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WatchClarkBand

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  1. Saying "I have no idea what's going on" definitely isn't a good status report. However, saying "I investigated X, Y, and Z, and they're definitely not involved" is useful because it narrows down the path of investigation. So many "smart" but naive engineers would crap on the notion of documentation, but I would usually insist that documenting what was tried and didn't work was as important as documenting the implemented approach as, inevitably, some new engineer (to the team or the problem space) would see some deficiency and then dive in investigating a path that was already proven to be untenable, wasting valuable time. There's nothing wrong with not solving a problem immediately, but good engineers should communicate the paths investigated but not taken.
  2. Agree, it's in a solid state now. Nice work team!
  3. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: Intel Core i9-13950HX | GPU: nVidia GeForce RTX 4080- Laptop GPU | RAM: 32GB DDR5 Shot a probe around Jool. Found that in map view, the tessellation would break down depending on view angle and I'd get even segments of the orbital lines instead of a continuously smooth curve. I wouldn't be surprised if the original implementation wasn't performant, but it looks like it's not tessellating consistently now. Did someone try to refactor this code and miss some test cases? Game looks and performs a lot better overall, nice work on the last patch. -Paul Furio Included Attachments:
  4. Nice work on the graphical perf updates. Tell Mike and Mortoc I said "nice job."
  5. Pretty sure that happened on March 8th.
  6. You're welcome. Keep playing KSP2 and trust the rest of the Intercept team. They're on your side. Things can only get better!
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