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Ruedii

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    Spontanious Unplanned Disassembly Expert

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  1. Yes, the most common one is small bugs and high priority bugs are done AGILE, roadmap is planned Waterfall/Cascade, and implementation of major patches and roadmap steps is done SCRUM. AGILE does not work well with roadmap as it results in a constant moving target, but it works well with smaller and high priority bugs. Leaning too much into AGILE planning methods will result in the project losing focus (e.g. KSP2 under the initial management team) but not embracing it enough will result in a lag between simple but game-breaking bugs from being fixed. It is a balance to do things right, and generally multi-methodolgy is the way to go.
  2. Any chance you could explore Linux builds soon? Trying to get Private Division to make their launcher compatible with Proton is getting annoying.
  3. Oh, when playing with the SpikeX parts I found that the nacelle parts make excellent drop tanks.
  4. A few more questions: Do you have any consideration for adding a slow draw, fast discharge HV-Charge resource w/ Super Capacitors? Additionally do you have plans to implement heat from fast electric charge transfers (obviously treating slow ones as moot for efficiency.) Additionally, if you need some ideas on how to reduce physics load, and error drift I can give some minor tips. Most of them involve creating a tree to disable physics on stuff, cutting collider and physics object count to a minute fraction of what they are.
  5. BTW, if you want someone to update the config versions of all your old mods, and help you mask parts that became non-functional due to KSP version updates (Mostly wheels) @linuxgurugamer can do that. He also frequently takes over old projects or even accepts them as donations to Restock+ or Recycled parts. (Streamline would go good in Recycled Parts if you ask me.)
  6. As a note, your CKAN files need updating, if you get your mod on github. Simply uploading and editing in the web IDE is a very good option if you don't want to use GIT command line (trust me you don't.) That is what I do 99.99% of the time. The only time I would consider bothering with GIT is if I'm actively editing, compiling and testing an unstable branch of something and I absolutely need to keep everything in sync as often as possible because other people are working on it too. If I can keep my change record on GitHub's side that is enough for me.
  7. Sorry for the old reply, but it seems these still work with newer game versions. Is there any reason they haven't been updated in CKAN? The same goes with inline cockpit, which has only one broken part set (landing gear.) As a note, as of tweak scale you can "Manually" tweakscale in stock using some of the settings to create a cloned part that is the same other than being scaled up. I should just look into doing this myself.
  8. Interesting question on a related bug, is KSP2 properly handling treating each craft and terrain layer as a separate physics layer unless they are within collision range? This is a very important way to reduce physics load. Additionally turning off collisions for any body not in close contact with another body might be a good improvement for physics. Ideally only the single quad of a surface should be active for physics on a craft that is landed, landing or taking off. It might be good to run a threshold algorithm on the delta of active forces on a vessel over the past few seconds to determine whether to treat it as a single ridged body or a structure made up of multiple ridged bodies. If the forces on a vessel are within a margin of error of static, including internal forces, of course, then it be treated as a static object and thus a single ridged body mesh instead of a compound one.
  9. Link? Worse, I bet it is that nasty geometry buffer GPU memory leak. Slow memory leaks in the CPU-Side are often able to be cleaned up by the GC, or at worst the OS can throw them into VM. The GPU typically has no such options. I understand if this is legacy code from a previous project and they are going to declare critical mass on this. They might want to hurry up if this is the case.
  10. Nevermind on the crash. The segfault was (somehow) caused by waterfall, unrelated to this other issue (Which should still be fixed.) I don't know if it's related and I'm too lazy to reinstall waterfall (which I don't need) and remove contract configurator (which I do)
  11. Found the problem in my log: OnLevelWasLoaded was found on ContractConfigurator This message has been deprecated and will be removed in a later version of Unity. Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed (Filename: Line: 369) Script error: OnLevelWasLoaded This message parameter has to be of type: int The message will be ignored. (Filename: ./Runtime/Mono/MonoScriptCache.cpp Line: 265) There are two errors here, one major, one minor. The minor error is that "OnLevelWasLoaded" should not be used at all on the latest version of Unity. After this OnLevelWasLoaded has a bad paremeter to one of it's settings. This is followed by a segfault and stack dump that probably isn't useful.
  12. Still having the problem on Linux, though. I will double check my versions.
  13. Doesn't 1.10+ simply not allow parts to be packed if they are missing "Module Cargo Part". Sure, not being able to assemble is bad, but not the end of the world. As a note, can you get this listed on CKAN?
  14. Also occurs when loading saved game. (Might be different bug, but logically would be the same bug.) Not fixed on 0.1.4-x in that case. Worse yet, the colliders stay in place which just ruined my Mun landing. (No fret, I'm tuning my Mun landing craft for fun and found it a tad short on fuel, made it safely, but fallen over on the ground with 22 Dv left in the lander stage. )
  15. When you want to push a testing build with Native Linux, I will gladly run some basic testing.
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