

Sonny_Jim
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Why is this game still on the market place?
Sonny_Jim replied to ChillingCammy's topic in KSP1 Discussion
Maybe. As evidence they've purportedly brought in an outside Q&A company, it's threads like these that make Squad sit up and notice that something needs to be done. As I said before, all the 'old timers' will just sit back and shake their heads as bugs are practically a way of KSP life. Certainly helped me decide not to recommend it to my console owning friends. Funny, you are railing against people who are repeating their same point over and over because of their frustration, yet here you are doing the exact same thing? Because it takes so long to get anything pushed through, this just makes it even worse for me. They would have known it would take a long time for code to be accepted, yet they decided to submit broken code anyway? -
Why is this game still on the market place?
Sonny_Jim replied to ChillingCammy's topic in KSP1 Discussion
I'm a KSP PC player (since 2013ish) and I bought the game when it was pre v1.0, so I wasn't expecting a 'complete' game by any stretch of the imagination, but like a lot of people I was hooked on it, putting hundreds of hours of gameplay into it and understandably getting incredibly frustrated when bugs stopped me from enjoying the game I loved. One of the major problems I see with the KSP community is that we've spent so long putting up with the inevitable bugs we've become almost blind to it. As other posters have pointed out, it's almost a KSP mantra to say 'Put the pitchforks away, SQUAD will fix it eventually', because we've all got so used to bugs being present for extended periods of time or bugs that plainly should have been caught in testing. I think one of the problems is that currently, bug tracking is incredibly haphazard and has seemed to be implemented 'organically' rather than done right in the first place. Right now, as far as I understand, to report a bug you must do so through the forums, which boggles my mind. I can't see any complicated piece of software being debugged properly by having to go through forum reports. To make matters worse I believe I read recently there's upwards of *10* different bug reporting systems and the public facing one is in such a mess that 90% of the reports are just being auto-closed. Whilst I applaud their recent efforts to get on top of the bug reporting system, it sadly doesn't surprise me in ANYWAY WHATSOEVER that the console ports were released with a game breaking bug so bad that save files are being corrupted. If this were any other game, my mind would be boggled to know that it managed to pass through the hands of 3 different Q&A teams without picking up this bug, but seeing as it's SQUAD, like I said, it's not that surprising. I nearly recommended this game to an Xbox owning friend, but sadly I'll be telling them not to bother. I'd like to be able to tell them "Wait until it gets patched, then get it" but I fear that the patch is going to be a long time coming and will probably introduce other problems as well. -
What is the biggest mission failure you have ever had?
Sonny_Jim replied to JacobJHC's topic in KSP1 Discussion
I've had exactly the same happen recently, and like you it was around Duna. I do all my sciencing, including a little jaunt to the surface and back up again. Put it in a nice parking orbit, set a reminder for the transfer window and went off and did something else. Transfer window arrived, I went to go find the ship and *poof* it's vanished. Unfortunately I couldn't find an old save to recreate it so unfortunately I've lost ol' Bill Kerman :\ I'm 99% there was nothing that was going to affect the orbit (ie wasn't close to Ike or anything) but I just shrugged and guessed that I must have left it a bit too close to Ikes orbit. Having read your post it makes me wonder if it isn't a bug of some kind though. Anyone else had a craft mysteriously disappear whilst in orbit of Duna? -
Slow down with engine
Sonny_Jim replied to Ecdarksky's topic in KSP1 Gameplay Questions and Tutorials
Although I'm not 100% sure what you are asking, you can always use a maneuver node to show you how long a burn time is. There's a few caveats, mind. The node time doesn't take into account multi-stage burns and also sometimes you'll need to throttle up for a short while to get the burn time. EDIT: Or are you asking how long a suicide burn will take? -
Version is 1.1.3.1289 (x64) Could someone please link to whatever bugtracker I should be using? (I read somewhere that there's upwards of *10* different bug trackers) It's not what I would consider a heavily modded install, KER, KAC, MJ2. EDIT: It appears that this is a known bug with a fix available, see here: I had a look and couldn't see anything in the bug tracker (which is odd, you'd think Claw would add in the bugs that have hotfixes, so created one here). I'd ask if you have been affected by the bug to add in your info (version/platform etc) http://bugs.kerbalspaceprogram.com/issues/10840
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1.1.0 Instantly crashes on load :\
Sonny_Jim replied to Sonny_Jim's topic in KSP1 Technical Support (PC, unmodded installs)
Yeah 1.0.5 still works and surprisingly playable, all things considered (Intel Core 2 @ 1.66GHz). Really shows how CPU bound KSP is. FaraTheKing, Mrtinb96, DorkyMalone I would suggest you start a new thread as it seems your problems are more related to OSC. Also you might want to post the logs in the crash folder so others can help you. -
1.1.0 Instantly crashes on load :\
Sonny_Jim replied to Sonny_Jim's topic in KSP1 Technical Support (PC, unmodded installs)
Bit hard to replace the graphics card in a laptop. TBH I'm gutted, was really looking forward to playing the new version and I have no spare cash available to be going off to buy a new laptop :\ -
1.1.0 Instantly crashes on load :\
Sonny_Jim replied to Sonny_Jim's topic in KSP1 Technical Support (PC, unmodded installs)
Yeah TBH I've been expecting this to happen for a while. From what I gather it's possible to run software shaders, but I understand that running a 10yr old graphics card meant it was going to stop working at some point. https://forum.beyond3d.com/threads/running-d3d9-vertex-shaders-on-the-intel-945gm.45685/ -
I guess it's related to my graphics card, as 1.0.5 would just about work with the odd black texture here and there, but with the new release it crashes instantly, which is a bummer :\ Graphics card is an integrated Intel 945GM on Windows 7 EDIT: Found this info here http://blogs.unity3d.com/2015/08/27/plans-for-graphics-features-deprecation/
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Can't Undock Bug, How To Fix
Sonny_Jim replied to roscoe_jones's topic in KSP1 Gameplay Questions and Tutorials
Anyone suffering from this bug, can you please add your comments/savefiles to the bug tracker: http://bugs.kerbalspaceprogram.com/issues/5007 -
Nice to see some reviews from people new to the game, I think the destructoid one covers everything pretty well. The IGN one seems to focus too much on "Trial and error is fun" which I hope the devs don't take to heart too much, as it might be justification for them to not include certain aspects of play that seasoned players can't play without (*cough* dV figures *cough*). Well done Squad!
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I think the main problem is that it has bugs, it wouldn't let me click the next button until I had created a new blank manuever node, even though I had already created one and burned until my closest approach was under 1km. The other problem is that in my opinion, it asks you to match velocities way to early, rather than 60km distance you should start matching at something like <10km.
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I don't mean to denigrate v1.0, although rereading my post I do realise it came over that way. I think v1.0 is awesome! What I do think though is that with v1.0 a lot of new players will be trying KSP for the first time and considering the difficulty curve, a lot of these players will be looking at the tutorials for hints and ideas on how to build their craft. With this in mind the tutorials should be a shining example of what a 'good' craft should be. I feel that this craft is a very poor example of an asteroid grabber and looks to me that the tutorials weren't played through properly after the addition of heat generation.
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Following on from my thread here In my opinion, the craft you are given for the asteroid redirect tutorial has several poor design choices. The challenge is design a craft that is better suited for the tutorial. Use stock parts. It should be easily piloted by someone new to KSP, so a reasonable amount of reaction wheels and RCS would be a good thing. It should set a 'fair' level of difficultly for the tutorial. It must be possible to complete the tutorial with the craft within a reasonable timeframe! (No ultrahigh dV Xenon craft)
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I mean, 8 LV-Ns attached to T-100 fuel tanks? And only 4 of them are activated, when you could easily just get rid of 4 of them and have a puller rather than a pusher? Two FL-R1 RCS tanks, one of them on a stage that's designed to be discarded? A useless probe core on a stage that's going to be jettisoned? Tanks full of oxidiser that can't be used? (Thanks Mr Speed) As it is the first burn you have to do is over 5 minutes and because the LV-Ns are attached to tiny, tiny fuel tanks they easily overheat and explode. Is this a joke?
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Docking training is missing steps?
Sonny_Jim replied to X5-599's topic in KSP1 Gameplay Questions and Tutorials
I thought I would have a go at the tutorial and found another bug (ish). Even though I've got my approach down to less than 1km it doesn't let me press the 'next' button: EDIT: The solution was to create an empty manuever node? Weird. IMO it's not a very good tutorial. For one it gives you quite an unwieldy craft to pilot, it tells you to start matching velocities at 60km away(!) then come to a dead stop at 10km(!!!). Personally, I would start matching velocities at a much closer distance, something like 10-5km and zero relative speed when you are under 2km. I think because it's telling you to slow down quite early, this is what's causing you to miss the target. EDIT2: And another bug! To advance the tutorial, you don't actually need to dock at all, just switch to the other craft using the [] keys. It certainly needs some work. -
Missing Explore Minmus Contract
Sonny_Jim replied to arkie87's topic in KSP1 Technical Support (PC, unmodded installs)
That's a fair point, but in the case of the "Explore Minmus" contract I believe it will disappear if you just do a flyby of Minmus. This means even if you haven't orbited, landed or placed a flag the contract disappears, even though you haven't done all of these things. Not everybody likes to repeat the same contracts over and over whilst waiting for one they want to do to randomly appear. Yes, you can just reject contracts but in my opinion it would be nice if the game had some sort of linear progression with regard to the Explore Mun/Minmus contracts. In my mind, the Explore Mun/Minmus contracts should start appearing as soon as you reach a successful orbit. I'm in the same boat, I don't really want to launch anything to other planets because I don't want the contracts to disappear. I stand by my original point in that the contracts *should not* appear when you've already completed *all* their objectives, but right now just entering into the SOI of another planet seems enough to make the Explore contract for it to never appear. -
no scientists glitch
Sonny_Jim replied to Roschnicron's topic in KSP1 Technical Support (PC, unmodded installs)
are you sure they are actually scientists? Have a look in the administration/crew hire building at KSC to make sure. They should be under the "assigned" tab.