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Sonny_Jim

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Posts posted by Sonny_Jim

  1. I think you kinda missed my point.  Surely you should be adding these bugs into the bug tracker when they are found?

    Also, even if it is fixed in the next version, it makes sense to add them in there so other people can see "Oh, it's an existing bug with version x.x".  Whenever I notice odd behaviour, one of the things I do before posting in the forums about it is to check the bug tracker to see if it's been noticed.

  2. 18 minutes ago, Aegolius13 said:

    Duna does have an atmosphere but it's very thin, do you may want to go a bit steeper than in a vacuum.

    Ah of course, it's so thin I forget it's there sometimes lol.  

    I seem to remember reading somewhere that the effects of atmospheric drag are minuscule compared to the losses of going straight up to orbital height then gaining horizontal speed takeaway I took from this was, it doesn't matter that much how early you start your gravity turn on Duna/Laythe/Kerbin (Eve I wouldn't be so sure of).

  3. 20 hours ago, Aegolius13 said:

    As mentioned above, the best way to get an equitorial orbit after landing is to be in one before you land.

    Correct me if I'm wrong, but every single orbit possible will cross over the equator at some point, so unless I am going for a specific biome, I land on the equator, makes taking off again that bit easier.

     

    Also, on any body without an atmosphere you want to start going sideways as soon as possible, not just Duna/Mun.

  4. On 18/10/2014 at 9:08 AM, Claw said:

    I'm working on a series of stand-alone stock bug fix modules for common stock KSP bugs.

    @Claw

    Apologies if this question has been asked before, but how come I couldn't find the helmet light bug on the bug tracker?  Wouldn't it be a good idea to add confirmed bugs that you've made fixes for into bugs.kerbalspaceprogram.com?

  5. 1 minute ago, Corona688 said:

    The bug tracker helps them

    Not really.  As I said before, the bug reporting system is an absolute mess at the moment, so much so that the devs have finally thrown their hands up and said (effectively) that they are just going to mark all the bugs in the current tracker before a 'certain date' as 'solved' unless people actively pursue them to get it fixed.  The bug tracker is a useless way of getting squad to notice problems, as even a cursory glance will show you that very little developers actually look at it.

    Here's an example, look through the list of 33 the reported Xbox bugs and see if you can find a single instance of a developer acknowledging a *single* bug:

    http://bugs.kerbalspaceprogram.com/projects/ksp/issues?utf8=✓&set_filter=1&f[]=status_id&op[status_id]=o&f[]=cf_8&op[cf_8]=%3D&v[cf_8][]=XBoxOne&f[]=&c[]=tracker&c[]=priority&c[]=status&c[]=cf_7&c[]=cf_8&c[]=subject&c[]=assigned_to&c[]=updated_on&c[]=done_ratio&c[]=fixed_version&group_by=

    In a way, this announcement is a very good thing as it highlights the fact that the current bug reporting system is not working and desperately needs fixing.  We can both agree on one thing here, which is the current state of bug tracking is poor and needs improvement.

     

    2 minutes ago, Corona688 said:

    90% of requests are closed because 90% are duplicates and whining.

    I see very little in the way of whining in the bug reports, tbh.  Most of the 'whining' goes on in a more publicly accessible place, like this forum or Reddit.  You are trying to blame the users of KSP for something the developers should have sorted out a long time ago, namely the bug tracking process.

  6. 8 minutes ago, Corona688 said:

    Is this shaming Squad into working faster? 

    Maybe.  As evidence they've purportedly brought in an outside Q&A company, it's threads like these that make Squad sit up and notice that something needs to be done.  As I said before, all the 'old timers' will just sit back and shake their heads as bugs are practically a way of KSP life.

    9 minutes ago, Corona688 said:

    Does this thread actually help anyone or anything?

    Certainly helped me decide not to recommend it to my console owning friends.

     

    11 minutes ago, Corona688 said:

    We're not there yet.

    We're not there yet.

    We're not there yet, stop asking.

    Funny, you are railing against people who are repeating their same point over and over because of their frustration, yet here you are doing the exact same thing?

    12 minutes ago, Corona688 said:

    It takes geologic ages to push ANYTHING through Sony and Microsoft.

    Because it takes so long to get anything pushed through, this just makes it even worse for me.  They would have known it would take a long time for code to be accepted, yet they decided to submit broken code anyway?

  7. I'm a KSP PC player (since 2013ish) and I bought the game when it was pre v1.0, so I wasn't expecting a 'complete' game by any stretch of the imagination, but like a lot of people I was hooked on it, putting hundreds of hours of gameplay into it and understandably getting incredibly frustrated when bugs stopped me from enjoying the game I loved.

    One of the major problems I see with the KSP community is that we've spent so long putting up with the inevitable bugs we've become almost blind to it.  As other posters have pointed out, it's almost a KSP mantra to say 'Put the pitchforks away, SQUAD will fix it eventually', because we've all got so used to bugs being present for extended periods of time or bugs that plainly should have been caught in testing. 

    I think one of the problems is that currently, bug tracking is incredibly haphazard and has seemed to be implemented 'organically' rather than done right in the first place.  Right now, as far as I understand, to report a bug you must do so through the forums, which boggles my mind.  I can't see any complicated piece of software being debugged properly by having to go through forum reports.  To make matters worse I believe I read recently there's upwards of *10* different bug reporting systems and the public facing one is in such a mess that 90% of the reports are just being auto-closed.

    Whilst I applaud their recent efforts to get on top of the bug reporting system, it sadly doesn't surprise me in ANYWAY WHATSOEVER that the console ports were released with a game breaking bug so bad that save files are being corrupted.

    If this were any other game, my mind would be boggled to know that it managed to pass through the hands of 3 different Q&A teams without picking up this bug, but seeing as it's SQUAD, like I said, it's not that surprising.

    I nearly recommended this game to an Xbox owning friend, but sadly I'll be telling them not to bother.  I'd like to be able to tell them "Wait until it gets patched, then get it" but I fear that the patch is going to be a long time coming and will probably introduce other problems as well.

  8. 39 minutes ago, KerikBalm said:

    where is my vessel? my massive ship carrying 6 3 start kerbals including all the original 4... its nowhere to be found?

    Did I delete the whole darn mission by mistake?

    I've had exactly the same happen recently, and like you it was around Duna.  I do all my sciencing, including a little jaunt to the surface and back up again.  Put it in a nice parking orbit, set a reminder for the transfer window and went off and did something else.

     

    Transfer window arrived, I went to go find the ship and *poof* it's vanished.  Unfortunately I couldn't find an old save to recreate it so unfortunately I've lost ol' Bill Kerman :\

     

    I'm 99% there was nothing that was going to affect the orbit (ie wasn't close to Ike or anything) but I just shrugged and guessed that I must have left it a bit too close to Ikes orbit.  Having read your post it makes me wonder if it isn't a bug of some kind though.

     

    Anyone else had a craft mysteriously disappear whilst in orbit of Duna?

  9. Although I'm not 100% sure what you are asking, you can always use a maneuver node to show you how long a burn time is.  There's a few caveats, mind.  The node time doesn't take into account multi-stage burns and also sometimes you'll need to throttle up for a short while to get the burn time.

     

    EDIT:  Or are you asking how long a suicide burn will take?

  10. Version is 1.1.3.1289 (x64)

    Could someone please link to whatever bugtracker I should be using? (I read somewhere that there's upwards of *10* different bug trackers)

    It's not what I would consider a heavily modded install, KER, KAC, MJ2.

     

    EDIT:  It appears that this is a known bug with a fix available, see here:

     

    I had a look and couldn't see anything in the bug tracker (which is odd, you'd think Claw would add in the bugs that have hotfixes, so created one here).  I'd ask if you have been affected by the bug to add in your info (version/platform etc)

    http://bugs.kerbalspaceprogram.com/issues/10840

  11. 6 minutes ago, Arsonide said:

    Our minimum supported shader model is SM3.0, you have SM2.0.

    Yeah TBH I've been expecting this to happen for a while.  From what I gather it's possible to run software shaders, but I understand that running a 10yr old graphics card meant it was going to stop working at some point.

    https://forum.beyond3d.com/threads/running-d3d9-vertex-shaders-on-the-intel-945gm.45685/

  12. I guess it's related to my graphics card, as 1.0.5 would just about work with the odd black texture here and there, but with the new release it crashes instantly, which is a bummer :\

    Graphics card is an integrated Intel 945GM on Windows 7

     

    Quote

     

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    ========== OUTPUTING STACK TRACE ==================

    0x01510AA0 (KSP) ShaderLab::FastPropertyName::Init

    ========== END OF STACKTRACE ===========

    **** Crash! ****

     

     

    EDIT: Found this info here http://blogs.unity3d.com/2015/08/27/plans-for-graphics-features-deprecation/

    Hardware: Drop support for DirectX 9 Shader Model 2.0 GPUs

    DX9 SM2.0 GPUs are fairly old and we’d like to drop support for them! This would mean that these GPUs would stop working in your Unity games: NVIDIA before 2004 (pre-GeForce 6000), AMD before 2005 (pre-Radeon X1000) and Intel before 2006 (pre-GMA X3000/965). In short, GPUs older than 10 years or so would stop working. Looking at the data, it seems that it’s only Intel GMA 950 aka 82945 GPU that is still sometimes found in the wild these days — so that one would stop working.

    Note that we’re not dropping support for DirectX 9 as a whole! Often that is still the only practical option on Windows XP, which just isn’t going away… DirectX 9 rendering support (on Shader Model 3.0 or later GPUs) will continue to be in Unity for quite a while.

    Advantages of doing this:

    • Less hassle for people writing shaders. Currently, all newly created shaders in Unity are compiled to “lowest common denominator” by default (shader model 2.0) and if you want any of more advanced features (vertex textures, dynamic branching, derivatives, explicit LOD sampling etc.), you need to add things like “#pragma target 3.0” etc. If we’d drop SM2.0 support, the minimum spec goes up and you don’t have to worry about it as much.
    • Way, way less hassle for us internally at Unity. You don’t want to know, for example, how much time we’ve spent on trying to cram Unity 5 physically based shaders into DX9 SM2.0 fallbacks. We could be doing actually useful stuff in that time!

    Disadvantages:

    • Unity games would no longer work on Intel GMA 950 / 82945 GPU.

    Affects: Windows standalone player developers.

    When: Unity 5.4 (2016 March).

    Ok, well goodbye KSP, it was fun whilst it lasted.  In my heart I thought you, me and this crappy 945GM could go on forever, but alas it was not so. 

    *salutes*

  13. Nice to see some reviews from people new to the game, I think the destructoid one covers everything pretty well. The IGN one seems to focus too much on "Trial and error is fun" which I hope the devs don't take to heart too much, as it might be justification for them to not include certain aspects of play that seasoned players can't play without (*cough* dV figures *cough*).

    Well done Squad!

  14. I think the main problem is that it has bugs, it wouldn't let me click the next button until I had created a new blank manuever node, even though I had already created one and burned until my closest approach was under 1km.

    The other problem is that in my opinion, it asks you to match velocities way to early, rather than 60km distance you should start matching at something like <10km.

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