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Dred_furst

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Everything posted by Dred_furst

  1. If you aren't aware, pretty much all of the bugs in x64 windows ksp are nothing to do with squad. they are unity bugs. Funnily enough, unity 4.x is in maintenance mode whilst 5.x is being developed. 4.x will only get very serious bug fixes that affect 90% of their customers. Most unity 4.x games are not x64 because x64 is buggy and they don't need it to do what they do (<3gb of ram is great thanks). So in a very direct way, x64 unity 4.x won't be fixed because x64 unity isnt used. Unity 5.x is being built with 64 bit support from day one that isn't seen as a bit of a hack.
  2. I agree with the sentiment that the modders know the guts of ksp moderately well. However, people mod KSP as a hobby (and make awesome stuff). However, squad do this for a living. they aren't hobbyists. they sit there for at least 5 days a week working on KSP. It's not a few hours every few days for them. They know their game inside out. yes they don't know about things that aren't in ksp, but they sure as hell know how to make their engine sing. Incorporating third party mods is seen as a win/win for both sides involved. squad get a pat on the back for talking to it's community, ksp gets more content, the modder gets paid and some well deserved recognition. However, the mod has to fit KSP. This is why karbonite is having a fairly major graphical overhaul to fit with ksp. Some things should stay as mods (and I completely agree with metl on this here). You can apply the same thing to cars. (It is a car analogy)
  3. Also holy ...., we're not talking about EA here. KSP is an ongoing thing at squad, it's not going anywhere. Just because we've hit 1.0 and a release doesn't stop content being made. Lets look at the usual project management speak for alpha, beta and release shall we? pre-alpha: project plan and scope is defined. even in agile development you need to know what the scope of your game is. It is, however, flexible when we discuss a videogame. But it's not going to shift majorly (e.g. no orbital mechanics for 1.0). alpha: usually very buggy, unfinished, Huge sections of content is missing. The project will spend most versions here. (we had tens of public versions of KSP, if not thousands of versions internally). beta: Major milestone, Feature complete. Everything on the roadmap for 1.0 has been completed but it is buggy and needs polish. release: Everything is quite shiny, bugs always get through release. there are no perfect releases. ok, so maybe not that close to how KSP has been developed. KSP has been developed iteratively, but still needs an overall project plan for it to work. You cannot have a plan that never ends in the business world. there must be some sort of long term goal for a project. Depending upon the company, that can be 1 year post release (I'm looking at you, ubisoft, EA). Other companies take a much longer term view (hello squad, ccp, uh). I mentioned iterative development a moment ago. This is important. Unlike old development styles, not everything is done at the same time. you break everything into smaller chunks (e.g. a set of parts to build a rocket, space plane parts, contracts system, science system... and it goes on). Once you've broken everything up, you assign everything a priority. Really important stuff (e.g. space) gets done first, things off the project plan get put to the back of the queue. Once you've organised your big long list of work, you estimate how long each is going to take. You weigh up pros and cons of everything and decide what you can do within a sprint. You also decide what to do for each milestone. You try and make a stable release for each milestone with your headlining features included. However (and this is a big however) things don't always go to plan. Stuff gets dropped ()). stuff also gets added () things overrun, deadlines get missed. this is normal. you accommodate for human error and unforeseen circumstances in your plan by assigning more than the minimum time required. And unlike traditional projects, KSP can overrun. it's got a longer plan than that. However, we still have an original plan and an original set of features that are required. It's pretty safe to say that once you have reached the goals of your initial scope of the project. the project is "feature complete". it isn't, however, done. (this is the beta stage). you then spend a few milestones (can be one, no reason why not) fixing any remaining content. Some projects refuse to add functionality during this stage (feature freeze), some do not. That comes down to risk management (thats a story for another day). At the end of this stage, if the people who wrote the original requirements are happy, the software is released. This is version 1.0 There's a lot more squad want to add to KSP, that much is abundantly clear (e.g. multiplayer). we've got to version 1.0 because squad have completed all the requirements for the initial release. So, please stop speculating about an "early release". it's not early. it's by no means completely done forever. it is, however, done as in the eyes of the original project scope.
  4. Use gravity to decelerate yourself. by using the warp drive after you've passed your periapse to travel back towards the planet, you can slow yourself down very effectively.
  5. There seems to be a bug with the spinnaker rocket, it is showing a charge of NaN if you right click it in the VAB. This is meaning I can't use it in career mode as as soon as you right click it, it makes the rocket cost NaN.
  6. Signing up to the forum is an opt-in process. Mod statistics is not. Ok I've just changed my name to {50fea-dthrj-3d21t-dgf32}. Is {50fea-dthrj-3d21t-dgf32} a name? my computer has a name. my network has a name my network also has an ip address as well as a name my house has a name/number. case in point: I'm going to call you bob. bob is your name. I don't care what your actual name but every time I see you you are bob to me. Am I identifying you by name? edit: if you are being really dense, the problem with anonymous data is that it shouldn't be identifyable. the problem around anonymizing things is around identity not naming. If you think otherwise, you are a cretin. sorry.
  7. again, you miss my point. I'm not objecting to the actual data collection. I am objecting to how Majir has gone about the data collection. It has the following problems: It re-installs itself unless you delete all copies It's opt-out procedure is (what do you mean you've never been to alpha centuri... etc. Its not anonymous when it claims to be What actual use is this data. If you are wanting feature analysis to find out what features people actually use your mod for, use proper software for it. Inform the user. modstatistics doesn't upload any crash reports (I'd be really pissed if it did, as those definetly do contain personal information), so what use are the statistics?
  8. I'm not afraid of running it. I've reviewed the source code in some depth. A lot of laws are there for a good reason. This particular one is to respect one's right to privacy. This is something I hold quite strongly.
  9. ITS NOT TRUELY ANONYMOUS how many times do people have to spell this out. To be fully anonymous no tracking data can be collected. Its partially anonymous, or pseudonymous. One thing it is not, is anonymous. Stop using this as a defense. Please for the love of god.
  10. So laws aren't rules then? And we could, but it wouldn't be possible to release it if its forked from Majir's code base. Because he controls the IP. Fair enough. Valve sorted this out over a decade ago in the half life 1 modding agreement. Even more recently in the agreement you agree to when you use steam workshop.
  11. Just because it is free doesn't make it any less sketchy. It also doesn't make it any less legally dubious in the EU.
  12. Just going out on a limb here to point out that by the very nature of a unique ID makes the data not anonymous. At best, you can claim that it is pseudonymized, or largely anonymous. It is not truely anonymous if you can track individual users in any form For further reference, the NHS in the UK got into a lot of trouble for this this year. They claimed it was anonymous. They also made it opt out. Source. Admittedly, in a hash. However, the plan got postponed after there was a large backlash from the public. Full Article so you can understand why people, at least in the UK, are incredibly skeptical about any data retention right now. edit: it's worth noting that they went to the extent of sending a leaflet to everyone in the country explaining why it was a good idea. People felt left in the dark because the leaflet didn't explain a) why they were doing it, properly, and didn't explain who the intended sellers were, c) what data would be included / omitted, d) had no easy to opt out procedure and e) the data wasn't truly anonymous.
  13. Mainly because it should be opt in. If you really worried about people not opting in, make it ask the user on first launch and by default tick the "send anonymized data" flag. Most people don't want to have to edit config files at all.
  14. Have you considered when you have two resource definitions on the same celestial body, have it add the two together?
  15. Wouldn't it be better to provide that in an example project if you are providing examples? I'm looking into how to expand this, do you have any sort of roadmap for it currently? or any design documentation to boost development? and finally re: project setup, what IDE are you using to develop this? Monodevelop or Visual studio? It appears to be missing the SLN file for the csproj file as well as having some weird dependencies in visual studio. (And inversely, KSPI is missing the csproj file for FNPlugin).
  16. I\'ve not had any issues with Mun transfers, usually it\'ll drop you out of warp for the mun transfer, which is the mun coming over the horizon. From there, it\'ll orient you and perform a burn. If the ship can\'t orient itself correctly, it will just sit there and prevent warping/throttle control and will go back into warp after the window is missed.
  17. basically this, use a PID controller. It will solve most of your issues.
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