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Leopard

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Everything posted by Leopard

  1. Surely you tested for that condition? same as for “power cut” type conditions?
  2. Dunno, with the FTE port you got the impression it had been tested by actually playing it, just not for very long - the controls worked but things started to fall over over time, saves corrupting etc. with this version you get the impression all the _code_ has been tested, but its not actually been _played_ - hence basic control failures
  3. "Im probably going wait for some patch now...." Ditto, there is essentially no point playing something thats even more buggy than that which it replaced. The FTE port was an exercise in frustration with its frequent control lock ups and somewhat forgetful nature generally, however at least when it worked it worked, until it didn't. This port seems to have a whole range of features that simply don't work in the first place
  4. if you try to play on a mac, when they say you need 4GB of ram, they mean you need 8GB of ram if you try to play on a console... price up a PC to game on and wait until you can afford it, you'll still have problems, but there will be a leopard in hells chance of them eventually being fixed. Plus it appears to be roughly the same price, and you can game while the domestic authorities are watching programmes that make you want to claw your eyes out. In game: 1. learn to dock, its not actually that hard but its more of a knack than a skill, you practice a bit and it clicks. 2. don't overly worry about DV, until you're very good (I'm not) its easier to take more than you need and cope with the extra mass - you can refine later 3. career mode, on "hard" mode will teach you the game a lot faster than sandbox will
  5. you would have thought that if the game has performance based internal limiting factors, that on the uprated consoles those limits could be changed, much more though and you're into a split code base, which causes more problems than it solves. but KSP 2 being aimed at the uprated ones would make sense though
  6. its a bug, its yet another bug that screws career mode over to the point you wonder if it was actually tested
  7. And yet we were informed of the extensive testing of the controls... which apparently missed things like buttons not working, never mind the issues around the actual control configuration You get one chance to make a good first impression KSP has failed, twice
  8. had this on Eggbox EE as well, accept a contract and by the time you launch its gone, going back to the mission control centre indicates not only has that contract gone, but apparently I've never accepted, completed or declined any contracts either, and the missing uncompleted one isn't on the available list either
  9. it feels like some sort of race condition, the GUI thread and the actual game thread conflicting and the GUI partly locking up - this is actually a very easy mess to get into if you are not specifically writing code to defend against it - and those defences can slow things down a bit. I'm wondering given the issues seen now and the issues seen in the last port are similar in some areas if the problem is in the way the game is using the Unity engine on the consoles?
  10. not sure how anyone other than the developers can provide "solutions" to non-functioning game code really, I guess we should be "happy" we have been "allowed" to function as paying beta testers. You sell a product, you have a basic responsibility to make sure its functional, this mean the various buttons, bells and whistles actually work as the game advertises they work. Weirdly this even applies to software, if a button doesn't work - make it invisible and disable it in code, then remove references and instructions about it, patch it later when it works. Have now found a whole range of problems, I've only played for a few hours, I now have very little confidence in the QA process that has been followed here, have little faith that there is any point continuing until this is fixed. This is a game that should be wonderful, it should be addictive - instead its just frustrating and broken. Wondering on just trying to get a refund from microsoft... and not wasting any more of my time on this
  11. this is what drives my points, a "mod" that is basically adding a few files to a directory isn't that hard - though the files will be verified as to what they do, stuff that changes how a game works, or includes scripting capabilities tend to be refused by the console providers as such can provide ways around their restrictions. Keep in mind you won't get anything if the likes of microsoft or sony don't have a way to make money out of it
  12. less interested in if we get DLC, I'm sort of assuming we will, I'm more interested in what DLC we get. without serious code changes whats possible? - new parts, this one should be pretty easy and would be surprised if we don't get new parts, easy to have multiple part packs alongside each other as well - new planets, possible but somewhat harder - e.g. have several planet packs, but only able to have one active at once to avoid issues around conflicts in orbits etc - Skins, it seems hard to imagine we won't get options to re-skin the game, exactly the same parts but different text and graphics for a "real world" or film tie-in theme, don't see the point personally but seems pretty common these days - Missions!, mission packs again seem possible reasonably easily, linked campaign sequences etc, possibly tied into any of the above Would be nice to get a bit more, new actual game features, but don't really expect that, think that would be limited to a revised edition
  13. A buggy game is bad enough without inflicting Windows 10 on people as well...
  14. glad to hear the fixed part count has gone, that was an irritation - can live with the game slowing down when you do it, can live with a warning notice when the FPS drops too low that this is because of the part count and perhaps a revision is in order to the design, as long as it has a "never show me this again" button on it. I'm hoping we see a first patch for the known issues in about four weeks after launch, and a second one four weeks later for anything else thats "easy" as a quick win - with anything thats been reported that needs a bit more in-depth investigation or significant code changes acknowledged with a planned update schedule published (as rough dates) e.g. Patch one: 4 weeks Patch two: 8 weeks Patch three: 6 months or something, noted that there is validation from the console companies on top of this, but just to show that the light at the end of the tunnel isn't an approaching explosion
  15. Hopefully minor one, but irritating in the R&D centre when you look at an upgrade node there is a little block of icons to the right showing the parts, so far so good, however since these icons are all the same size would it be possible to pinch a few pixels vertically to show two full rows, so when there are six icons or less there is no scrolling - currently the bottom of the second row exceeds the window and triggers the scroll bar.
  16. currently there are a number of action menus that can be opened, some have a lot of wasted space and others require scrolling. would it not make a bit more sense to have the ones with wasted space reduce their vertical height? plus for the scrolling ones - if there is the screen space, open them so they do not need to scroll - this is mostly an issue where you are scrolling just to see one extra line. e.g. there are 9 lines of text, you can see 8 of them and scroll to read the last one, when there is a lot of empty space below the window
  17. never having played the PC version my experience with mods is from reading here, however there are a few extras that seem like they would be workable on the consoles 1. Kerbal Alarm clock - not sure how it works but if you have a "remind me" option on events that would be most useful for trying multiple missions at once 2. extra planets - presumably this is a case of adding a few files in the right place (ok I know there is a bit more to it, but its presumably no additional game code, just data files?) - would need coordination to make sure that orbits don't coincide - almost a case of one pack of "extra planets" or a pack of "real" planets to swap for the lot 3. a part library manager of some sort - so you can pick parts you never use to "hide" or move from one tab to another 4. storing saved craft in a system with logical structures to it - essentially user created folders to avoid a honking great list
  18. would prefer "ugly but functional" over "pretty but buggy" more or less any day. there are some nice touches here for sure, the plasma black out is nice, the sound and graphics feel better and sharper, the on screen text seems a lot easier to read (this may be down to playing on a larger screen, but even taking account of that the game feels like its been rescaled for 1080 in a more logical way), the new controls are interesting and not perfect but once you have three control methods the door is opened to a more customisable system at some point with user preferences which would be nice. I miss the rocket blast off when you launch the game, and the totally silent loading process made me wonder if I had the sound on mute. Glad to hear some of the lag has gone and presumably from that the game handles larger craft better - do we still have the 300 part limit or is it now "as many as you can tolerate the frame rate from"? if this is going to be another 18 months frankly I'll go and find something else, bought the last version in the first week of launch, and have been waiting ever since for a version thats worth putting the time in to play in anything other than sandbox mode
  19. Its interesting there appears to be a range of "known issues" at launch, this is actually to be expected and acceptable - if they are not mission critical, or in this case game breaking. There also appear to be a lot of issues that should have been picked up during testing, basic interface problems for example that anyone actually trying to play the game will find and find quickly, these are much less acceptable. e.g. you buy a new TV, say one time in five the "on" button doesn't work so you have to unplug it and plug it back in, is that "acceptable"? if there were a few bits of the GUI that don't work, and are known not to work, the simple solution is to disable and hide them until they are fixed - e.g. the option to purchase parts in R&D is broken - so turn it off and make the control to turn it back on invisible - now you have a broken feature the end user will not even be aware of as broken so it can be fixed and re-integrated later. Didn't want the new port to be perfect, well Want and Reasonably Expect are not the same, what I think was not unreasonable is for the new port, after 6 months of testing, to be no worse than the previous one in terms of functionality - i.e. if FTE could make something work and work reliably, then the new port should also function in that regard - then an existing play will only see improvements. Sticking out the release with a note that there are a range of known issues, with a list of them, or the ones most likely to be discovered allows a "don't worry, we are still working on this but wanted to get something to you now" approach which would likely have gone down a lot better. we have seen many months of reports from the "Extensive" testing, noting all the little GUI glitches and bugs that have been found and fixed, then upon release we discover some pretty basic features don't work
  20. discovered yet more bugs in the new console edition
  21. if they have don't worry, its controls won't work and it will end up spinning madly trying to work out how to reset its trim
  22. Not managed to get far enough into the game to actually bother reloading it as yet
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