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Gaarst

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Everything posted by Gaarst

  1. Several bug reports have already been created on the official KSP bugtracker to address the save corruption issue (10111 and 10108) adding some precise information to these might be helpful in determining the cause of the bug and solve it. About the other crashes (non corrupting ones) they are frequent on PC too and I'm afraid you will just have to live with them as they are part of the game (always been there, will always be there). For the FPS, this was feared by a good part of PC players when the console ports were announced. KSP heavily relies on single-thread CPU performance, and even if there were some major performance improvements with 1.1, the PS4's 8 1.6GHz cores will never be enough to equal PC performance with heavy part counts, no matter how good the port is (lol). On the other hand, FPS drops should not occur if the game is globally fluid and you might want to fill in a bug report for that. We'd love to help more, but unfortunately no one knows how the PS4 port works (except Squad/Flying Tiger) and therefore how to fix these issues, so filling in bug reports is the best you can do for now to get a chance to see these issues fixed.
  2. Yes, output_log is usually as (if not more) helpful than error log. And while you're at it, running a DxDiag would give a lot of information on your PC setup (hard- and software-wise), though if you don't want to give that much information, just giving your specs should be enough for a start (CPU, GPU, RAM, OS...).
  3. And there will be someone that will find your controls to be as terrible as Squad/FT's and propose his own. Let's just add a way to make custom bindings and everyone will be happy (as far as they can be considering the other problems).
  4. The reported bugs include situations where wheels take abnormal grip values (at least seem to) causing loss of control. IMO this is enough to explain the OP's fishtailing, especially since he states that he sees the issue with stock crafts which rules out the "design" cause.
  5. Have you even read my post before calling BS? You're basically saying that a significant part of the community (including the guys at Squad that acknowledge the issue) are noobs that can't design a plane. Though maybe you're right, maybe something went wrong in my brain after 1.1 and now I'm just too stupid to make a plane, who knows? Some people experience the issue. You don't, great for you, but please stop denying the issue exists when even Squad confirms it's there.
  6. People have been asking this since the dawn of times (at least the dawn of alpha), but even though it seems most players would want one, Squad stays on a "meh" position, saying it will be added sometime in the future. The fact one can't add KER or MJ and so on on console might make things move a little. Might. A little.
  7. If you play career and have upgraded the Astronaut Complex far enough that you can do EVAs (or at any time in the other game modes), while in EVA near a science part, you can right click it to do several actions including "collect experiment" (might be worded differently in the game) that allows you to take the experiment out of the part and into the Kerbal. When the Kerbal reenters its capsule, the experiments will be stored inside the pod and you will not lose them when jettisoning the science parts. Note that this also allows you to perform several different experiments with a single science part (except the Goo canister and Materials Bay which require a scientist to reset them) by taking one experiment out of the part, allowing to perform another one without having to overwrite or transmit the first experiment. The reason you didn't lose the EVA report and soil sample is because these experiments are directly stored in the EVA'd Kerbals, and then in the pod when the Kerbal boards it.
  8. This comment was not directed at the people proposing the design to be a cause, but at the ones saying the design is the cause. Of course a badly designed plane will not function properly, but from what I read in this thread, besides the original issue, several people have observed abnormal behaviours with sensible designs, though some seem to still deny the problem as lying in the game itself. Now, you're right keeping: all the possibilities open to solve a problem is a good thing; but IMO we have gathered enough information about the wheels bugs to rule out the design as a general cause. For this particular issue the OP is describing, design may be a cause, though I don't think it is, but people are free to investigate whichever cause they think is causing the issue.
  9. You are probably right saying this, I have mostly read reports on these forums and Reddit that were insisting on the bad aspects of the ports. But on the other hand the few unsatisfied customers will be leaving the most comments on the game while the majority of satisfied customers will be playing on their own. If I saw it like that, new players attracted by the game on console might feel as I did reading that feedback. If there are bad reviews, a demo will encourage people to still try it before purchasing the game instead of not wanting to spend money on a game that might not work from their point of view. Anyway, demos are something I personally appreciate (the devs showing that they actually care about you enjoying the game instead of just taking your money and leaving you buy yourself) so I don't believe getting it on console can be a bad thing, even if my "bad reviews" argument is wrong, but then it's just an opinion amongst others.
  10. Troubleshooting an issue on the PC version of KSP is often pretty straightforward: either ask someone who knows because he has already seen this issue, or, if you're feeling confident, take a look at the game files and change some values to fix it yourself (especially for cfgs files which are easy to edit). For console, this gets harder: no one is experienced enough on console to know what a possible console-specific bug might be caused by, and no one besides Squad or FT staff is able to "crack open" the console game and tweak some stuff down there. I don't know a lot about console gaming (being a long time PC player, merely casual on console) but I'm pretty sure opening up a game and changing some stuff inside is at best impossible, at worst illegal. So we're ending up with an issue where now and in the future, for all new bugs, no one except Squad or FT staff will be able to help console players (whereas pretty much anyone with decent experience on PC can help anyone having an issue) which will in turn will probably cause some problem in the way bugs are handled and fixed: a large part of reported bugs on PC are already known and the community helps a lot by filtering these bugs and therefore allowing Squad staff to focus on actual new bugs that no one can solve (some bugs might actually be worked around, or even completely solved, by the community, I'm thinking about Claw's Stock Bug Fix Modules before he was hired by Squad and Slashy's help with wheels after 1.1). On console all the workload will go directly to Squad and FT with no help from the community available. For console, even the most experienced KSP players and modders have no idea how different the game is from the PC version and some bugs that are known and can be fixed on PC might become a complete mystery on a console version (not even talking about the differences between the different console versions). So Squad and/or FT (whoever is handling bugs on console) will have a huge debugging work to do, maybe even greater than what is currently done on PC considering that console ports have chances to be at least as bugged as the PC releases. Now, I don't claim to have a solution to this: I actually have no sensible idea on how to solve it (I don't believe releasing the console code in open source is sensible ); but I believe a discussion can be made on this and some solutions might possibly arise throughout. Having an official and active Flying Tiger representative on the forums will probably become necessary to address these kind of issues, or to bring new elements in that kind of debate.
  11. So, gathering some feedback from console people, the ports are terrible. (Not going to develop that, just take a look at the forums or Reddit) Now, spending $40 (or 40€ because 1€ = $1 for games) on an "unplayable" game (not how I see it, but how it is perceived reading the feedback) is going to make some people angry and will not help KSP spread on console. A demo (already on PC) will not fix any of the bugs, but people will just try the demo, and leave if it doesn't work properly (they even might give it a second chance after some time) and will probably not bother writing a negative review as long as money is not involved. That won't make up for the ports quality but might "save" some future console KSP players.
  12. I've been playing KSP since 2012 and I know how to spot a bug. I experienced terrible wheel behaviours on freshly downloaded, clean, stock installs since 1.1.0. The issue is not with crafts. A craft that works fine for you might be uncontrollable for me, and the other way around. Thing is, "replicating a bug" as you say, doesn't mean testing the thing on everyone's game and if not 100% of users experience it, then it's the users' faults and there is no bug. From 10-15% of people were seriously affected by the 1.1.2 VAB crashes, and guess what ? It was not their fault and Squad fixed the problem even though a large majority of users never experienced these crashes. Same here: there are enough people complaining about wheels being broken that I don't need to give you a bugged craft to prove my point. If that's not enough to convince you there is something wrong that is not on the user end, here's a quotation by Squad, from this thread: and there are probably a lot of other messages where Squad staff state that there is an existing issue and that it has to be fixed with a Unity update coming with 1.2.
  13. Wheels are bugged. That's it. Even the worst designed plane in the world shouldn't bounce around after spawning on the runway. And I've seen planes that are meant to fly perfectly well going crazy before taking off (I know how to design a plane, thank you). Now, some people don't see it (like the 1.1.0-2 VAB crashes) but that doesn't make the issue any different. No one seems to know what causes it or not and if you don't have it then great for you, but denying the problem does not help those affected.
  14. Console versions are very new so chances are no one knows what is going on at that point, or at least how to fix it. You can help by posting a bug report on the Squad Bugtracker, which will hopefully be seen and taken care of. Other than that, good luck.
  15. The bad control scheme is one of the main things people don't like about the PS4 version, at least from what I've seen on these forums. The fact it doesn't allow custom configurations and that the default scheme is pretty complex might make Squad and FT react and do something about it. Though, as @klesh said, you're using pretty much all of a keyboard's keys on PC, so you're not going to end up with a complete and simple layout on PS4. That is, unless you plug in a keyboard and a mouse; but in the porting process, the ability to play the game with its native input hardware was lost somewhere, so you can't actually play KSP on PS4 with anything else than the DS3/4 controller (haven't checked for myself, just reporting). Then again, there is hope this will be fixed.
  16. Not gonna happen anytime soon: too expensive. Current space launchers are currently too expensive to send stuff up there only to bring useless junk down. OR The space debris problem is not severe enough that one can put the effort into solving it right now. (Choose one)
  17. Discord is basically somewhere between Skype and TS but better. KSP is Kerbal Space Program, an indie game about space exploration. Xbox One is a console, a device you use to play video games. A KSP Xbox One Discord is a Discord server so that the KSP community on Xbox One can communicate and have some social interaction.
  18. Considering how well Squad handled 1.1 release, this doesn't surprise me that much. (FT did the porting not Squad, I know; but I guess Squad did have a look at their own ported game before releasing it) Now, I like to hope that these are mistakes that were caused by a rushed release schedule, meaning that they will get fixed in the (hopefully near) future; won't make up for the failed release though. For the Eu release, that's just bad PR/communication and the game will eventually be released for us folks on the right side of the pond. For 2 and 3 (which seem linked) that might be trickier and will depend on Squad and FT's "degree of caring about their community" and on the simplicity to expand the current control scheme (to add custom configs and KB/M support). Wait 'n' see is pretty much all we can do right now.
  19. So I'm sure this has been asked a lot before, but is there any way to add a poll to an existing thread ? Editing the thread only allows to edit the thread (you get what I mean). (I will take a look at older posts to see if this has already been answered now that I have posted this one) Edit: so I can actually add a poll to this thread, so I guess you are only able to do it as far as no one answered your thread
  20. 1.1 is not the version for spaceplanes... or planes... or anything that has wheels really. The wheels colliders (or whatever describes their behaviour) are broken, and will not be fixed before 1.2 as that requires a Unity update. Now there are probably some neat landing gears out there (you might need to give more information about what you are searching for) but know that some unexpected behaviours are expected. Edit: might be sensible to add that even though wheels are broken, you might do perfectly well with some designs, so don't let that put you off from (at least) trying.
  21. It is being worked on. But it needs the updated version of Unity 5 that will come with 1.2. And I don't expect 1.2 to come anytime soon.
  22. PS4: NA today (12th July), EU sometimes in the future, other I don't know Xbone: 15th July WiiU: lol
  23. Achievements, yes. Steam, no. There are some people who bought the game through the store. And since we can't have pre-releases, I hope we can at least get achievements.
  24. Go tell that to all the folks who only play KSP with BD armory installed (and seeing the number of jet fighter planes in the Spacecraft Exchange, I'm sure they are a lot).
  25. Kraken drives are nice. Losing a spaceplane containing 6 Kerbals with no respawning because that rear wheel decided that landing at 40m/s on a flat terrain was boring and bounced making your whole craft flip is not nice. Bugs must be fixed, I don't even see why there should a debate.
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