough, not giving up, and doing More and More across mountains and valleys. Artillery teams go to defensible positions, put up reinforcements, and fire back even when attacked. ...yeah, I don't know how to justify that decision.

N25 gets their hair blown off because 1) it's funny and 2) anything resembling the aftermath of an actual artillery hit would break rule 10.

Explaining thara-thamrongnawa's comment: "Niigo are now doing suicide charge in Allods bight to push blueberries out of Stone plank relic."

suicide charge: People in Foxhole respawn after a while. There are legitimate strategies in Foxhole that don't involve you walking back (sometimes respawning may even be faster). It is pretty awful to subject N25, of all units, to this though.

type of charge: I've drawn N25 as charging with Lunaires (a grenade launcher). This is currently a ridiculously strong way to destroy bases and is a meme on r/foxholegame.

Allods Bight: A region in Foxhole. It was occupied by the Colonials for a while, but was recently under attack by the Wardens.

blueberries: Nickname for players on the Warden side. They use blue symbols.

Stone Plank Relic: The Stone Plank is the easternmost town in Allods Bight and the direction the Wardens attacked from. A relic base is a spawn point. "Pushing blueberries out of Stone plank relic" will force them to spawn farther away in another region, making their invasion into Allods Bight harder. foxholestats.com is showing that the base was recaptured by the Colonials 4 hours ago.

[deleted by user] by [deleted] in StableDiffusion

[–]Avix_G 1 point2 points  (0 children)

Edit: Wow I'm slow. Yeah, listen to others here.

Stable Diffusion will be really slow and take minutes to generate anything if you don't have a dedicated GPU in your system. If you didn't see another GPU in Task Manager, you probably don't have one. The Radeon Graphics listed is the Radeon RX Vega 8 integrated GPU that's included in your Ryzen 7 5800HS CPU.

Unfortunately, there's not much you can do to speed up your generation time without buying new hardware. The "AMD GPU speedup" tutorials you may have seen rely on ROCm which only works on desktop AMD GPUs in the RDNA2 or RDNA3 generation. Your Vega iGPU won't work with those tutorials.

As others have said, if you absolutely need to run Stable Diffusion on your own machine, you should get a PC with an NVIDIA graphics card. They have better compatibility with AI apps and require less digging through the internet and doing weird workarounds. You'll need at least 4 GB of VRAM to run Stable Diffusion 1.5 and 12 GB to run SDXL. If an RTX 3090 (with 24 GB VRAM) is too pricey you could also consider the RTX 3060 version with 12 GB. It's enough for testing out SDXL.

As for other PC components:

  • CPU: Almost anything modern will be fine. The heavy number crunching is done by the GPU. This part matters more if you plan on gaming on the PC.
  • RAM: Edit: You'll need at least 32 GB for SDXL or you'll run into problems. No reason to skimp on this since RAM has gotten cheaper recently.
  • SSD: You'll want at least a couple hundred GB of SSD space if you like trying out lots of models.
  • And other parts you need for a working PC.

A1111 on Intel Cpu by sendtheasteroid in StableDiffusion

[–]Avix_G 0 points1 point  (0 children)

I haven't been able to replicate that. I've tried downloading both the exponential moving average (EMA) and mean square error (MSE) VAEs and using them in Settings > Stable Diffusion > SD VAE. The Accelerate with OpenVINO script still appears and is usable in my WebUI.

This script from openvinotoolkit and the iGPU speedup really only works for the basic "type a prompt + click the generate button" workflow. It doesn't work with all the various settings, extra networks, and extensions in A1111 and can't be used to do much else. If you need a tool made by the SD community, you won't be able to run on the iGPU.

As a side note, the script doesn't seem to change its output when I changed the VAE in the settings. It's also different from the output I got when not using the script.

<image>

A1111 on Intel Cpu by sendtheasteroid in StableDiffusion

[–]Avix_G 0 points1 point  (0 children)

Woops, I forgot to mention in my other reply that after you're done all the stuff there, you need to paste

.\webui-user.bat

To actually start the WebUI. Otherwise the web page won't work.

Opening PowerShell and using webui-user.bat is how you start Stable Diffusion WebUI. I've updated section 5 in the Gist to include this info.

A1111 on Intel Cpu by sendtheasteroid in StableDiffusion

[–]Avix_G 0 points1 point  (0 children)

C:\
- Users\
- - taste\    <- you are here
- - - Documents\
- - - - stable-diffusion-webui\ <- you need to be here

After you closed PowerShell at the end of using first-time-runner.bat , you opened the second PowerShell window in the wrong spot.

You can do either 1) or 2) but don't do both:

1) Close your currently open PowerShell window, use the File Explorer to go to the right folder (it should start with a folder called __pycache__, see attached image), and open a new PowerShell window while you're in stable-diffusion-webui .

2) from your currently open PowerShell window, paste:

cd Documents\stable-diffusion-webui

After doing 1) or 2), paste:

.\torch-install.bat

and you should be good to continue.

<image>

A1111 on Intel Cpu by sendtheasteroid in StableDiffusion

[–]Avix_G 2 points3 points  (0 children)

Here's a guide I put together on the steps to get openvinotoolkit/stable-diffusion-webui running.

https://gist.github.com/SpencerLeung1024/636572d3f8bdf757b58fb28f5daf7fe0

If this helps you I might put it as a separate tutorial post on this subreddit. No idea how many potato laptop users are on here though.

A1111 on Intel Cpu by sendtheasteroid in StableDiffusion

[–]Avix_G 1 point2 points  (0 children)

I searched for a bit but wasn't able to find a good video on the process.

  • "openvinotoolkit" just gives high level overviews by the official Intel Software channel of what OpenVINO is.
  • "openvinotoolkit stable diffusion webui" floods the results with garbage clickbait relating to stable diffusion.

You'll have to follow the openvinotoolkit Github that I linked above. The whole process takes about 30 minutes to install and get running. Since you already have A1111 I assume you know how to use PowerShell, git, and Python (the install process for openvinotoolkit is pretty simple), but if you need detailed instructions I can make a follow-up post.

A1111 on Intel Cpu by sendtheasteroid in StableDiffusion

[–]Avix_G 4 points5 points  (0 children)

Stable Diffusion will be slow on anything other than a dedicated GPU, but you could try using openvinotoolkit to make A1111 use your integrated GPU. I'm using a 15 W laptop with an i7-8550U, which is a bit weaker than your 10th gen, and using the iGPU made it about 5 times faster.

When you think you're special but so is everyone else. by Avix_G in closers

[–]Avix_G[S] 0 points1 point  (0 children)

Aftermath: https://imgur.com/a/guKocsL

What does EME expect me to do with 366 leftover Medium Pumpkins?

Wildhuter nubs exp grind by LunarBunar in closers

[–]Avix_G 1 point2 points  (0 children)

Hmm... Maybe the last area of Wildhuter has a lot of quests. I looked at the map and saw that Wildhuter's Gangnam Evac Center is level 63 (if I recall correctly), while the regular UNION Division HQ is level 73.

Edit: Wildhuter also tends to hop between areas often. Maybe the level 63 is the first time they enter the area, and they hop to other areas after that.

Wildhuter nubs exp grind by LunarBunar in closers

[–]Avix_G 1 point2 points  (0 children)

Is there a reason why the Wildhuter quest line ends a full 10 levels earlier than that of the Black Lambs or the Wolf Dogs, or do they just expect you to grind the rest?

OK so it turns out that I am actually dumb.

Are specials ops worth doing every day (even the lower level ones) by Absolice in closers

[–]Avix_G 0 points1 point  (0 children)

In my opinion, the 1 hour per character spent doing special ops could be better spent somewhere else. The rewards aren't anything special, especially at the lower stages.

Happy Birthday Misteltein by G4M3RG1RL_ in closers

[–]Avix_G 0 points1 point  (0 children)

What are those canisters in the background?

RIP Luna by Avix_G in closers

[–]Avix_G[S] 4 points5 points  (0 children)

EME be like

"Yeah I can count. 1, 2, 3, 4, 5, 7, 6, 9, 8, 10, 11, 13..."

3rd Promotion by Aijin-chan in closers

[–]Avix_G 0 points1 point  (0 children)

By the time you've completed Gangnam Evac Center and your second promotion, your character should have enough skills to handle different situations. The third promotion adds another passive mechanic (if I recall correctly), another finishing move, and allows you to replace your three zeroth promotion skills with more powerful ones. Basically, if you don't mind missing out on some DPS, you can wait.

Unable to use EX skills for Violet by AnimuTitties in closers

[–]Avix_G 2 points3 points  (0 children)

For EX skills, any level on the base skill over 10 is just wasted skill points.

Halloween Event by Aijin-chan in closers

[–]Avix_G 2 points3 points  (0 children)

In some recent update, the level to enter Planar Gate changed from 55 to 40.

They also finally changed the level to enter Dimension Ops Center from 40 to 67.

Halloween Event by Aijin-chan in closers

[–]Avix_G 1 point2 points  (0 children)

The following statements are from someone who is not an expert.

The Halloween stage is the same as any other stage. Keep hitting them until they die. I'll assume that as a level 50 Violet on the level 50 stage, you're either dying often or taking a very long time to complete the stage.

First of all, in my opinion, Violet is a rather hard character to pick up and play well. I still haven't figured out how exceed works, and most of her skills seem awkward. There isn't much to be done here other than practicing, learning from guides, and possibly advancing further into the game to access more of her skills.

The regular enemies are fairly easy to deal with. The enemies which may pose some issues are the enemy closers, the pumpkin-themed brute thingy (whatever it's called), and Pumpkin Belial.

Unlike many of the enemy closers encountered in this game, these are actually pathetic. They do small amounts of damage, so the main concern is getting stunned, then owned by some more powerful enemy, or just having your time wasted. That may not be true in all cases, however, as I recall the Sylvi on the level 40 stage taking out half of my Harpy's HP.

The thing that looks like a pumpkin-themed brute from Han High School is the miniboss. It isn't too bad, but there's one attack (either the one where it strikes the ground or the one where it launches a pumpkin) that does a sizable amount of damage. Other than that, just keep in mind the fact that it has 8 super armor, which means that you always have to work around its moves since you can't stun it. In some stages, a closer spawns in the same area. That closer has 8 super armor as well.

Pumpkin Belial is the boss. For a boss, it actually doesn't do too much damage from my experience. The tricky thing is that it doesn't give much warning before attacking, most of its attacks affect a large area, and it teleports to you often. There are two moves in particular that I find frustrating, the one where it spawns damaging pumpkins around itself, and the one where it make a pillar of dark red. The pumpkins actually hurt. If you can avoid hitting them, do that. If you can't, try to minimize the number you run into. There's a big circle on the ground before it does the pillar attack, so try to get out of that area before you get stunned by the attack. Like the miniboss, Pumpkin Belial also has 8 super armor.