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KSP2 Release Notes
Everything posted by Wyleg
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To be clear, I thought that the link leads nowhere because I thought it still features the "coming soon" we are talking about, but now, as you quietly filled the page without acknowledging anyone that the issue is no more, this problem seems to be fixed. Once again, this was an issue related to TS, as it was TS that produces the message with the now fixed link, I can't think of more adequate place to discuss a TweakScale related issue rather than here. The question why TweakScale users has to deal with the piece of unwanted "you vs CKAN" drama every time they boot up KSP , when you can just delist your mod from CKAN and solve the problem with support for everyone once and for all, is still left unanswered. But I see that you will avoid answering that no matter what, so i bug out. Peace.
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Ok, let me rephrase the question that bothers me. Why TweakScale shows a message on loading KSP which says that CKAN is not supported and the suggested link to get more details on that leads nowhere?
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This does not answer any of the questions above tbh.
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Why is tweakscale no longer supported on CKAN?
Wyleg replied to Corporalsimmons's topic in KSP1 Mods Discussions
I don't understand, what does your "i don't support CKAN" really means? If someone finds an issue in TweakScale when installed it with CKAN, you will deny fixing it even if it is a legitimate bug inside TweakScale? I'm confused. -
Probably because some reasons.
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Devs are paid primarily to deliver a game, everything else, including public relations, is secondary. Apologetic letters with intricate and nuanced wording achieve nothing. Furthermore, this roads not only leads to nowhere, it opens up for the opportunity for negative and unconstructive people to taste blood, take the 'moral high ground' and further push the devs towards their momentarily satisfaction goals, draining all the energy. And I just refuse your narrative that they owe us such thing. Between "Shutting up and doing things better and "Apologetic crying about how bad things were" I choose former.
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Oh my god. So you really want the devs to say that they are bad? You want to tank their self esteem and turn them into whining mess to achieve what? Personal satisfaction because you feel underdelivered? [snip]
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Release KSP2 Release Notes - Update v0.1.2.0
Wyleg replied to Intercept Games's topic in KSP2 Dev Updates
You can interpolate. Maneuver planner shows how much dV you need to perform a maneuver. Everything else is secondary. Since maneuver is either way impossible to perform, it does not matter if it uses imaginary fuel for calculatons. You can just omit the burn time calculations (the only thing that requires acceleration and fuel mass) after the dV limit reached. If we already are calculating dV that a craft has, just make an alert "Not enough dV to perform planned maneuver!", not just block the plotting entirely. Plotting is very important piece in a gameplay loop of trial and error iterations. Let's say a player end up building a craft that just barely lacks dV to perform a maneuver or mission. What is better - to have an ability to get a visual information of how much dV more is needed for the next build to achieve what's planned, to be able to see how things could be better, or to not have that? In other words, I want to be able to use maneuver planner "in the opposite direction" - to plot different maneuvers, however possible they are, see visually how much dV they require and where can they get me, and adjust my future builds and mission plans accordingly. Current dV limit, well, limits this with no clear reason. -
Release KSP2 Release Notes - Update v0.1.2.0
Wyleg replied to Intercept Games's topic in KSP2 Dev Updates
Oh, sweet, sorry, glanced over that one -
Release KSP2 Release Notes - Update v0.1.2.0
Wyleg replied to Intercept Games's topic in KSP2 Dev Updates
Guys, it is all great stuff, but can we at least get SOME acknowledge about decaying orbits bug? -
Developer Insights #18 - Graphics of Early Access KSP2
Wyleg replied to Intercept Games's topic in Dev Diaries
We have. PQS+ is a resource hog. Loot at the timings in the first post. -
New UI, the new parts, the music, the tutorials work. Last sentences were added by the author later and I haven't bothered to edit my message.
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Objection - things you named work in the game right now. You probably should stop posting false facts.
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That is debatable. One can say that we somewhat have the buggy skeleton of the game on our hands. Nothing really changes with the game released in Febuary in rough state or if it releases later in more polished state. But the benefit of having a game on our hands early is not a bad thing, I'm imagining player's feedback can only help to shape the further development into better state. And today first impressions don't mean a thing. I can't decide what's shorter - the memory of a goldfish or the memory of the public. After half of a year when the game is polished positive feedback will eclipse negative and your average gamer will not remember the rough start at all. Polish that with some PR and shill on youtube and the problem is no more. So no negatives on that, got it.
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https://partner.steamgames.com/doc/store/earlyaccess Bro, you just couldn't get your logic more wrong even if you tried.
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Sorry, I'm not that obsessed with excrements, so can not make that comparsion. Game is buggy, yes, but it's also playable. And label "Early Access" is more telling than any imaginary implications.
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Game works. You can launch it, build a spacecraft, plane, rover, and use it. Fly somewhere else, land on another planet etc. Game is playable.
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If we get nothing good out of defending the devs, then, once again, what good do you think you gonna make by simply blaming them? "Weeks" is acceptable, because there is nothing left for you to do than to accept the fact and live on with it. If you think otherwise, go talk to the management, make them rehash their processes in the studio, maybe learn something and get employed to kill bugs and help the devs make patches faster. Whining on the forums doesn't help. But something tells me, that gamedev professionals already know all the things you are going to tell them, and maybe some more. Like the inside kitchen of the project, that makes it that much harder to bring to life in reality, compared to perfect world you are imagining.
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Oh. I assure you, they get that. Anything else?
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Okay, you won, game is bad and unplayable. Everything is ruined, things are unexcusable. Now, what you're gonna do about it? Yell at devs and demotivate them even more to bury all the hope of getting a decent game someday?
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KSP Version: 0.1.0.0.20892 Operating System and version: Windows 10 CPU and GPU models: CPU -11th Gen Intel(R) Core(TM) i7-11700K @ 3.60GHz 3.60 GHz; GPU - GeForce RTX 3060 Description of the bug Orbits decay. I have a simple probe with no clipping parts at low orbit around Minmus. Thrust at 0, no force is applied to it. At 1x time orbit's PE decreases at a rate of ~10m/s. Entering and exiting time warp don't solve the problem, loading to another craft, VAB etc. and switchng back to probe does neither. It doesn't stop until PE drops to the ground. Expected Behavior Orbits of crafts in vacuum don't change without applied force. Observed Behavior Orbits decay by themselves causing crafts to collide with the surface. Steps to Replicate Create a probe, get it to Mun or Minmus low orbit, cut engines and observe. Maybe enter a timewarp and back to 1x tome speed and then look at PE readings. Fixes / Workarounds (if known..) None. Playing with PhysicsSettings.json seems to do nothing on that case. A list of ALL mods. If the list is long, please consider using a spoiler window. No mods, vanilla Other Notes / Screenshots / Log Files (if possible..) https://drive.google.com/file/d/1a05pVnWPKIIYX2Qzp7__vHKgfPuU8xaN/view - video illustration Comment: This is very sad and renders the game borderline unplayable. Plz fix
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Wow, now that's a headscratcher. Can you please provide some screenshots of you craft at sonic speed with aero forces enabled in debug menu? That will help a lot. Also, what a great craft! I really appreciate that you guys find my creation enjoyable ^^
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Update! Fixed drag cubes on the cockpit - now it doesn't create absolutely insane amount of drag, current numbers are close to stock Shuttle cockpit.
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Update! Added working RCS thrusters on HVC cockpit - they are no more dummy! Also refubrished texture, added normal mapped grooves and some scratches - now looks even more awesome than before! Simply replace older folder with new one. IVA is still being in development.
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Update! Added Mk3 HVC cockpit Cockpit is WIP - currently it lacks IVA, RCS thrusters are dummy and there's no cabin illumination.