Jump to content

s_powers

Members
  • Posts

    11
  • Joined

  • Last visited

Everything posted by s_powers

  1. Laie, I would probably be more empathetic if it was still in the hands of inexperienced devs making their first game. I take nothing away from their raw talent and doing an incredible job but experience takes time. however i , and i think many others, expected a lot more polish to be brought to the game considering the major publishers and their new Dev team. The should have very refined project pipelines and management of personnel to stop things like this from happening. It all seems like a bit of an unorganized, rag-tag , add on crew.
  2. Ye, i have also used unity for a WebGl project. It's ease of use for beginners is one of the main reasons it was chosen for KSP. I too share the concern that over time they could do irreversible harm to the game. I think that part of the magic formula was Felipe's passion for the genre, something lacking in the development of most modern games, of which i barely play any. I would like to add that my constructive criticism of the launchcast in no way includes the mighty Scott Manley, who looked as bewildered as the rest of us.
  3. Well i don't really want to speculate as i don't know the details, i can only judge from what i have seen. From what i have seen so far the team now seems very disjointed. The main core of the Dev team (KSP is their baby) has left. There are 'take-two era' Devs now working together that are located in Vietnam, UK, Mexico, US and possibly more. I can also believe there are remaining members of the squad team who i suspect have their jobs secured in negotiation during the take over of take-two that are way under-qualified for their roles. I'm not sure how this will affect their motivation and i can't speculate but judging by what was presented to me at the launch party I am very concerned. There also seemed to be a very muted atmosphere, no one wanted to declare anything that was going on, a real sign of insecurity of the situation. Again concerning. I would clarify that I'm not a mind-reader and i'm not sure that they are insecure but the alternative is ignorant and that is probably worse. I feel someone really needed to at least say, well we messed (for want of better word) this podcast up because of xy or z and maybe it would help us understand and bring some depth to the launchcast. Instead they kinda tried to play it off and not say anything like they were hiding from it. Again not the sign a confident team, to me at least. I was watching with concern and my concerns where realized when I played the updated game and noticed very, very obvious bugs left in. I really would ask that people be brutally honest and realistic when it comes to deadlines and warn people ahead of time about any difficulties you are having, if you didn't notice the bugs, you need to hire someone that does because they were startlingly obvious, i have emphasized this point, but i am utterly amazed. As a final message I would ask any developers at squad to blink quickly three times if you are being held against your will and/or pressured by take two to release thing that you know are unfit to release. This is a safe place.
  4. I see, its strange that i didn't notice that. I know there was some clipping but it seemed that there was more clipping in 1.4.1 . Maybe they even increase it for the reason you said, it would make sense. Would be nice to hear some clarity from them.
  5. Could you zoom in on vessels until the camera clips right into it in 1.3.1? I think there was some clipping but i think the camera stopped you clipping right into the middle of the vessel?
  6. Can people saying they haven't noticed bugs please stop. The huge amount of bugs is an objectionable fact and if you don't notice them that is good for you but it relieves pressure on the developers to hurry up and fix things for the rest of us. I would add that i noticed many bugs within the first hour and many more after and i'm in utter disbelief that people whos' job it is to play and make the game didn't notice them.
  7. I also think that due to the state of the release it could take them multiple patches, maybe even months to fix most of this stuff. Like Gargamel said, and another reason i was worried about the update was that there was no pre-release to modders so they could get to work on their mods pre-release (which you would expect given they upgraded unity) and the youtubers where given copies with very late notice, i think within 48hrs of release. I consider Felipe (who left to valve i think) to be a genius dev, but with all due respect it is of my understanding he and the other pre-take two devs where very inexperienced. They did an incredible job all things considered. So, I really expected take-two to come in with people to polish up stuff like dodgy coding and performance stuff. Instead they come in and make things 10 times worse and take money for it. I'm actually kind of annoyed.
  8. I'm actually pretty stunned and very disappointed in the amount of really obvious bugs in 1.4 and 1.4.1. It is almost as if no one even tested the update at all. If they did then they really did the community a disservice by releasing it in this state. I knew something was horribly wrong when i watched the shambolic live stream launch, but against my better judgement i bought the DLC. I don't have a problem with the DLC itself but the bug testing is mind-blowingly bad. I really hope Squad and whatever Devs take-two have brought in patch these bug very quickly and they should be very concerned about the state of this release. So far we had bugs like - Off center engines...... - Spacesuit bugs - Missing KSC building textures such as tracks to vehicle assembly - disappearing meshes - camera clipping and misalignment - Load screen crashes on mission editor - parts not working correctly - Hideous aerodynamic effects overhaul.( I see what they are going for but you really have to tune the distance to see the right effect. It renders particles at different distances and looks so disjointed and , again buggy, unpolished and beta,) The list goes on...... To whomever this concerns, sort it out! This is a really disturbing sign and i'd hate to have to eventually revert to 1.3.1 and join the 'i told you so' crowd. I expected the production value to go up with a major publisher involved not down!! I know they lost some geniuses from the team but still. It looked like they left things in capable hands. Again very, disappointed and concerned. KSP Player since late Alpha.
  9. Ye alarm clock is pretty messed up. blank ui for icons and time accel keep resetting to x1 when pressing keybind 'x' (or cut throttle to zero). Which makes no sense anyway because you can't time accelerate under throttle. engineer, mechjeb and distant objects all work for me besides start up warnings.
  10. Hi all. With the addition of 1.4 update I recently had the following error message 'incompatible version of ksp' and a prompt to delete my save game. Needless to say, this was undesirable as I have many hours clocked on my save. The solution for me was to create a NEW career mode (new save). Then transfer the quicksave.sfs files from my corrupt save folder into the new game folder and load the quicksave from within the new game. Oddly the files are the exact same but KSP rejected my old save folder. (I even gave my new folder the same name) Not sure if it was the craft files as i'm going to remove them anyway because i read they are fazing some old parts out of the game. I have no part mods anyway so it would be also odd if this was the problem. All mods seem to work, abeit with startup error, so i don't know what the actually problem was. Hope this saves someone the trouble of restarting their career mode.
  11. A few bugs I've discovered so far.... 1. 'X' key stops time acceleration. (It is not mapped and you can't time accelerate under thrust anyway. It just flashes a notice time 'acceleration x1', which is annoying) - caused by kerbal alarm clock, a lot is broken on that mod. 2. Writing on backpacks is floating and not in contact with the pack. (this is not happening all the time. Are old backpacks still being loaded in some scenarios?) 3. The themes for textures don't work and the hover text is a random bunch of letters and numbers. 4. One of the small golden tanks has a inconsistent weight attribute compared to the others. 5. IVA is not working on command pod mk3 6. Save folders are being marked as 'incompatible with latest version'. I know this because I have copied the .sfs save files to a new game folder and they work fine. (it even has the same name as the old folder) 7. The golden donut tanks don't sink in to each other a little when stacked. That was the whole point of them, that they save physical space and can stack. thank you
×
×
  • Create New...