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TriggerAu

KSP Team
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Everything posted by TriggerAu

  1. Just reading back theres a few posts about bugs and priority that I feel I can add some context about without going into internal stuffs. Which bugs get attention in KSP land is a function of a number of variables which does have a fairly well defined logic annd process. From a player perspective issue voting is definitely one factor and people voting to indicate they are suffering the same bug is definitely a help for correlation and interest - this isnt taken as a "hey thats a popular bug we must fix it", but it is one of the easiest ways that players can interact with a specific issue. Another is to update a bug with details, if your interested in a bug and its not fixed in a release adding a comment to say that its not fixed,or how its changed in a release, can be super helpful. Outside of those some other items of consideration that have been in discussions Ive been involved in include (but arent limited to) - forum chatter about a bug, severity of the bug (ie what it does to the game and is there a workaround), impact (how many people are affected and/or how often will that bug occur for various player types), reproduction (can we reproduce the described effects), related bugs (or similar systems - so we can close multiple bugs with one fix), and expected effort to resolve can also sometimes come into it. These are all pretty standard metrics and considerations for this type of work and when solving problems - yes we get bug reports (which are like Incidents to use ITIL parlance), but every one of these is attempted to be solved as a problem and not a stand-alone incident - root cause resolution is the best fix I agree. If a point fix is chosen there is a reason. One other one I can comment on is bugs not being looked at. I can assure you that almost every one is looked at, and some form of action taken, but not all the datat attached to a bug ticket is visible to everyone. I can guaranntee you Ive read all the ones in this thread personally, as well as a number of other people. Obviously I cant share all the nuts and bolts of internal discussions and no-one makes the perfect decision every time about which bug is the "most important" to everyone - that can be subjectively different for a player, or tester, or modder, or producer, etc's point of view. I do understand what its like to be wearing all of those hats personally and it can be frustrating to feel that things arent being read at a minimum. You may not see all these interactions and work going on directly, but I hope my posting this can at least share that many of the team do read, track, repro and work on these. We would love to solve every bugs, feedback, requests, and ask all at once. And we definitely dont use the Wheel Selection method
  2. Heya, Will start looking this week. We had to get 1.11.1 to the door before I could go into modding obvs
  3. From testing that one it really depends on the GPU re perf effects From memory it seemed more of a tradeoff, but Ive not personally messed with it recently
  4. A setting of 1 tells Unity to use "Stable Fit" shadows ( the unity api bit is QualitySettings.shadowProjection) and a setting of 0 tell sit to use Close fit From memory, so dont crufcify me if I get it wrong, Close fit usually means better defined shadows, but at large distances can cause jittering, crawling and weird shadow gaps. Stable fit means less of that usually. Each graphics card does tend to be a bit diffn too as it goes through Unity at times it feels
  5. There is a way to do the no free refills and I need to add the details to that original bug report now weve released. In short what we did was add a flag to the parts that should reinit their resources (as opposed to refill) when they are stored. the KSPField is reinitResourcesOnStoreInVessel in ModuleCargoPart and can be added/changed using cfg editing ofr MM Patching. Transferring into cargo parts is a nice idea - do you know if its in th etracker for feedback already? Id certainly upvote it The limit is a range that can be found in the settings.cfg its called EVA_CONSTRUCTION_COMBINE_ENABLED and is in meters from the engineer
  6. There are numerous parts that can be attached and dettached to provide numerous opportunities. That may seem like a non-answer, but I probably cant be more specific than that atm
  7. Thats it, and you can control its visibility by clicking that
  8. Cool idea, ive added it as feedback here: https://bugs.kerbalspaceprogram.com/issues/26246 Do pop over and upvote it
  9. You should make your own folder in GameData so your items are not affected by upgrades, etc that we do with the Squad folder, same as adding mod content. The system uses the GameData folder in its entirety, if its not working like that then we done messed up
  10. Each fragment is its own comet when it breaks up, so yes they will stay - if you can catch and get it into an orbit after it skips through the atmos For those with MH you can create em down to class A size for super tiny ones
  11. Superfluous J has it, fraid I cant say - being in Aus 1 july is almost over here
  12. Thats the QoL section of the Readme - the bugfix section does have 120ish lines in addition to those lists. Thats across the 3 components, of various severities obviously
  13. Looking I dont think its in 1.10, but will give it a new look soon
  14. Wow, totally didnt see this post come up in the activity as it went past. Apologies for the lag Jamie ( @JPLRepo ) and I ( @TriggerAu ) are both active/available on the forum and I wouldnt call it a long shot, hey your in the right place , but let me speak to the boss about the best way to go about the specific request. There may already be things that the comms team have that could help with some of the questions thats easier than the ramblings of us. Get back to you soon
  15. v3.12 is the 1.8.1 compatible release my friend. If itsnot coming up in CKAN you can try form here: https://github.com/TriggerAu/KerbalAlarmClock/releases/tag/v3.12.0.0
  16. Cool, Was dredging the ole memory banks on that one. With the replace on it does lock it like stock - checkd the code just now. Thanks for askin and chatting
  17. Been a while since Ive changed it meself, but if you turn off the window lock in the settings then you can move it around
  18. Damn , I see that now too, but not yesterday, apologies mate Ill get it nailed if it kills me
  19. Unfortunately I dont have a specific 1.7.x version, but if you can try v2.9.3.0 (which was for v1.4.x) and let me know. I think I have KSP 1.7.3 in my archive and could compile a new version of that if ARP for that if that version is no good
  20. Updated this tonight with some edits that make it installable for VS2019 and avoid possible errors in the startup
  21. No need to apologise, and no harm done of any kind. It looks like me forum notifications are working again so Im back in the swing of things, now to see what else we can break in KSP land
  22. Will have a look tomorrow - I need to review it for a thing or two as well
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