Reusables
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KSP2 Release Notes
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Is ksp2 still alive even
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Release KSP2 Release Notes - Hotfix v0.1.3.2
Reusables replied to Intercept Games's topic in KSP2 Dev Updates
Lol people still have high hopes up when only minor bugfixes are dropping -
Oh, sounds great! I will participate in the movement whenever I got time. (Btw I recommend not engaging with those who argue for the sake of argument)
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It seems like hundreds or so of KSP2 players are all posting here. Otherwise I cannot comprehend this much traffic.
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I was wondering if e.g. you are doing something about it - by zero momentum, I really meant no momentum at all. Are you going to commit into this endeavor? For how long? By the way, Reddit is a place where reposts are plenty and same things are posted again and again. I think it will be okay to give it another try..
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I see, I just wanted to know if the initiative has started - did someone share it on the reddit, twitter or somewhere else recently (1~2 days ago)? Because I did not see any posts about this matter. I want to get involved, but not so much to support a movement with zero momentum.
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How is it going? Did you take a proper first step?
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Uhm.. I also predicted it would be over in a few years. Rather surprisingly, it lasted longer than I thought. You are not alone in thinking this. KSP 2 is whole another story, it could be cancelled at a whim of the company. You cannot just ignore Covid and call it a day, you have to deal with it so we dealt with it. KSP 2? No necessity other than the desire of not-so-large fan base.
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Seems like it is getting ignored, as it is quite unrealistic. PD might rather rid of the franchise altogether. Soo GIMP is an open source competitor to photoshop in your mind? Lol. Also quite interesting bringing adobe's photoshop an indie ~ AA game, said like adobe is of similar scale with Squad.
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Developer Insights #19 - Try, Fail, Try Again...and Again
Reusables replied to Intercept Games's topic in Dev Diaries
Honestly, this sounds like an excuse to postpone updates. I do not understand how e.g. save corruption could not be caught and sorted out if it were not for intermingled unreadable code. Can one not watch for valid spacecraft format/data, and check that saving/loading/transformation does not make it invalid? Also the existence of that huge accuracy bug in SOI change is hard to understand, too. Floating point precision error is hard to fix, but this one seems more related with camera angle changes (likely change of coordinates). I do not get how this could be causes by something other than spaghetti code, and I cannot see how it would not have been caught earlier for reasons other than lack of proper testing before EA release. -
This is exactly what modular code and unit testing can tame. Property testing and fuzzy testing will be even more helpful. But gamedevs love to mess with global states, so.. that (global states) is not amenable to testing. Also business applications often have wildly incomplete specifications. Feature request could flood in frequently as well. I do not think it would be as well-defined as you assume. Interesting that it used to be true. Might explain the trend of increasingly buggy games. I do not see what you are talking about here, unit testing can be used a priori to catch bugs. Poorly written unit tests would be incapable of that, but if well-written, it will prevent wide variety of bugs. If manually specifying test case is insufficient, you can employ automatic testing like property tests and fuzzy tests as well. Those are usually smart enough to find the problematic cases quite early.
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It is hard, I would not object that. But it is what should have been done. I mean, there are many people who do not know to do that, but many software engineers could at least do basic unit tests. Gamedevs usually cannot. And there is why: game companies **do not bother** with thorough testing, so gamedevs would not bother with it as well - why create additional workload? This might not have happened if game players were considerate towards bugs, but yea that would be hard ask. By the way, there is a reason I put integration test to the last. It is the weakest test and used just to see if components are working together reasonably. I do not know why you talk extensively about that part.
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You can catch most bugs using unit testing and property testing, then integration testing will finish the job. Most game devs do not care, though, because the audience mostly do not care about bugs.. I would say it is even easier. If you are constrained by web or GUI frameworks, you need to follow their way. I don’t think being widely understood as in JS way is helping, JS is more of unconstrained. In custom implementation, you can arrange it to make it testable. E.g. while testing physical button press is not viable, you can insert hooks to simulate it. So why is this not usually done? Again, because they did not care.
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How to make a stock propeller SSTO plane?
Reusables replied to Reusables's topic in KSP1 Gameplay Questions and Tutorials
This should be better, as it's on topic: https://forum.kerbalspaceprogram.com/index.php?/topic/167807-properller-planes-got-to-orbit-how-far-can-you-go-with-props-prop-nerv-sstos/ -
Nuclear engine to orbit
Reusables replied to Flying dutchman's topic in KSP1 The Spacecraft Exchange
Wow, nuclear helicopter launching nuclear ssto, that sounds great! Besides, I want to shamelessly post my own work (Nerv-only SSTO) . Because I'm too selfish... https://forum.kerbalspaceprogram.com/index.php?/topic/170159-nerv-only-ssto/ -
How to make a stock propeller SSTO plane?
Reusables replied to Reusables's topic in KSP1 Gameplay Questions and Tutorials
Ofc, I used nuclear engine. Since it's too massive, I'm going to switch to the new MH vacuum engine. -
How to make a stock propeller SSTO plane?
Reusables replied to Reusables's topic in KSP1 Gameplay Questions and Tutorials
Uhm actually, I found that I did this in the past. I'll just replicate the design. Sorry! -
How to make a stock propeller SSTO plane?
Reusables replied to Reusables's topic in KSP1 Gameplay Questions and Tutorials
I know how to make propellers. SSTO was hard, though. -
How to make a stock propeller SSTO plane?
Reusables replied to Reusables's topic in KSP1 Gameplay Questions and Tutorials
It has to be stock, and yes it has to take off using the propellers. -
Possible propeller plane fears?
Reusables replied to Lego_Prodigy's topic in KSP1 Gameplay Questions and Tutorials
This is why you make the two propellers to counter-rotate to each other. -
Cant target Kerbal from lunar orbit
Reusables replied to DareDrop's topic in KSP1 Gameplay Questions and Tutorials
Well you can always target a Kerbal on Kerbin from anywhere =P -
So... Kerbal parachutes...
Reusables replied to Kerbinchaser's topic in KSP1 Gameplay Questions and Tutorials
Wait, was there a glider in minecraft? So one more way to fly other than the jetpack? I've been playing it for years, how couldn't I notice it?