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Lisias

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Everything posted by Lisias

  1. No. They are a really frustrated user that really love the game and are losing the hope and doing whatever they can in a less than ideal attempt to get heard in the hopes this could change something. They need someone to hear them and to explain to them why things may not be so bad as it appears, why the people they think is the responsible for the mess may not be and, so, they are only making things more harsher for the dev that they need to be - what ends up increasing the risks of things going to the south. Something that I'm almost sure it's not what's they want, because - look - they didn't asked for the refund, they are yelling for the fix! Dude, this Fellow Kerbonaut didn't asked for a refund. They are fighting for something they want badly, and bickering with them will not improve things - au countraire, will cement the conviction that the ship is going to capsize. They need someone to talk with them acknowledging where they are right, where they are wrong, in a way that doesn't sounds like a spin doctor hired to save the Company's face on the Internet. You don't ask a paying customer "Are you a dev? A QA tester?", this never ends well. Sooner or later the dude will be, and so they will chew you and your team to their colleagues on the field, trashing the company's reputation - and when not, they will just give you the finger, taking their money back and giving it to your competition. While telling everybody why they decided to do so. Do you want this game to succeed or not?
  2. How about sending a Kerbal to the deeps of Jool to collect some science (if there's any there) and bring them back alive? You will need a base on one of the Jool's moons to mine ore and convert it into Fuel. And probably a Space Station orbiting Jool to serve as start/end point to the missions. And resupply missions between them. You will need to start humble - just skin the Jool's surface then get out, as you need to learn how much deltaV you are going to have in the vessel's budget. Not to mention thermals. Disclaimer: I never managed to get out of Jool.
  3. Humm.. You have a serious problem on Compiling the Parts, and yeah, some of that exceptions are related to crew... [EXC 17:17:14.110] NullReferenceException: Object reference not set to an instance of an object ProtoCrewMember.GetEffect[T] () (at <46478292153440df94e04a2a2ddd1062>:0) ProtoCrewMember.HasEffect[T] () (at <46478292153440df94e04a2a2ddd1062>:0) CommNet.CommNetVessel.UpdateComm () (at <46478292153440df94e04a2a2ddd1062>:0) CommNet.CommNetVessel.OnNetworkPreUpdate () (at <46478292153440df94e04a2a2ddd1062>:0) CommNet.CommNode.NetworkPreUpdate () (at <46478292153440df94e04a2a2ddd1062>:0) CommNet.Network.Net`4[_Net,_Data,_Link,_Path].PreUpdateNodes () (at <46478292153440df94e04a2a2ddd1062>:0) CommNet.Network.Net`4[_Net,_Data,_Link,_Path].Rebuild () (at <46478292153440df94e04a2a2ddd1062>:0) CommNet.CommNetwork.Rebuild () (at <46478292153440df94e04a2a2ddd1062>:0) CommNet.CommNetNetwork.Update () (at <46478292153440df94e04a2a2ddd1062>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) I have some main suspects: TUFX - it's spamming Exceptions everywhere, including the Part Compiler. CommNetAntennasConsumptor , beause it mangles with CommNet, and CommNet is being mentioned on the Exceptions related to crew It also worths to mention that some parts from your gamedatabase are missing PartModules: Cannot find a PartModule of typename 'ExLaunchPad' Cannot find a PartModule of typename 'ExTarget' Cannot find a PartModule of typename 'HullCamera' Cannot find a PartModule of typename 'KASModuleGrab' Cannot find a PartModule of typename 'KASModulePort' Cannot find a PartModule of typename 'KASModuleStrut' Cannot find a PartModule of typename 'KJRExcluded' Cannot find a PartModule of typename 'KerbalRecruitment' Cannot find a PartModule of typename 'KethaneDetector' Cannot find a PartModule of typename 'KethaneWetMassIndicator' Cannot find a PartModule of typename 'KloneBay' Cannot find a PartModule of typename 'KuddleShack' Cannot find a PartModule of typename 'ModuleBreakableConverter' Cannot find a PartModule of typename 'ModuleHighDefCamera' Cannot find a PartModule of typename 'ModuleRTAntenna' Cannot find a PartModule of typename 'ModuleRTAntennaPassive' Cannot find a PartModule of typename 'ModuleSPU' Cannot find a PartModule of typename 'ModuleSPUPassive' Cannot find a PartModule of typename 'MuMechModuleHullCameraZoom' Cannot find a PartModule of typename 'ReflectiveShaderModule' Cannot find a PartModule of typename 'TankPriorityModule' You need to install the add'ons that provide them , or you will not be able to use all the parts as expected - but this is not what is screwing you right now. Not a problem, but you can also ping me on the Support thread when making questions using @Lisias. I usually respond - sometimes in a couple days, but I respond! Cheers!
  4. It was KSP 1.4.0 they jumped from Unity 5 to 2017.
  5. The **FATAL** message gives the name (both internal and friendly one) of the part, then I cross checked it on the Module Manager logs to see who are the ones patching that part, then I recognised the source of the part as well a patching pattern that makes me remind of the reason. wrote TweakScale Companion for NAP at first place. Such amount of FATALities, nowadays, are usually related to having more than one Module Manager installed on your rig (due a terrible practice around here of publishing mods with all the dependencies included - things get old fast, and you install deprecated assets as result). But I wasn't so lucky this time, I found only one copy of ModuleManager in your rig. Then I kept digging and found this: [LOG 17:14:02.111] Applying update Tweakstuff/TweakScale/patches/KW_TweakScale/@PART[KWFlatadapter3x2] to KWRocketry/Parts/Structural/KWFlatadapter3x2/KWFlatadapter3x2.cfg/PART[KWFlatadapter3x2] [LOG 17:14:02.116] Applying update Tweakstuff/TweakScale/patches/KW_TweakScale/@PART[KWFlatadapter3x1] to KWRocketry/Parts/Structural/KWFlatadapter3x1/KWFlatadapter3x1.cfg/PART[KWFlatadapter3x1] <....> [LOG 17:14:09.109] Applying update Tweakstuff/TweakScale/patches/Squad/Squad_Util/@PART[parachuteSingle] to Squad/Parts/Utility/parachuteMk1/parachuteMk1.cfg/PART[parachuteSingle] [LOG 17:14:09.114] Applying update Tweakstuff/TweakScale/patches/Squad/Squad_Util/@PART[GrapplingDevice] to Squad/Parts/Utility/GrapplingDevice/part.cfg/PART[GrapplingDevice] Sir, what's Tweakstuff and why it have a copy of all the patches from TweakScale? This is the source of your problems. Whoever added this Tweakstuff thingy in your GameData created you an insane problem. Just delete GameData/Tweakstuff directory and your problems should be gone. In time, I think you may be interested on installing the TweakScale Companion ÜberPaket - some things you have installed is supported (or is better supported) on the TSCo . On the bright side, this is exactly the reason I wrote the Sanity Checks. Cheers!
  6. One is good. Easy to diagnose, hopefully easier to fix! Don't worry, I had way bigger ones in the past. I use automated tools to help me on the diagnosing, so the size of the log is really a minor issue! Yes, you are, indeed, experienced on this - you know that sometimes the problem is way away from where the smell comes. Anyway, let's dig on the dirt. I found the victim: [LOG 21:04:50.329] [TweakScale] ERROR: **FATAL** Part 18PC (18PC) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 (using "**FATAL**" on the error message is way convenient, uh? ) Well, the part 18PC is from NeistAir and I know that the current patching for it didn't aged very well. The fastest and best way out of the problem is to install the TweakScale Companion for Neist Airliner Parts. Or just install the TweakScale Companion ÜberPaket, with everything and the kitchen's sink - some people prefer this way. Cheers!
  7. Well, the one AAA game developer I know (and I can't say who it is they are without their authorisation) told me once the specs of their machine, and that thing was beefier than most server grade hardware I was working on at that time. The whole question, if I remember correctly, is that their machine should not only be able to run the game, it should be able to run it and at the same time have all the software development stack in memory too for analysis and debugging and hot changes at runtime to see what happens. Running the thing on the target machine is a secondary task, something they only worry about once the algorithm of whatever he's developing is done. And, obviously, he use a real sample of the target machine to run the code at this phase (using his workstation for the compiling and deploying and remote debugging) But… Granted, this person is the only one I know so… They may work on a different level on the food chain. I want to stress again that this is not something on the KSP2 dev team. I had theorised before, and now I openly affirm, that there's some structural problem on TTI or at least on PD. The revamped version of the hell of game Outer Words, also from PD, was recently released and is being chewed on Steam too. https://www.pcgamer.com/the-outer-worlds-new-version-is-getting-slammed-on-steamspacers-choice-edition-now-with-200-more-performance-issues/ I'm afraid we can't blame Nate for this one. Neither Intercept Games...
  8. Exactly. I'm pretty puzzled, to tell you the true. On a wild guess, and noticing that I couldn't reproduce the problem in the exact same way as you, I'm guessing that display resolution may also be a factor, since DOE trimms out anything smaller than a pixel. I'm guessing some float rounding may be involved- but it's a hunch, as I had coped with this recently.
  9. Install Module Manager. Even if no mods are installed. It tricks the system by serving infinite FPS on loading, and then restoring the cap before launching the Main Menu. This one is also pretty pertinent: I only fire up KSP with this MONO_THREADS_PER_CPU=1 . You will need a beefier GPU card, there's no other way. I would recommendation one with at least 1GB, as even 512MB is terribly restrictive. You may want to use an older KSP version instead? KSP 1.3.1 should run pretty well in your rig, KSP 1.4.3 perhaps...
  10. Interesting. Mostly Interesting... The way DOE works is straightforward: it shoots a raycast from the mouse position towards infinity and if it hits a flare, shows the Label. So, by some reason, the flare is being missed by the raycast when Minmus is near the center of the screen - your screenshots suggests that the craft has no role in this behaviour. The only situation I can think this can happen is by the flare being smaller than the configured threshold - so, no flares, no labels. This was what triggered me in coding the Alt-RightClick stunt, by the way. Or perhaps that crappy situation in which the Flare is so small that it's rounded to 1 pixel size for drawing, but the mesh is still too small and the raycast misses it. This happens to me a lot on my low res potatoes. I think that the screenshot were the label is missing had a pretty fading dot for the Minmus flare, but it can be an compression artifact. Can you confirm that a bright dot is still visible when you lose the ability to activate the label?
  11. I find the Reddits lack if faith… Disturbing. Remove the Launch Stability Enhancers, shove some engines under the Adapter tank (use it to hold some fuel too) and fire the whole thing into the skies. Check your staging!!! The thing already have a Probe Computer, so controlling it will not be a problem even after firing up the separators. Once you are up there, hit the separators and fire the SRBs. This should do the trick: the capsules are now discrete vessels, and the G Forces will be applied to them even by the main vessel having none of it (the problem The Blender solves even with the craft rooted into the ground). How to bring the tourists back alive, however, I left as an exercise to the reader…
  12. This happens because the beam that checks whatever is under the mouse's cursor hits your craft's colliders instead of the flare's. You will find that you can't trigger the flare's label if they are occluded by a planet - i.e. no more labels popping up at launch pad or runway while you are running your mouse over the ground. Please note that the label is drawn slightly above the flare, not over it. So if the flare is being occluded by the craft, the label will disappear even by not being occluded by it. Additionally, if you are playing the game on low resolution, the flare can be small to a point that the raycast don't hit the flare anymore (apparently, anything under 1 pixel is rounded to be displayed as 1 pixel, but the mesh apparently isn't and so the raycast is missing it). Cheers!
  13. Ah!!! So this is the real meaning of this scene!!!
  14. That hack probably got lost when I changed something on the DOE's engine, probably the code for the threshold for visible objects based in the distance they are from their "Sun". The fix is relatively trivial - if the thing is a Star, its flare will always be painted and it will never be smaller than a pixel. The "hard" part is determining if the thing is a star. And since I'm going the "proper" way on this, supporting multiple stars on the Sky Dimmer will also be implemented - the code was heavily refactored by many reasons, one of them is to make easier (of less difficult) to add new features as this one. I will not make promises about a deadline, but I will work on it Soon™ enough (hopefully).
  15. I'm managing to use the site by entering dev mode on the browser, then selecting the Advanced Search <DIV> tag on the Inspector and deleting the node. It's annoying as you have to do it every time the page reloads, but it's doable. On Safari, I can right click the annoying component, select "Inspect" and I will be right there on the node to be deleted. ----------- The SD dudes are advising to clear the browser cache while reloading the site. https://forum.kerbalspaceprogram.com/index.php?/topic/170865-spacedockinfo-mod-hosting-site/&do=findComment&comment=4253351
  16. This is incredibly heartwarming!
  17. I gone rootz this time. Kerbals and Kerbalettes, I proudly present you.. The Blender!! This is the most sadistic practical way to fulfil a contract where Kerbals are willing to experience some G forces! (never, ever fail to read that fine print, guys!) It's also the first time this year that I fired up KSP just to have some fun!! #HURRAY!! Inspired on a question on reddit. To download the craft file, click here. — — — — You know… This thing would be a nice 4 PAX Shoe (Mig 105) Space Shuttle, if you manage to rework it to use a rapier (to have some flying capabilities) and make it survivable on a reentry...
  18. On delivering an Early Access product that would bring value to the franchise - it's exactly the other way around, to tell you the true. I don't have the slightest idea about what would be the real intentions on this launch - but there're people around the Net already talking about conspiracy theories, power play or whatever, because the perception people are getting from this launch is really that bad. It's not impossible that someone got what they wanted from this Launch (perhaps giving the Team someone a Reality Check?) - but, by the Krakens, at what cost?
  19. I'm a developer. So I have a good idea about it. Game devs use really beefy machines, 20K to 30K USD professional workstations. Perhaps more. They don't use RTX GPUs, they use Quadro. Everybody in the pipeline has way powerful machines. They are expensive workmanship, the employer don't want them stalled on a progression bar half of their day. So they don't have performance issues. And since they were the ones that coded that damned thing, they instinctively knows what to avoid doing when playing to prevent being hit by the bugs. It's the very reason developers rarely are good testers, and definitively why the developer that coded something NEVER should do the QA of that code. Because they didn't had one at the release date! Oukey, this is less than ideal. It's definitely something they need to sort out internally - not only due KSP2 itself, but to detect any flaws in the development process and fix them so this doesn't happen again inside TTI. What leads to the next question: why the thing was launched anyway? This is another good question. The state of the product was already known for a month and, yet, the dude responsible for the "Go / Abort" decision choose to launch it anyway. Why? This is not a single dude mishap. The whole structure failed. Exactly. And that early free versions were pretty wacky too. IMHO the real problem is not the state of the codebase, but the expectations they created on the price tag. I think that a Demo release with 10% of the content and selling at 10 bucks would had had a way better reception.
  20. UGH… I was fearing this day!! That's the problem, DOE is kinda hardcoded into believing there's only one Sun (#highlander style), so everything else would be a piece of rock or a blob of gases - no exceptions. So all the code assumes that the flares are result of reflecting back the light of sun (with the albedo hardcoded into the body's color definition in the config and the distance being represented by the size of the flare). And it's kinda tied to the Stock data structures to fetch the celestial bodies, and since JNSQ, GPP et all uses Kopernicus, that it' essentially a new data structure for celestial bodies that somehow were shoved into the game in a way that everything kinda works together (I really don't know how yet), DOE just can't tell if that thing waaaaaayyy there is a star that emit it's own light or a weird kind of big. really big asteroid or planet. In theory, solving this problem is easy - once I determine that thingy far away is a star, I paint the flare no matter the distance from the Sun - as long the thing doesn't get too small to be drawn in the current resolution. The real problem that I will need to solve to proper support Kopernicus, however, is to support multiple Suns. Right now, only Kerbol is considered a Sun in order to do all the effects (like the skybox dimming). Once you are orbiting a different Sun, DOE will be at lost because it will think that that gigantic and bright thing you are orbiting (or in orbit on something that it's orbiting it) it's just a mega sized Juno, and so the skybox will not be dimmed, for example, as you are probably really, really far away from the "real" Sun. In a way or another: https://github.com/net-lisias-ksp/DistantObject/issues/33
  21. Today marks 10 years since the launch of SimCity 2013. A hell of interesting concept on doing SimCity in multiplayer. Problem, they made the game online only and didn't had the servers to serve everybody that bough the game. That buffoons trashed the game in thousands, while EA was rushing into expanding the servers anyway they could - but not fast enough. The game flopped, it was the end of the SimCity franchise. It's not wise to call buffoons the people you are willing to get money from. You are free to disagree with them, but definitively you can't expect to call them "buffoons" and still be able to convince them on giving money to you.
  22. I have an additional request. Please move the "Week One Adventures" and other KSP2 specific threads into the KSP2 specific forums. Pretty please? With a cheery on top? I lost a lot of interesting posts buried inside an avalanche of postings about something that doesn't interest me right now even after making a specific Activity Query selecting only the Topics I'm interested. Having KSP2 specific things on the Community is forcing into remove it from the Query- and so I'll be prone to lose important announcements not to mention the Thread of the Month. The sad true is that KSP2 is getting less and less concurrent players on Steam for while, and flooding the Community Topic with KSP2 specific posts will not improve the situation. It's probably the other way around, as this is an incentive to use other forums as reddit. I spent more time on reddit this week than on this forum by the first time in my Kerbal life. At very least, moving these Threads into a KSP2 specific Forum will improve a bit the numbers Poodmund published above.
  23. Your definition of "objectively" is… somewhat subjective, I think. Companies don't make games. Companies make products, some of them are games. People willing to see a game to thrive need to keep that in perspective. There's nothing wrong with KSP2, the "game". We are facing some serious problems on KSP2 the "product". The code base wasn't mature enough for launching, it was not ready to be considered a product yet. We can speculate about the reasons the codebase wasn't gold yet at the launch, but only the guys directly involved on development can really talk about and they won't - but the real reason KSP2 is facing so much backslash now is directly (and probably solely) due the the premature launch of a perfectly fine but still immature codebase as it was a near finished product. It's important, IMHO, to address the problem correctly because the price on not doing it will be the wrong people getting screwed by problems beyound their control - what, frankly, it's not only unfair but also perpetuates the problem creating a vicious cycle where everybody (including us) will be caught into a race to the bottom.
  24. I would like some KSP1 bug being fixed instead of new ones being created on KSP2 - but life is what life is. The current state of affairs appears to be the only way by now.
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