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Scarecrow71

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Posts posted by Scarecrow71

  1. If you want it, here it is, come and get it
    Mmmm make your mind up fast
    If you want it, anytime, I can give it
    But you better hurry cuz you just got banned.

    You better hurry cuz you just got banned!

  2. 34 minutes ago, steveman0 said:

    It's surprising then that you can't grasp the situation. Maybe spoiled by being in only large well-funded organizations? In a small understaffed and/or underfunded environment you can't always tackle everything in a few weeks. Something has to give. Sometimes that means a bug sits on the list for weeks or months until you can spare resources for it. This is especially true when there is a particular focus on some new feature rather than fixes. Without knowing the details of the current development plans and focus (again the reason for this thread) the rate of development can't be reasonably estimated yet the quality that we've actually seen turned out lately has been positive.

    I'm curious as to what you think is a small, underfunded organization.  Because the team developing KSP2 is 50+ people strong and is backed by one of the largest game companies in the world.  By comparison, the totality of the department I work in is ~50 people and is backed by one of the largest health insurers in the world.  Explain to me how these are any different from one another?

    The plain truth is that something internal is going on, and none of us are privy to it.  It doesn't matter what that something is.  What matters is that something is interfering with the team being able to do their jobs effectively.  From a technical standpoint alone that shouldn't happen.  Unless they are actively being told to stand down, the developers - not the artists, not the marketing deparment, not the CM's - should be working 45+ hour weeks to fix bugs until they are resolved.  Period.

  3. 11 minutes ago, steveman0 said:

    I understand why someone without a developer background would think this way.

      Ah, but I DO have a developer background.  I'm the point person for automating file loads through SSIS/Alteryx into SQL Server/Snowflake for a pretty darned large team in a pretty darned large organization.  I'm fluent in several programming languages, understand the waterfall/agile methodologies, and am quite capable at scripting (in terms of the job I do, not necessarily overall for any type of coding project).  So I speak from the heart when I say that I feel that this project, KSP2, is not being handled the best way from a technical standpoint.  Although I'm sure the internal team uses Kanban or Rally or JIRA or whatever other board software to track projects, bugs, etc., I'm not sure why things are staying on it longer than one or two sprints.  Something is amiss, and regardless of background, anyone can see that.

    1 hour ago, MechBFP said:

    And I do recall telling you this before, so not sure why you keep bringing this up when the cause of your issue here is  the direct result of your own choice in refusing to run on appropriate settings for your hardware.

    And I recall telling you I adjusted my graphics settings in KSP2 to lower a bunch of stuff to try and get better performance.  In fact, a list of some (if not all) of the applicable graphics settings from KSP2:

    • V-Sync:  Off
    • Resolution:  2560x1440
    • Anti-Aliasing:  Off
    • Anisotropic Filtering:  Off
    • PC Quality Preset:  Low
    • Environment Prop:  On
    • Environment Prop Density:  Low
    • Environment Prop Draw Distance:  Medium
    • Ground Shading Quality:  High
    • Texture Quality:  Medium
    • Water Quality:  Low
    • Shadow Details:  Low
    • Shadow Quality:  Low
    • Cloud Quality:  Low

    See anything there that I haven't already been advised to tune?  I've got pretty much everything at low or off, with a couple of exceptions.  And before you ask, no, I do not have any graphic mods installed.  I don't use them in KSP1, and I don't use them in KSP2.  So please stop accusing me that I'm not listening when I clearly have been.  I am not seeing performance improvements.  I am also not the only one; I've spoken with people on Reddit, Discord, Facebook, and here on the forums that have the same issue.  If you see something there that I haven't tuned or haven't been told to tune, please spit it out and I'll give it a go.

  4. 31 minutes ago, steveman0 said:

    improved performance yet again

    I'm still waiting to see any of the performance improvements people keep talking about.  Since launch, with a 2060 Super, I get maximum 40 FPS.  And if my ships even approach 100 parts, that FPS drops.  In fact, I had a 300+ part ship I sent to Tylo for the last story mission, and at launch I was lucky to get 5 FPS.  That jumped to a whole 10 IN LKO after dropping to 250 parts.  I have yet to see any increase in performance.  Yes, I'm using a mid-range graphics card.  Which shouldn't mean anything considering every patch keeps telling us how much performance is improved.  Again, I have yet to see an iota of increase in performance since launch.  If anything, they've optimized the code for high-end cards and decreased performance for anything mid-range or worse.

    31 minutes ago, steveman0 said:

    knocked out more bugs in the process while introducing virtually none.

    Every patch has introduced new bugs.  And while they keep saying they are knocking out bugs, the worst ones that have been around since launch day haven't gone anywhere.  In fact, missing orbital lines returned after the last 2 patches dropped.

    31 minutes ago, steveman0 said:

    Darren shared on discord some of what they do for testing

    How nice of him to share it here too.  Oh, wait - he didn't.  Thanks to the organization for continuing to ignore the forums unless it's to delete threads/posts they don't want to see.

    31 minutes ago, steveman0 said:

    The problem does not appear to me that they are doing a poor job at the technical level

    Again, we have bugs that have been present since launch day.  The core gameplay loop is not entirely fixed, the game is still unplayable for some (and for others it's playable but buggy), and we've seen new content once (no, I'm not counting grid-fins) in the last 14 months.  They hired 2 of the best from the KSP1 modding community, and they can't even give us information on colonies.  They are certainly, and at a minimum, doing a poor job at the technical level.

  5. 4 minutes ago, MechBFP said:

    people are only human and ain’t psychic

    I don't know, man.  Some of the end users I deal with on a daily basis seem to think I'm more than capable of reading their minds to figure out what it is they want.

    To get back on topic:  The situation at hand isn't the best.  Heck, it ain't even close to being in the same sport.  But there ain't a whole lot we can do about it, apart from sending PM's to the mods to ask what the frak.  What that leads to is anyone's guess.

  6. 4 hours ago, Superfluous J said:

    so knowing the references isn't critical to enjoying the show

    This is a good thing to know.  I saw a preview for the show last night right before I fired up season 2 of Jack Ryan, and while I don't normally watch entire trailers, I did for Fallout.  It looked goofy, and janky, and full of life, which is what the games are.  Or so I've heard; I've tried to play New Vegas several times (what with me living in Henderson, being a regular at the Pioneer Saloon in Goodsprings, and knowing pretty much where everything is out here) but have failed miserably to actually get into the game.  I always start up, go through the opening garbage with seeing the old guy at the saloon, then going into the desert to kill the gila monsters (or whatever they are called)...and then I just lose interest.  I think part of it is because the rifle in that scene is so bad that any attempt to aim is littered with spectacular failure no matter what you do.  So I can't get into playing it (I do own it on Epic).

    Anyhow, the show looks intriguing.  I may have to catch this...after I finish the next 3 seasons of Jack Ryan, that is.

  7. Continuing on with my current career save, I got contracts to go to Gilly, orbit the overblown asteroid, and then come home.  Which I did...and I completely failed to take pictures on the way there and back.  But I had to go there and back to collect enough science to get two things I really needed:  RCS Guidance Unit, and the Clamp-O-Tron Sr.  I really dislike the smaller docking ports, primarily because they wobble all over the place.  I really prefer to use the big one, so I had to collect enough science to unlock those nodes.  In fact, before I forget, I should probably show you guys both my mod list AND the current tech tree in my career save.  Yeah!

    3UTJKL7.png

    One of these mods, probably left over from when I had an install of KSRSS at some point, has altered the clock in my game.  So I'm operating on a 24 hour clock, not a 6 hour one.  Which is fine by me; it doesn't alter anything as far as mechanics goes.

    PiPRj8b.png

    I know - this looks nothing like the stock tech tree.  Which is what I wanted.  Un Kerballed Start with the Community Tech Tree gives me just the right feel for progression that I'm looking for.

    Anyhow, today I decided it was time to start working on the Kerbin space station, the Nebuchadnezzar.  This thing is going to be massive, and will take multiple - MULTIPLE, with a capital EXCREMENT-TON - of launches.  For reference, I'm kind of using the following model as a basis for this:

    Space Stations Creator - 3D model by Ebal Studios (@EbalStudios) [5d33a66] (sketchfab.com)

    I fully realize that this is going to be a massive undertaking that will more than likely invite the kraken to dinner.  But anything worth having is worth working hard for, right?  Right!  Pictures, and then some explanations!

    EgXfNh5.png

    hfE63pE.png

    vipiIGD.png

    wjBfJ0l.png

    So, here we are with the central command column of the station.  It isn't anything major, having the Hitchhiker module so as to house 4 Kerbals, but is currently controlled by the aforementioned RCS Guidance Unit (nobody is on board this thing yet).  I put several small antenna on the top of this thing (3 standard Communotrons and the first small dish you get), and then spiced it up a bit with some lights.  The blue ones on the "top" of the station blink, which gives kind of a neat effect when just watching it.  The red ones along the hitchhiker module are static red and are just lit up.  Hidden in the tube under the antenna are the guidance unit, a couple of batteries, and a decent-sized RCS tank (even though I didn't put any RCS thrusters on this thing; that tank is there for future needs).  A docking port at the "bottom" of the stack here will be used for future expansion.

    Once again, not a bad day.  And the Las Kerbas Space Agency thanks you for your continued reading of our adventures!

  8. 44 minutes ago, calabus2 said:

    So anyway....when can we expect actual meaningful and transparent communication from the CMs? 

    Mike indicated on Discord yesterday that he is trying to get their internal calendar in order, after which they will let us know.  Beyond that, anything anyone says is speculation.

    36 minutes ago, herbal space program said:

    considering he said in that very thread that it was important for us to keep telling them what we want,

    What is really disheartening is that I responded directly to his comment, asking him what else they want us to say that we haven't said in the last year...and my response was deleted.  Why?  It was on topic to something a moderator said, and it wasn't an attack.

    I'm about done.  I've given the reasons why I'm not playing KSP2 right now, I've been civil, I've asked questions and have tried to engage in a positive way to get some answers.  And instead of discussion, the mods decided silencing is a better option.

    I'll stick with KSP1 at this point, and I will check back in on KSP2 in a few months.

  9. 5 minutes ago, cocoscacao said:

    Nope. My original post here was that there are many unresolved core issues still present. Just one  of them happens to be wobbliness. Not wobbliness in the terms of now and then, but in terms of, it's a core problem if they intend to have much bigger scope now. Even devs stated this. Other core problems are mainly computational... You can find them in my posts above.

    And my original response was to the original comment:  

    On 4/9/2024 at 6:12 AM, Oak7603 said:

    What about wobbly rockets.

    After I responded to this directly, you came in and started making comments about specific situations that are, in fact, kraken attacks.  I stand by what I said:  As far as the original comment goes, the issue is resolved.  Temporarily or not, bandaid or not, autostrut or not, whether you agree with it or not.  I responded to the original comment, and I don't appreciate you harshing on me for that.

  10. I am a bit disappointed that there is no KERB this week.  I was incorrectly operating under the assumption that it'd be 1 month from the last one, and that is entirely on me.  Thankfully I was able to get clarification in the Discord yesterday, which has reset my expectations of when to, well, expect something.  I'm trying to stay positive here, but I won't lie.

  11. Just now, Spicat said:

    Wobble is fixed, kraken attack are not (like the disassemble on launch people are talking about)

    Thank you.  This is the difference between the original statement (Wobble is not fixed) and what cocos is actually complaining about (kraken attacks).  You just said it far more eloquently than I was trying to.

  12. 9 minutes ago, Meecrob said:

    No, they are telling you that you think something is fixed because you have not seen the cracks yet. They have been very patient trying to explain it to people in this thread. It is not a difficult concept to grasp.

    And I'm going to die on this hill.  The original comment, without any clarification or qualifiers, was that rockets were still wobbly.  You can go look through this thread to see that for yourself.  And the truth is that the initial wobbliness was, is, and continues to be fixed.  All of this stuff about orbital colonies and ships with 1000s of parts came after the fact in an attempt to discredit my position that the wobbliness upon launch is fixed.  I even went so far as to state that it wasn't the best fix, and that if someone is building something with a bunch of stuff hanging off the side then yes, you are going to wobble.  But the central issue of wobbliness upon launch is fixed, and nothing anyone says can change that.  Doesn't matter what the fix is, or how it was implemented, or even if it's temporary and will be looked at later.  It's fixed.  Period.

    Now please, stop harshing on me over this.  I'm not the enemy here.  If people want to discuss the original comment and my position, fine.  But don't tell me I'm wrong for answering the original comment by stating I didn't take anything else into account, or that someone qualified it after the fact.  I'm not a freaking mind reader.

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