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deadalnix

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Everything posted by deadalnix

  1. Hi there my turle friend. This indeed worked! Thanks very much to you!
  2. Hi, I'm an old KSP player and did a fresh install on a new computer today, using the installer on a windows 10 machine. After the installation finishes, running KSP opens a launcher. Using the launch button here open a modal windows asking for admin rights. This is not expected. The installer probably did not install KSP correctly, or there is a long standing bug. Not sure what to do to fix it. So I edited the shortcut to launch the game directly instead of using the launcher by running "KSP_x64.exe". The game launches, but graphic setting get lost when loading screen open. The graphic settings I set are properly saved in settings.cfg in the root of the game folder, but these setting gets dropped for god only knows what reason. This is a fresh install and it looks like I will not be playing today. I'm very disappointed and would like to simply use the game rather than mess with this.
  3. That is not a graphic card issue, that is LOD bug. LOD are managed by the game, not the graphic driver. This screenshot is not that bad. On Mun, it can get much uglier really fast.
  4. This ship is almost impossible to launch in orbit. I've launched many similar ship in the past without any problem, the main difference with that one is that there is a control module on the of the mk1, as to do rescue mission (it is intended to be launched with the pod empty). Ship: http://pastebin.com/uaTA7UTg Now, problem is that the ship exhibit a strange heating pattern, where the mk1 is overheating like crazy, going as far as exploding, even at low speed and wayy before any heating effect in visible in game. I'm fairly confident that this heating pattern is a bug and not a feature.
  5. I already posted about this in the past, this is like my 4th post about, and this have only gotten worse since 1.0 . On various layout, many keys are simply not usable at all in KSP right now. For instance, on an AZERTY keyboard, The number keys (on top of the letters) are not usable at all (they used to be in previous versions, granted the user is willing to go through all the rebinding him/herself). That's a huge bummer. And the fact that it is only getting worse with each versions kind of suck. Playing in QWERTY in the meantime, but that really sucks. - - - Updated - - - Sorry worng sub. Please ignore.
  6. I already posted about this in the past, this is like my 4th post about, and this have only gotten worse since 1.0 . On various layout, many keys are simply not usable at all in KSP right now. For instance, on an AZERTY keyboard, The number keys (on top of the letters) are not usable at all (they used to be in previous versions, granted the user is willing to go through all the rebinding him/herself). That's a huge bummer. And the fact that it is only getting worse with each versions kind of suck. Playing in QWERTY in the meantime, but that really sucks.
  7. AZERTY is the regular french layout. It differs from QWERTY in various ways, notably the alphanum keys. When rebinding to the actual key on the keyboard, it is not possible to bind 2, 6, 7, 9 and 0. The game do not recognize the key at all.
  8. Why is that still a thing after 6 month ? Also, thank you guys for the sav edit trick, I saved my Kerbal and a lot of science that way
  9. Yes I know, the point being, this is arbitrary and a newcomer won't do this kind of stunt, so a newcomer won't visit new world before a while.
  10. Is there a reason why the come so late in the game ? That is really frustrating as it prevent to do interesting lander to go to Mun or Minmus, unless you do some stupid design like putting the pod on the bottom of the lander.
  11. Hi all, I just reinstalled KSP. I trashed it in January for a simple reason I'll explain bellow, and the whole thing could have been avoided easily. So, I play KSP and find myself loading an old save by mistake. Sadly, the autosave kicks in and erase my most up to date save. Now I trapped in the past, hours of game have been trhown out of the window. Savegame contains the time yous spend playing. Before erasing a save, the game should make sure that the inplay game is greater. If not, backup the old one and then and only then erase.
  12. Late feddback, but feedback anyway : I can now launch the game from the launcher. I still cannot update.
  13. So, I had the brilliant idea to use the launcher on OSX. To say that it is not working would be an understatement. First thing first, it refuses to launch at all. After a detour in the security setting, it was possible to make it launchable. Good, now I can launch the launcher. Well, it does looks like there is an update. Let's click on the update button. Well great, it is launching a terminal and fail to do anything as the Patcher file is not executable. Let's chmod it to be executable. Ok no we have a screen asking for KSP account to do the update. At this point 2 option: - Either you get yyour login/password wrong, and the program hangs forever doing nothing. - Either you get them right, and you get the following: Squad Patcher Using rsync-2.0.9 Preparation Detecting if OS-resident rsync is present... rsync present in PATH, residing at: /usr/bin/rsync Authentication Getting login token... Unable to authenticate with the server: Received malformed data from the server: bad channelkey At this point, it is safe to conclude that the launcher is rubbish. Is someone is even running it at squad ?
  14. This is valid strategy used in various physic engine (inf act, most engines use both strategy). The problem is that nothing can be "wobbly" with that approach. Like booster bending inward while thrusting (if they apply more thrust than the main engine), or outward when they run out of fuel. That would still make sens to use this technique between fuel tank, engine and other part of the ship that aren't supposed to bend or wobble.
  15. It is not that simple. Because your ship is made of many parts and joints, and you simulate by step (like any physic engine do). You cannot know ahead of time what joint force to apply, as the force will depend on the divergence between the part of the ship. To make thing worse, each joint force change the behavior of other joints. You typically have 2 way to simulate joins (and all composition of these on various translation and rotation axes to for rail-like joints for instance): - solid joints, where the 2 bodies are simulated as one, and a computation is done to know if the joint broke (in which case the engine switch to simulate the 2 bodies independently). - dynamic joints, where the various bodies are simulated as if no joint existed, THEN a joint resolution engine kicks and try to make the whole thing converge to some realistic solution using the joints. The dynamic joints are way more complex to simulate (it is especially hard to ensure that the joint resolution step will converge to some solution in a reasonable amount of time) but is necessary to simulate anything that will experience deformations, as your ship does. This is also extremely sensitive to the simulation step, as the pieces will diverge more and more from a realistic simulation at each step, and the work to make everything converge is more important. OK now here my speculation of what is happening: When you warp, the game increase the simulation step. That mean the pieces of you craft diverge more before the joint resolution kicks in. The put your ship back together, it has to go to more extreme solution, bending your craft in the process.
  16. That is indeed the sane thing to do. Still you can compute ahead of time the intersection point between atmosphere and the rail, and invalidate whatever physic computation make you pass over it and step down the simulation step. Continuous collision detection is a well studied problem and not hard to do when your system is composed of one moving body with 0 force applied and an immobile collision sphere. This is pretty much the simplest case possible.
  17. Hi all, First thank you for thoses who mention workaround, or functionalities I missed. That is great they are there and I'm gonna use them ! Things like backspace in map mode are a real relief ! Kasuha > there is physic at higher warp time. It is simply a different physic engine. Checking if you aren't going through atmosphere or planet themselves while warped seems completely reasonable. Also thank for the other points. I obviously want more features added and all the bugs fixed ! I want a whole galaxy, million of launchpads on billions of planets for intergalactic commuters. I want to land on Jool, and test my airplanes on Eve. I want it all ! I also think that the more you add stuff and the harder it is for core issues to get fixed. I'm full of contradictions. I guess that makes me human.
  18. What seems to happen is: - The impulse is applyed to the engine. - Joint resolution move the ship forward. So far so good, that is how physic usually to work. BUT, when you warp, the simulation step is increased, so the joint diverge much more before resolution kicks in. That is why the vessels bend in bizare way when time is warped.
  19. Hi all, I've been playing KSP quite a lot lately, and it's time to give some feedback. Hopefully, the game is awesome, and I hope I can provide something constructive. It gonne ba a big rant with a lot of critics, but ultimately, I'm here and playing ! You've done a great work, and consider these what's missing to make it aweome. First of all, the game is unusable on other layout than QWERTY. This is a problem as it means that the first encounter with the game for someone that is not in a QWERTY using country goes as follow: 1/ WTF nothing is working. 2/ OK I have to reconfigure all the controls. 3/ OK I have no idea what X Y and Z stand for, so let's see what I should map them to when I need them in game. 4/ Repeat every time you understand what a new control is useful for. This is horrible user experience. But there is more, many control are not configurable and/or buggy. - You usually double click on something to put the focus on it. But sometime, you get locked on Kerbin for whatever reason (it happens a lot when having a target). The only way I found out of this is to cycle through every space object using tab until I reach my vessel back. - There is a clickable button to go IVA, but none to get out of it. That mean newcomer will get locked into IVA (it happened to me several time until I got the shortcut). - Sometime, click into the UI also result on click in game. For instance, when you build vessels, closing dialog like load will result quite often into a click on your ship, selectioning random part you have to replace the correct way. - Many control are never mentioned anywhere, like using SHIFT to orient precisely pieces when building ships. On a side note, there is no way to get to the control in game, which means stopping the game, getting to the setting, and loading back every time you don't know what a control is. The game have many usability issues: - It is super easy to erase saved ships by giving them the same name. The game should warn, like all editor do. - It is not possible (or haven't found how) to save part of ship as reusable component. It means redo rovers, landers and other part of ship every time. - Maneuver node sometime change themselves into a circle wth 2 icon on the bottom and one red cross on the top right. I have no idea whet it is useful for, ho to get back to the regular one or anything. The UI is not explained in game, and icon to small to understand what they stand for. - The caps lock key is used as default for some controls. It doesn't work the intended way on my mac. Generally the game doesn't feel trustworthy. There is a lot of bugs, some of them not that problematic (except that it make the player feel like anything can go very wrong any time) but other quite annoying. The primary offender is obviously the game physic, as it is a key component of the game. I'm a develloper and have worked with physic engines in the past, so maybe I can provide some feedback here. The first big offender is physicless parts. Many ship parts are physicless which create some very bizarre situations. Part of ship made of too much physicless parts will spontaneously explode for instance. It is easy to a priori conglomerate physic object into biggers. Joints are the difficulty. You could easily decide that physicless parts are now jointless parts, give each of them a inertia matrix and center of mass, and combine them at ship building step. An aggregate of various jointless parts is now only one object as far as the physic engine is concerned. No more wobbly self exploding thing, and better user experience with no more CPU cycles used. The second is the time warp. The physic engine simply goes mad with it. It look like you do the time warp by skipping step in the physic simulation. That is bad as result of the physic now depends on the time warp. I've been able to go through planets, or experience all kind of wobbly behavior with time wrap. Space travel mean the nuber in the physic engine can get absurdly big. This mean the engine must ensure it can before skipping steps. You visibly tried to limit the problem by imposing limit on the time wrap depending on various situation, but ultimately, if you go that road, you will end upwith more and more patching around, and you will face an endless stream of issue with that. First of all, let's consider a craft in orbit, not accelerating. It is fairly "easy" to compute it position at any time, granted you its original position, speed vector and rotation vector. Good, you can skip as much as you want. Now that craft can be in a trajectory where periapsis in atmosphere, or in the planet itself. When you warp time, you can through the planet. The physic engine must not skip step accross the periapsis in that situation. Or it become possible to go through planets. When the engine find it self in this kind of situations, it should backtrack and compute more steps for that specific objects (and eventually switch the wrap off or reduce it). It has to be noted that the physic engine do not need to backtrack all objects, simply the one concerned. The second big side effect is quite obviously joint resolution. When you skip steps, the parts of the ship diverge more betwhen each joint resolution, and at the end, you see very bizare behaviors. It is fair to assume that this only matter in atmosphere and which very high acceleraion outside atmosphere. In which case, the game already limit at 4x the warp time, so it seems reasonable to compute physic with the same step size and render only 1/4 of the frames. Having an engine with repeatable result is quite important for testing, but also could provide features like replays (and ultimately, that is the best form of bug report or test case you can have for the dev). The whole things is right now patched around to limit the problem. That is fixing the symptoms, and it doesn't end up well (more and more workaround various limitations, which themselves cause other bug and so on). Especially since KSP is made for people to create their own thing and be creative, so you won't be able to plan ahead (or you'll destroy what makes this game awesome). You need a rock solid fundation. So you can ge rid of the 2.5km limit, and finally not make my kerbal disapear in the void (robably one of the most infuriating thing that can happen in the game) ! Ultimately, it is nice to add new features, but the more you add, the harder it becomes to fix the basics. So please, don't burry yourself in technical debt. I've seen so many awesome project stagnate and eventually die because of this. Please, plase, keep that in mind, I want to play this game for a long time I see you have some very nice videos on your youtube channel. But none in game. That is kind of sad. Some video on key events, like landing on the moon/Dune/Eve, or the first time in space deserve their own video You have them, use them ! They have addictive effect The launcher on mac do not work (I installed the thing with the dmg). I cannot launch the game with it, the button is gray and non clikable. I can still launch the game directly. I'll miss updates. It is unclear to me what the reputation is useful for. If it is useful for something, then what ??? If it isn't, then why ??? Finally, I'd like to see more capabilities to build bases, adn why not, launch spaceship from there (well i'm dreaming here, that must be a ton of work to do that). Kerbin also feel kind of empty. I'd love to see cities and make the new when I crash in one of them The same emptyness felling is everywhere. When one recover landed ships for instance. It should probably cost some money to do so (so landing in some predefined spot is now of interest !), take time and trigger some animation (Once again, I'm probably dreaming considering the amount of work involved). Keep the good work guys ! Thank you for the game !
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