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Sunscreen

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Everything posted by Sunscreen

  1. Thanks Serenity, yes that makes sense. I also came across this thread from the 17th just now which kind of answers my question too. It indicates (to me anyway) that there is/was an awareness of the status of the game and that a plan exists and has done for a while to move it all forward. Thanks Kerbal Space Program 2 - Pre-Release Notes - KSP2 Dev Updates - Kerbal Space Program Forums
  2. I just came across this short but useful and insightful thread which A) Has a lot of useful info in it and B) has a list of known issues that are being worked on and which provide an insight into the path going forward. Its a good answer to a question I was wondering about and I hope its useful for others that are a little concerned about things right now. A short sample that highlights some things Ive seen coming up frequently on the forum and in discord.. "Known Issues (currently being addressed) Re-entry heating and thermal systems are offline - you'll have a brief window here at the beginning of Early Access during which you can re-enter any atmosphere without a heat shield. We’re still buttoning down our heat transfer, ablation, and occlusion systems. Vapor cone visual effects are also still in-progress. No collision on trees or rocks - we're optimizing collision for these objects right now, and in the interest of maintaining good framerates we're going to complete that optimization work before letting you crash into these objects. For now, they're holograms. While KSC buildings ARE collideable, they are not yet destructible. Framerate stutters/lag - we're continuing to work down the list of performance optimizations, from highest to lowest impact. As we push processes out of the main thread and continue to improve the efficiency of our physics, resource flow, VFX, and graphics systems, framerates should improve for all players. Some UI elements can be challenging to interact with - we're still cleaning up the systems that give priority to different classes of information in the map view, and there are times when you need to click a few extra times to get a hold of the maneuver planner. Similarly, you may have some challenges associating selected parts with their data in the Part Manager. We’re making several changes to the current UI so you can expect this experience to improve over time. This is a particular area within which we welcome your feedback." Some interesting conclusions I drew from this- that the status of the game was known on Feb 17th and this was not a surprise, the intention is to develop with active feedback E.G. "We’re making several changes to the current UI so you can expect this experience to improve over time. This is a particular area within which we welcome your feedback" and finally the framerate issues were also known and a strategy is in place for that issue (and others). In all, cause for optimism I feel.
  3. I see that a few folks have posted that theres been a couple of test branches updated, and that is great news. Im a fairly simple chap. I find myself drawing certain conclusions if a patch arrives very rapidly after release that deals with some of the more obvious low hanging fruit issues like the pause spamming etc, namely that if a patch does land that deals with such issues in such a short time frame, how could it be that these issues were not addressed in an equally expeditious manner pre release? It is confusing to someone who has no programming insights like myself, and makes me wonder at the context. I do hope that for folks like myself who lack the insights and insider knowledge that many on the forum seem to have, that the devs will be open and informative about the current situation and the path going forward. Edited for grammar and clarity, both of which remain atrocious.
  4. That's true, but there would have to be underlying reasons why that might be the case that would be unrelated to KSP2 issues (excepting personal data concerns). I don't see any reason to assume a significant deviation in purchasing trends between different outlets beyond minor personal concerns driving people to different choices. The spikes in purchasing/refund behaviour will probably begin to flatten as people either hold off, purchase then refund to hold off, purchase with a view to development updates or purchase to transition fully to ksp 2. With that, short-term assessments are probably unhelpful as the dynamics will evolve along with the update cycle. Mid to long term is worth more in assessing the viability, and one hopes the bean counters share that view. There's no denying that the pressure must be on, and increasing that pressure through angry emotional outbursts hasn't got a great track record in success. Winning teams are focused on goals, clear analysis and clear direction. Let's hope for all three and support them by also being focused on those things.
  5. Just something to bear in mind- Im not sure if CKAN running KSP-1 shows up on those steam numbers. I refunded KSP-2 after deciding it wasn't for me and went back to the original. A whole variety of reasons behind that choice which are my own, but I felt that an element of caution is required if one is speculating on numbers that all the required data might either be unavailable or provide an inaccurate assessment.
  6. Seriously good work on the updates to RO/RP-1 over the last six months! I've just come back to it after a bit of a break and its very impressive! Thank you all
  7. New Realism Overhaul RP1 install following the RO RP1 guide. No additional mods. In FARRAM, Atmospheric viscosity seems to have not loaded correctly leading to an absence of drag, lift etc. In game it shows as 0.00002 whereas at 288K it should be more like 01.17894? Ive fed it back on the FAR thread but thought you guys might want to take a look?
  8. New Realism Overhaul RP1 install following the RO RP1 guide. No additional mods. Atmospheric viscosity seems to have not loaded correctly leading to an absence of drag, lift etc. In game it shows as 0.00002 whereas at 288K it should be more like 1.17894? Ive fed back this issue on the RO thread and let them know Ive done the same here. I used the debug tool to manually adjust viscosity and it works fine now. I mention this in case of others who might have similar issues.
  9. Hi, Im running KSP RP1 and am having issues with the button for the countdown clock being unresponsive. Ive been in the log and see the following.. NullReferenceException: Object reference not set to an instance of an object at NASA_CountDown.StateMachine.KerbalFsmEx.RunEvent (System.String eName) [0x00013] in <e81dd50a294541569f75a410da7638a8>:0 at NASA_CountDown.CountDownMain.ToggleOff () [0x00000] in <e81dd50a294541569f75a410da7638a8>:0 at ToolbarControl_NS.ToolbarControl.SetButtonInactive () [0x00012] in <df6a095039ba471c8cb1624bb6be9ca8>:0 at ToolbarControl_NS.ToolbarControl.doOnFalse () [0x00011] in <df6a095039ba471c8cb1624bb6be9ca8>:0 at (wrapper delegate-invoke) <Module>.invoke_void() Any ideas? Thanks in advance
  10. This is an absolutely wonderful mod. Im using it with RSS and the level of detail and interaction with other mods is just superb. Immersion and planning missions and manoeuvres just got a massive kick up the rear in my new playthrough (just did a clean instal due to a conflict by another mod, suspected to be mandatory RCS, causing uncontrollable rotation in orbit) and I cant believe the quality it. Forcing IVA and using Through The Eyes of a Kerbal mod to force first person view for EVA ranks up the mission tension quite nicely. Great job!
  11. For stock-alike play throughs this is a superb mod to have, and offers a different launch solution than that offered by mechjeb. It compliments the variable throttle function of stock really well, and I love that it integrates well with Nasa Countdown Clock. Sincere thanks chaps for updating it- one grateful kerbonaut
  12. Thanks Raidernick. That's great information. I really enjoy your rockets and probes mods by the way- superb work I never really appreciated the R-7 until I started using them. What a long lived and effective design that rocket has proven to be. Looking forward to using it some more
  13. Ahh ok, thanks very much for the reply. Given what you say I shall wait as you suggest. Also apologies for not spotting that in the thread- I did have a peek but obviously missed it. Smurff does a fine job of tickling that Real Solar System itch in the meantime, although as a relative newbie to RO, its such a fine piece of work that will be great to be able to use it again (my fault- I inadvertently updated KSP and now a lot of mods are not backwards compatible). Thanks again
  14. Hello everyone, just a quick one.. does anyone know if RO is functional with 1.8.1 given that Kopernicus was updated yesterday? Ive only just got RSS working with Smurff and so I wondered if anyone out there has dived straight in to see if its ok..? Cheers
  15. Huge appreciation to the folks who have been working on this. Very grateful for your knowledge and hard work!
  16. Hi Raidernick, I hope you are well. First thank you very much for a superb set of mods. The attention to detail is wonderful and Im having a huge amount of fun with them in my career game using realism overhaul and RSS. Im using unkerballed start with the Historical Progression contracts which works very well together without RP-0. Regarding the R7- is there a nosecone anywhere for the 8K71 Semyorka test vehicle in your Soviet Rockets mod? Thanks
  17. SMURFF- I use it with RSS and 1.7.3 It also means all my non RO mods like gravity turn are are still useable and tbh makes RSS an epic experience. You can make it as hard or easy as you want with Smurff.
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