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Pyritin

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Everything posted by Pyritin

  1. Is SAS wobble going to be resolved by For Science? Seems weird the system that will most benefit new users may not be working at the same time the tech tree (which acts like a tutorial) for newbs is being introduced.
  2. This issue the same as the one causing SAS wobble? I assume that's still a thing within this version as well? I'd assume this is a just a typo, but aren't these missing the rocket image ( @Dakota, tagging because I've seen you be the one to correct things like this in the past)? Not sure how something with a bug report WASN'T brought to you by a community member lol
  3. I haven't played the "game" in a long while. Did they fix SAS, because last I knew it didn't work properly even when NOT time warping. Thing didn't have gradient control of control surfaces and would cause your whole plane to flap it's wing and look/work ridiculously bad... Rockets on launch using SAS had the same issue. Had to turn SAS off just to fly anything.
  4. You all need to curb your excitement a tad bit. This announcement is coming from a company that has yet to ever hit a scheduled date for anything, and sold this entire fail of game using screens just like this, using the same channels they've linked as way to sell the shell of a game that had more bugs than content... I think expecting this release to come out on time and not riddled with bugs that make most of the new content impossible to enjoy is still quite a bit premature...
  5. I understand how the development process works and agree in part with what @chefsbrian and @regex are stating about dev's not wanting to get interrupted and end users potentially not understanding information given. It'd make even more sense if KERB was done by the development team directly, but it isn't. It's handled by the CM team who massages some of the details to hopefully eliminate some of the points you two bring up. If no progress has been made fine, some stuff does take time but not sure how any of that affects the ability to simply hit send on the report and provide it in a timely manner. Even if information couldn't be gathered by the developer to change a "Investigating" flag to a more detailed item, it's still entirely possible to leave the flag as is and publish the report accurately stating it as the most up-to-depth information they have for us at the time.. My complaints aren't so much about the content of the report. My complaint is the fact they can't even perform THIS commitment on time... IG made a commitment to getting the report out at a scheduled interval that THEY came up with, and once again missed the mark... This point it's pretty clear the IG policy is overpromise and underdeliver and it's frankly gotten old...
  6. Yeah, but if you have proper internal tools to track down tasks assigned to you, it'd be fairly easy to set the status of said goal to "Investigating" then put what ever information you wanted to in it. As long as you do it at least once in a bi-weekly time period you have now fulfilled the bare minimum obligation of what we see on the KERB report.
  7. Which in IG speak means expect in a month... Seriously how can something with so little real information NOT be released on time. You sorted the bug report forum by votes and then tossed the word "investigating" next to most of the items for crying out loud... The level of mismanagement this studio has going for it is beyond belief...
  8. Unfortunately sometimes QA uncovers issues far later in the process than is ideal. I understand the frustrations regarding the fact that here is yet another delay being provided by the team, but given the history this title has had regarding how terrible previous patches have been about introducing new bugs that in some ways worse than the bugs squashed I feel like the team probably made the right call here. They have to work on rebuilding trust that they can release a patch or upgrade with quality that doesn't make an already terrible experience even worse. They can't begin to do this rushing more patches they know to be bad... It's sucks that once again the delay was required, but at least the team is starting to correctly assess the situation they are in and how best to maneuver within it. Is it a perfect situation, no. Could they do worse? I think we've all seen the answer to that question several times now.
  9. Given how none of the core systems the game is built on are working correctly or have been the entire public lifespan of this application I'm not sure I can agree on that statement, but respect your ability to come to your own conclusion.
  10. This tweet frankly reads like the plot of any stereotypical abuse scenario ever. Maybe stop swearing you'll all finally do better and deliver something worth releasing and do it already... Anyone looking at this from the outside in knows darn well what's going to happen next. Patch comes out and half the stuff that is supposed to be fixed is, a third of the stuff that previously worked will be broken, and a whole slew of unrelated issues will appear. Perhaps if our abusers are feeling "generous" we'll get another "I'm sorry we'll do better next time" message... The core loop of the game isn't even working in a closed loop single player scenario... what hope is there that multiplayer is going to work or even be a thing player's can touch for at least another 5 years at the rate things are "developing" with this project. This point I honestly can't understand why TT or PD is even bothering at this point. The team behind KSP2 seem like good people, they just aren't the RIGHT people for this job.
  11. Glad to hear this is being looked at. As a newb in comparison to most on this forums the system designed to round off some of the edges not working is pretty frustrating. Right now something as basic as lerping between the desired angle change and the max value a control surface can pitch would help considerably with SAS compared to the boolean behavior you all are using now.
  12. I mean the transcript was accurate, so feel free to blame Ness for the error. You take enough flack as it is, feel free to spread it around. Sharing is caring!
  13. I was going to blame @Dakota for this as a typo then watched the vid and was mortified that this was actually said... The comedy duo is ABBOT and Costello, not Albert. One of the greatest comedy duo's of all time. Looking for a good glimpse into their act you can search "Who's on first" on YouTube and watch one of their more famous routines. I realize Albert was said but could we please put the correct name in brackets in the quote. Would do the heart good.
  14. Nate said "a few days" which in the real world tends to mean "a few weeks" (at least). He is never even close to accurate regarding time estimates. I think you're expecting an update entirely too soon and really shouldn't expect anything for at LEAST another week.
  15. Yeah, that isn't immediately apparent and isn't stated in the UI though. I know as a first time user I felt a bit rushed/panic to make a decision that I had 0 idea the ramifications of. It also impedes the build process because you have then stop your building fun, then navigate the paint tool, etc. Just is way more clicks for something that could be handled upfront in a way that remedies new players immediately feeling rushed into a decision they haven't been given the tools to make properly.
  16. Scarecrow tends to get a bit more enthusiastic than my cup of tea but he isn't entirely wrong in this statement or his overall statements. IG very much so feels like a company full of "idea guys" and not enough people on the ground doing the things that needs the focus. At this point most of the "idea guy" roles at the company could easily be offloaded to the army of yes men in this community that would do it just for the "feels good". Tap on that resource and use the savings on some dev's who can release anything with any semblance of polish. It's obvious some of the supporting staff have a lot of heart and passion, but the skills to see the goals through are lacking. We are 3 months into early release and don't even have a stable and finalized way to report bugs. We are getting fairly close at this point using a hacky forum/reddit type of approach but how was something this fundamental and basic not already vetted before this project was even released? I've not really ever ran into a game or studio I've been so conflicted with. The staff seem like great people who in another context I'd really enjoy talking shop with or watching on a livestream, but man it's hard to get behind what you all are putting out and the methods you all are taking to get things done.
  17. Glad to see the update out in the open, but once again this update seemed to introduce as many bugs as it squashed. Was able to see some relief regarding planes and how weirdly they behaved trying to leave the runway and fly, but having more issues with things like placing fairings and SAS wobble (though this has been a major issue since day 1, so this getting worse could be a result of underlying issues being removed and making it worse). I've also had issues still with radial decouplers randomly just letting go of the thing they were on requiring my to struct everything together "just incase". The new part introduced in this version doesn't even fully function in the VAB... It'd be nice to see a bit more polish and professionalism coming from the team. Things like the sole function of a new part NOT working in the VAB isn't something that should have ever made it out of QA. Diminutive fairing icons that all render on top of each other is another example of basic polish stuff that isn't doing your team any favors in the court of public opinion.
  18. Ah would be why. Only searched the one. I assumed archives were for confirmed squashed bugs.
  19. Ah thanks, didn't come up in my search. Apologies for the duplicate report
  20. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home - 22H2 Build 19045.3086 | CPU: Intel(R) Core(TM) i7-9700F | GPU: Nvidia GeForce RTX 2060 Super | RAM: 32.0 GB DDR4 If I change my "Game Screen Mode" visual setting from Fullscreen to Borderless then close the application it starts up in Fullscreen mode instead. When starting up the PD/Dependency splash screens look correct, when the splash screen with Kerbal art and the loading bar for the main menu UI appears the Window flashes and the setting is reverted to Fullscreen. It feels like the load process tied to that progress bar is changing the setting. I can change the setting again once in the game and it's respected while playing the entire time and is only reset to Fullscreen on launch. I've included the resolution and scaling stats incase there is some match logic driving this behavior. I am unsure where configuration files are saved to be able to attach those and prove the correct setting is being serialized on exit. Game Resolution: 2560x1440 Monitor Resolution: 5120x1440 Monitor Scaling: 125% TL:DR Replication Steps: Start Game Set Game Screen Mode to Borderless. Notice the change is respected. Close/Save settings. Close Game Open Game Notice the initial PD/Dependency splash screens are rendered correctly Notice screen flickers as window is refreshed Notice Kerbal loading screen is now rendered fullscreen (image is stretched unlike what happens in Borderless) Load into the Main Menu UI and re-enter settings Notice Game Screen Mode reverted to fullscreen
  21. When you are starting a new mission it's hard to pick a color with any accuracy because you can't see it on a rocket. It'd be nice if when you are changing the color in the UI that the rocket that can see in the background would update it's color scheme to match so you had an idea what the chosen color scheme would actually look like on a rocket.
  22. I'm having issues where I don't even see mine. I'll have to look for UI element. Though I'm not sure what the fascination is with making such small elements to do such important tasks... I know I'm not getting THAT old that I should need coke bottle glasses to see the UI...
  23. Borderless and Fullscreen do have one major difference currently. Fullscreen forces the game window to stretch if the resolution is a smaller aspect ratio than your monitor. Borderless correctly displays the resolution in the middle of the screen with black bars on the side. I'm running a 32:9 monitor and can only play in Borderless because of this distinction. Fullscreen doesn't have my monitors aspect ratio as a selectable item.
  24. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home - 22H2 Build 19045.3086 | CPU: Intel(R) Core(TM) i7-9700F | GPU: Nvidia GeForce RTX 2060 Super | RAM: 32.0 GB When entering the VAB and constructing your vehicle if you've never pressed any of the aerodynamic guides they appear on the floor of the VAB as the attached image shows. Included Attachments:
  25. Fair enough. Was asking more from a stance of curiosity than attempting to poke holes in the process. Thanks for the additional insight.
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