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scimas

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Everything posted by scimas

  1. Go on principia github and hunt down a closed issue. The issue was about supporting different gravity models / integrators for different solar systems through config files. That issue had another github profile linked. That linked guy specifically designs solar system that should be stable even under proper N body gravitation, ie stable with Principia. I will try to find it myself once I get on a pc, but hopefully you will find it before that.
  2. To all those defending squad with "it's a small company, stop being demanding," "it's software, of course it's going to have bugs," "software development is totally different from other manufacturing / development, you can't same QA from both," "they updated unity engine, that is a big change, bugs were bound to happen" and the best of them all "stop whining." No, just no. I don't care whether it's software or a piece of furniture or a submarine, it's a product, a product I paid money for; a product that was working almost perfectly fine in 1.3.1 and was then broken by an update. And then subsequent updates failed to mend those broken things. Yes, I'm going to demand a bugfix. And are you saying that squad are amateurs? That if you could figure out that updating unity would introduce bugs then they couldn't? What were squad doing then? Shouldn't the update have been through even more rigorous checks if it was going through a big change? Someone has posted a module manager patch for landing legs. That is wonderful of that person! I think they even said "it is a very simple MM patch." But the point is that mods should exist to add or improve functionality, not for bug fixes, however easy it may have been for you to fix. If I just bought the game and have no idea that it is moddable or that ksp forums is a thing, and I have no idea that I can grab a previous version of the game that is more bug free; I should still be able to play the game without difficulty. If I managed to send my first rocket to space, the re-entry effects shouldn't make the rocket partially invisible. The effects shouldn't change suddenly depending on the camera position... The list can just go on and on. The criticism they are receiving in this thread is very much deserved in my opinion.
  3. Hey @Poodmund, this is wonderful tool! I was wondering in which software did you create the spreadsheets? Because it works flawlessly when I use it in google docs, but if I download it as an excel file, the whole file gets messed up. The drop down lists show only deep space network 1 (repeatedly in place of all antennas), it somehow interprets blank cells as not numbers and so generates a ton of division by zeros... and so on. I wanted to know if there was any way to fix that.
  4. It may not be officially posted, but the RoverDude dev has confirmed that the fairing drag has been fixed, it's on the first page of this thread.
  5. I have no comments about a KSP 2. I'm happy to have the current bugs fixed, how that is managed is upto the devs. And I don't have any significant programming / arts development experience to argue about whether a different engine is needed or not. I was just saying that pricing shouldn't be an issue, provided the quality is as expected, if an overhauled 2.0 was to be released.
  6. I don't think the complaining was about paying for the DLC. It is that the DLC feels far too underwhelming for the price tag put on it. As I had commented in the 1.4.1 discussion thread (the patch with which MH came), in my currency, the DLC is priced at about 52% the price of the game KSP. The contents of the DLC definitely don't feel like I'm getting almost half of the game. I don't see why people would complain about AAA pricing if the quality of the released title is also AAA. Do you have a source for this? I'm curious.
  7. Can someone explain how the AOA%, BrakerRudder%, Ctrl Dflct and Mass strength multiplier % values affect the working of a control surface? I browsed the wiki, but couldn't find any mention of those settings. What I can guess from the names is that Ctrl Dflct decides how much up, down, left or right a control surface can move, regardless of what you're using it for. The pitch, yaw and roll are also mostly self explanatory, it's how much the surface will respond to the respective controls. The thing is there is no direct "Angle of Attack" control in KSP as far as I'm aware. So I can't figure out how that value is affecting gameplay. Same goes for BrakeRudder and Mass strength multiplier.
  8. Of course the devs would be the proper source of information and I could be remembering incorrectly; but I think it used to be that principia would have to integrate the trajectories from the default t=0 state to the time that it was added into a save. You can imagine how that might not be a preferable scenario. They probably changed it along the way somewhere so that the game can start at any time and principia can take over from there. This is what I'm basing my conclusions on, and misinterpretation is a possibility.
  9. From steam, if that's where you're playing from, go to the game's properties - > betas, and select whichever ksp version you need. And yes, you can copy paste the steam version of ksp folder anywhere on your pc and rename it whatever you want. Ksp doesn't need steam running to launch the game. You can run it directly from the ksp 64 or 32 but exe. Quantifiable? Not really, but the number of bugs, feel of the game I notice easily when I play? Sure. How about the ugly reentry effects, or the exploding landing legs, or the fact that 1.4 doesn't support directx 11 and has the weird diagonal line in graphics all the way from the top left corner to bottom right corner? These are just the very few that come to mind immediately. I haven't played 1.4.2 after the first time I did. I'm usually excited for software updates, even if it changes enough that I have to relearn it. But 1.4.x just made feel like going from windows 7 to 8. .. Ok that may be a bit exaggeration, but the point stands.
  10. There definitely is some problem of memory leaks, either with mods or stock KSP, but it's obscure. Very recently, last week or so, I had my RSS, RO install crash from out of memory problem. I have 16GB of RAM. The game crashed, caused windows display manager or something to crash and I had to hard reboot it. The thing is, it had never happened before that and hasn't happened since then. And I know I haven't changed anything in that install, same mods, nothing more installed, nothing removed.
  11. Yes, that's what I have been doing so far. I was just wondering if there was a better way. Oh, I thought the "error when trying to push infinity to stack" only occurred if I actually assigned the value to a variable.
  12. What is a good way of dealing with divisions by zero in kos? To be specific, sometimes I want to lock burntime calculation, which has a division by ship:availablethrust. The availablethrust is of course not guaranteed to be non zero at all times. I could limit the value by something like min(calculation_that_has_division_by_zero, ridiculously_large_number). So that it's unrealistically large, but still not infinite. But I would prefer to not have to do that if there are other more elegant ways to deal with it.
  13. Okay, I'm not a professional programmer and all of the languages I've encountered use continue.
  14. Yes, I meant the docs, 'wiki' was just a slip. Though I agree that "skip" might be more intuitive, wouldn't it be better to stick to convention? If people have been using 'skip' as a variable name, it might break (no pun intended, though it is a nice one ) their scripts. The same case can be made for 'continue' too, but I think those familiar with programming wouldn't use it as a variable name - leading to perhaps less number of broken scripts?
  15. Is there any equivalent of "continue" (as in C++ or python, skip the rest of the loop and start the next iteration) in kOS? I couldn't find it in the wiki.
  16. I think the confusion arises from the beautiful Earth screenshot in the OP. Perhaps you could point out which mods were used when taking that screenshot?
  17. I know that this is just speculation, but if their goal behind a DLC was to attract new customers then the pricing totally doesn't make sense. I don't have anything against having another game mode. Do have another game mode, it's always nice to have more content. But the mission builder, what I've seen of it through streams and YT videos has so much potential to improve the career mode that it doesn't make sense to not be able to integrate it. It doesn't have to be a required feature of career mode, but if I'm buying the DLC, give me an option to extend career mode with the mission builder. I can't justify buying the DLC as it stands right now, maybe squad will improve it in the future, maybe not. If they do, I will gladly buy it. But even the stock game has these bugs / missing features.. The biggest ones are how ugly the new reentry heating looks and a lack of directx 11 support. I get definite improvement upto 1.3.1 with dx11, which 1.4 just broke. Then there's also the annoying diagonal line from top left corner to bottom right corner, which I guess was present in 1.2.2 but had been fixed in 1.3 (or forcing dx11 fixed it, I don't know). The thrust being off centre bugs in MH, I have no idea how those have survived. I can kind of understand graphics bugs avoiding attention of devs, but do you not check for gameplay affecting things or what? Apparently even after people had reported those?
  18. I was so excited about Making History when it was first announced a year ago (or was that 2 years? Don't remember). But reading all of these bug reports since 1.4 just turned me off from it. And MH itself doesn't feel like that big of a deal anymore either. You get a bunch of extra parts and a mission building system that doesn't integrate into anything else? (the name of the game is 'space program' not single space missions). And that too for the price of more than half of the base game (the game is priced at ₹849 and the dlc at ₹459). As a result I still haven't bought it, I was so confident at the time of the first announcement that I would be buying it on day 1..
  19. Yes, but both default to Active and from their names sound like something that may interfere with what Principia does. That is why I asked the question. I've been playing KSP since 1.2.2 only, but I found some old reddit posts about some calculation errors in versions < 1.1.3 were causing drag on orbits. The posts also suggest that they fixed the problem in 1.1.3, but the bug had also become a kind of feature that modelled atmospheric drag on orbits. Apparently that is why the fix was included as an option, so the people that liked the drift could keep playing with it.
  20. Does the "Orbital Drift Compensation" option in the settings affect gameplay with Principia installed? I just started 1.4.1 and while going through the settings I realised that I had never given this a thought. Edit: Same question but with the "Ease in gravity"?
  21. Hey devs, are you releasing the next version with support for 1.4.1? Also, are you planning on supporting the DLC? Given that the mission builder can spawn things at arbitrary positions with arbitrary velocities at arbitrary in game time, I don't think principia can handle that atm. But are there any plans on supporting such behaviour in the future?
  22. Why? It's perfectly a good enough reason. 1.4 was released about a week ago, 1.4.1 will come in 2-3 days. Why would you want to release an update that's going to be used for only about 10 days? You do realise that mod developers don't get paid for the work they put in, don't you? Depending on the amount of work needed to get the mod working for a new ksp version, it is a massive waste of their personal time if the update is used only for a few days. And it isn't a working version from the devs. A non developer person got it working for themselves. The devs aren't holding back a working version.
  23. If I remember correctly, the latest version of kOS was specifically released to address some issue with 1.2.2. That version isn't compatible with 1.3.1, but the second to latest version is. Hence CKAN showing latest supported version 1.2.2.
  24. I actually went to visit the website. It requires me to accept the new terms and conditions to access kerbalspaceprogram.com website.... I'm really lost right now.. So people have to agree to T2's terms even before they have bought KSP? On the website they sell said product? Like what...? Just think about it.. I've just heard a lot of good things about KSP from my friend, so I decide to take a look at it myself. I'm a potential customer, I go to KSP's website to check out any features page, screenshot, perhaps even official trailers if any exist and I'm obstructed by a freaking "Accept our terms or you can't see this website" dialogue box. That's like a car dealership suddenly covering all their windows with black paint and telling everyone coming there to sign a legal document to even take peek at which cars are for sale. Just what are you doing @SQUAD / T2??? That's some next level of dedication to turning away customers, especially when you're releasing new content to attract new ones.
  25. Understood, and fair enough. Thank you. So, in particular, I was referring to 2.2.I and 5.1 in my original comment regarding use of links to forum pages in the terms that we must agree to.
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