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dok_377

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Everything posted by dok_377

  1. No, that's not it. I had that problem before, but quickly figured it out. Right now it's just not showing at all.
  2. Nobody's issue is a priority these days, no matter how serious it is. Kerbals getting killed for just trying to converse the terrain? Yeah, that's fine. Robotics doesn't work properly? Who cares, it's not like people paid money for this or something. Crafts sliding everywhere? No biggie. What is a priority then? Where is the line drawn? How do they expect people to play this game if it's broken in so many places and not a single fix is getting implemented is beyond me. The bug fix section in 1.9's change log is just a joke. Four months for this? What kind of workflow do they have? At this point it's just easier to accept the mindset of "they are done fixing any bugs people are finding, it's too hard for them" and be done with this game. They need to start fixing issues if they want people to enjoy their game. At this point it's hardly enjoyable, you just jump through hoops and doing barrel rolls to avoid bugs everywhere you go. This is not how it supposed to be at all.
  3. I seems like ambient occlusion doesn't work as it should in 1.9. Due to changes in the camera systems, I guess. Maybe something else broke.
  4. Yes, that is exactly what I'm experiencing when using this mod. I even deleted it, the input locks were so bad. They just engage randomly and lock the ability to change camera, turn on lights, god knows what else. And even that one old error that I was reporting earlier in this topic is still there. Too Many Orbits can just spontaneously break itself and not persist hidden orbits with NREs in the console every time you open and close the map.
  5. It starting to look like Squad basically doesn't care anymore. They are not even trying to fix any critical bugs. You can't walk on any sloped surface anymore because of this bug, but ain't nobody going to fix that. This bug is confirmed, so you can't just change the game version in the report, and if you're going to create a new report stating the same thing for the new version - they are just gonna close that report and mark it as duplicate. WHAT'S THE POINT THEN? How in the world are we supposed to get your attention if you just forget about stuff and not fix it? I don't get it.
  6. Yeah, I used trim and it flies surprisingly well even without SAS, you guys did a really great job in that regard. Trims are just not so convenient to use (because they need constant adjustments), and they are really slow to set up.
  7. I created a feedback report explaining the situation in detail. https://bugs.kerbalspaceprogram.com/issues/24853
  8. It looks like you guys missed a pretty essential part of helicopters that should be compensated for automatically: the dissymmetry of lift.
  9. Looks like the ultra shader for Kerbin kind of broke clouds. I'm getting some overlaying, it seems.
  10. I actually did the same, but I only exported one of the profiles after changing it.
  11. I don't want to disappoint all of you, but I'm almost certain it's just a saying. There's no hidden meaning here at all.
  12. Fair enough. It is a loss (of a god maintainer) in my eyes, but I respect all the work you are doing for the whole community with all of the other mods. I cannot for the love of me ask for more from you.
  13. I also noticed when I launched an actual rocket with a landable first stage to test it further some time ago, the marker surprisingly didn't disappear all the way down to landing. It was working well in previous versions of the game and I didn't even think about checking it with a helicopter there. That's why I didn't know it disappeared in 1.7 also (and maybe even further back than that). So I guess this is somehow connected and you need to be at least suborbital with high altitude for it to show correctly. Don't know why I completely disregard that information until today. I have no idea when it started to disappear in the first place, but at least I have some understanding of this whole thing now, and the most important thing is - at least it works.
  14. It shows just fine in 1.7. I'm using a helicopter just for testing so I don't need to launch an actual rocket every time. It's quicker. Trajectories should show the landing marker in any circumstance, even without an orbit. Well, it did until 1.8 came out. Kerbal Engineer has a landing marker as well and it shows just fine, doesn't disappear. As far as I can guess, Trajectories and KER are using similar code for the landing marker. The difference here, I think, is the rendering method. Update: Well, I stand corrected. Just tried it with a helicopter in 1.7 and it disappeared again. So it's not the game that is responsible here. Very interesting. On the other hand, the landing marker from KER is working fine in 1.7 as well.
  15. No, it just happens. Without parachutes. Hiding the window doesn't matter. It's the same thing as in one of my previous posts, nothing has changed:
  16. I don't understand what's happening, but your build also has that disappearing in-flight landing marker. Freshly downloaded game from Steam, nothing is installed except Trajectories and Module Manager.
  17. @jrbudda Can this be addressed? The landing marker renders behind KSC buildings, making it invisible. This can be very annoying when you try to land the first stage of your rocket. Previously I was using Trajectories, but for whatever reason it refuses to work normally for me in 1.8.
  18. I thought about changing Steam to English, but I had a game launched at the moment and didn't know how it would react to that.
  19. The timeline alone shows it. Any major update is taking at least three months to release, and that's the best case scenario. Squad themselves said that they are hoping for three to four months average turnaround. Look at the release date of 1.8. It was released on October 16th, roughly one and a half months ago. Which leaves us with at least one and a half months to the release of 1.9. That's going to be the next year surely. And they are not known to just release a fix for the previous version of KSP when there's the new one in the making and it's already announced.
  20. Instead of taking the time and fixing the robotics in 1.8.2, they are jumping the gun and already working on 1.9, which isn't going to be out for at least a couple of months. That means we ALL need to wait all that time and pretend that it's not broken or something. At least they think like that, I guess. I'm not saying they are not going to fix it at all, what I am saying is - they are making the decicions I'm having a hard time understanding. At least fix the critical bugs in the hecking update before moving to the next one, gorsh dammit.
  21. Great. So no fixes for broken robotics until the next year. And 1.9 will bring more bugs to it. This broken mess loop will never be closed.
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