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Everything posted by TriggerAu
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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
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
TriggerAu replied to TriggerAu's topic in KSP1 Mod Releases
Heya, Will start looking this week. We had to get 1.11.1 to the door before I could go into modding obvs -
Shadow Flickering Problem
TriggerAu replied to SpaceBooper's topic in KSP1 Technical Support (PC, unmodded installs)
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 -
Shadow Flickering Problem
TriggerAu replied to SpaceBooper's topic in KSP1 Technical Support (PC, unmodded installs)
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 -
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
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Its there now, Throw it in and well be keeping an eye on things. Thanks
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KSP Loading...: Kerbal engineers are stepping up their game!
TriggerAu replied to UomoCapra's topic in KSP1 The Daily Kerbal
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- 312 replies
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KSP Loading...: Kerbal engineers are stepping up their game!
TriggerAu replied to UomoCapra's topic in KSP1 The Daily Kerbal
All the usual CFG goodness like existing features yes- 312 replies
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KSP Loading...: Some Reassembly in Progress!
TriggerAu replied to UomoCapra's topic in KSP1 The Daily Kerbal
Thats it, and you can control its visibility by clicking that -
A list to show all the crews with goruping
TriggerAu replied to domendemo's topic in KSP1 Gameplay Questions and Tutorials
Cool idea, ive added it as feedback here: https://bugs.kerbalspaceprogram.com/issues/26246 Do pop over and upvote it -
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
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KSP Loading...: Sharing Horizons with ESA
TriggerAu replied to UomoCapra's topic in KSP1 The Daily Kerbal
Superfluous J has it, fraid I cant say - being in Aus 1 july is almost over here -
KSP Loading...: Sharing Horizons with ESA
TriggerAu replied to UomoCapra's topic in KSP1 The Daily Kerbal
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 -
KSP Loading...: Sharing Horizons with ESA
TriggerAu replied to UomoCapra's topic in KSP1 The Daily Kerbal
Looking I dont think its in 1.10, but will give it a new look soon -
Any way to interview Jamie Leighton or David Tregoning?
TriggerAu replied to Scorpio102's topic in Kerbal Network
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- 6 replies
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
TriggerAu replied to TriggerAu's topic in KSP1 Mod Releases
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 -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
TriggerAu replied to TriggerAu's topic in KSP1 Mod Releases
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 -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
TriggerAu replied to TriggerAu's topic in KSP1 Mod Releases
Can you try turning off the Replace stock app button? -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
TriggerAu replied to TriggerAu's topic in KSP1 Mod Releases
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 -
Visual Studio Tools for KSP : Localization Helper
TriggerAu replied to TriggerAu's topic in KSP1 Tools and Applications
Damn , I see that now too, but not yesterday, apologies mate Ill get it nailed if it kills me -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
TriggerAu replied to TriggerAu's topic in KSP1 Mod Releases
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 -
Visual Studio Tools for KSP : Localization Helper
TriggerAu replied to TriggerAu's topic in KSP1 Tools and Applications
Updated this tonight with some edits that make it installable for VS2019 and avoid possible errors in the startup -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
TriggerAu replied to TriggerAu's topic in KSP1 Mod Releases
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 -
Visual Studio Tools for KSP : Localization Helper
TriggerAu replied to TriggerAu's topic in KSP1 Tools and Applications
Will have a look tomorrow - I need to review it for a thing or two as well