LUCINNDA
Members-
Posts
36 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by LUCINNDA
-
I have never paid €50 for a pre alpha before. I back to this forums since 2 month and just find a new delay to fix a performance bug, While..... Baldurs Gate 2: New patch 1000 bug fixed (one week later from lunch the game) for 25€ and totaly playable game. Ksp was my favorite game. It has become my most hated game.
-
You never dock? So, why missions, goals... Go Dress, land, send a probe, jump, and back... without any dock, of course.
-
I totally agree with you, Nate. I still want to launch my 3000 part ship. We will surely make it.
-
They say that virtue is in the middle ground. Fair is criticism and fair is disappointment. Surely those who expect more are more disappointed. The most patient, or conformist, do not feel so disappointed and for this reason, perhaps, they are less negative. But he is also very right in saying that the forum becomes toxic at times. I think we should continue to express ourselves, but let's try to be constructive. And this is my contribution: I think that no one in that company is qualified to hire the half dozen programmers that they lack. As much as we complain, that is a reality. So if we want to be here, let's try to be more constructive, maybe outlining our 10 priorities, so they know what we think are the most urgent things. Let's see if we can agree on that.
-
I miss when an EVA meant being able to fix a part, or put something I forgot in its place, or get some science... I mean, when the EVA made sense, apart from putting a flag.
-
Top Gun Maverick Dark Star Experimental
LUCINNDA replied to Madishmike's topic in The KSP2 Spacecraft Exchange
Using unlimited fuel, dont you? -
Thanks for advice and sorry for inconvenience.
-
I have no structural problems, the ship has more than a thousand struts. The problem is that the VAB runs at 0.5 FPS and thus it is impossible to make the necessary fixes that I still have to do. Also, it takes too long to load/launch/take off. I will wait for the next update with the hope that my experience has been of some use to KSP team, and we can create ships, either with fewer struts, or with more parts, and continue enjoying the game. Now I left his post about dragons to Nat and I don't interrupt anymore. Thanks all.
-
Dude, just copy paste from translater web, any intencion on that. Please put your eyes on message, it is just that I wanted with my post.
-
I don't know if it seems obnoxious. I am not an English speaker, I try to translate my posts the best I can. But in no case do I find my post obnoxious. It seems to me that I spent a lot more time building something in KSP2 than you have spent judging my post. I think it's important for everyone, especially the KSP2 team, to know what problems the program has, that's all. And I am always absolutely polite and courteous, because I am a gentleman.
-
The vessel is totally stable and can be launched. It just need to fix some joining problems in the solid fuel tubes. Parts? Only the small housing modules, the 4 circles, have 608 braces. I know it shouldn't be, but the joins in KSP2 are too weak for these mega structures. But the problem is not the number of parts, but the programming of one of the elements, only one is the one that is freezing the program, and I am totally convinced that there is a way to solve this bottleneck. The PC is not saturated (I have a powerful one) it is the program that goes crazy rewriting everything over and over again, when it should only modify a line, or something like that, I suppose. I'm not a programmer, they are.
-
Hi Nate. This is not a dragon, as you can see. It's the housing module of my Star Gater. But I can't launch it. I bring it here because I think it is important for your team to know the problems that the program presents when handling ships with a high number of parts. There is something in the programming that freezes all operations, so much so that this ship takes 23 minutes to be loaded into the VAB. I even think I guess what the problem is, with hardly any idea of programming. The problem, I think, is the braces. The program writes all the parts, but then it have to rewrite it over and over again every time a brace interacts with another part. Thus, the charge becomes eternal. In fact, I haven't been able to get the ship to load on the launch pad. When I press "launch the ship" it tries to load the launch pad, but it returns to the VAB and from there it reports the destruction of the ship. But that is a secondary problem. The main one is that every time the program tries to write the parts of the ship (for example when opening the parts manager) the loading time becomes enormous, in the case of the parts manager in the VAB it is up to 5 minutes. to bring up the menu. Please tell us that you will at least study it. Thank you.
-
I posted this reply on another forum, any team reply. So ill post it here, We will see. I had to abandon my Star Gater project. After managing to put some of the parts into orbit, the living module has been impossible to launch. Why?: - VAB loading time: 10 minutes (real time) - Loading time each time the parts menu appears in the VAB: 5 minutes - Loading time from the launch button is pressed on the VAB until it is ready to launch: 20 minutes - Loading time from READY button is pressed until the ship starts to move: 20 minutes. - Loading time if there is a failure and the ship is destroyed: Infinite, I haven't had enough patience. Also, it forces me to restart the PC, because it leaves everything blocked. They will think that my PC is from the last century, but no: -Intel Core i5 12400F -Asus Prime B660 - Ram 32 GB DDR4 3200 -NVIDIA GForce RTX 360Ti I don't think there is any justification for these loading times. And you think of stellar colonies. I guess is a claim for the players. I think they should first make it so that a popup menu doesn't freeze the program for 3 minutes. Any engineer, when he creates something, tests it. If everything works fine in perfect conditions, he does a stress test, to see if it fails, and if he does, he fixes the failures. You have created a program that is not even past the first phase yet, needless to say the second is not even on your shedule. Still, they talk about what will be next. Even so, they have sought thousands of shareholders that we have paid to finance their project. Well, I ask you, please, to submit what you have to that stress test, and to tell us about your progress in it, and to demonstrate it. Until then, please, don't tell us about your future intelstellar travel projects, if you can't make a program that supports a thousand-piece ship without me having to go to sleep between one mouse click and the next. Tell Elon Musk that his Starship has too many parts to launch.
-
Discord AMA 2 - Shana Markham - SUBMIT QUESTIONS HERE
LUCINNDA replied to Ghostii_Space's topic in KSP2 Discussion
I had to abandon my Star Gater project. After managing to put some of the parts into orbit, the living module has been impossible to launch. Why?: - VAB loading time: 10 minutes (real time) - Loading time each time the parts menu appears in the VAB: 5 minutes - Loading time from the launch button is pressed on the VAB until it is ready to launch: 20 minutes - Loading time from READY button is pressed until the ship starts to move: 20 minutes. - Loading time if there is a failure and the ship is destroyed: Infinite, I haven't had enough patience. Also, it forces me to restart the PC, because it leaves everything blocked. They will think that my PC is from the last century, but no: -Intel Core i5 12400F -Asus Prime B660 - Ram 32 GB DDR4 3200 -NVIDIA GForce RTX 360Ti I don't think there is any justification for these loading times. And you think of stellar colonies. I guess as a claim for the players. I think they should first make it so that a popup menu doesn't freeze the program for 3 minutes. -
I placed in a motor bay 8 radial motor and one center. One bay per tube and is one tube and 6 around. And I have 4 of them. Every time each motor take his own place alone in stage bar. Then I have to join all of them ( a lot) and the free slots, some time persists, and some times auto erase. When persists, the times for load for launch turned long and long... So I have look for a way to erase free stages slots. Will be nice if we colud take/select lot of slots and an option to join in one, or group all same type... Every thing is easy for normal sice vessels, but if you want to let your imagination to fly and buil something realy big (you will see soon) then all is very very harder. My PC: I5 12400F - 32Gb DDR4 3200 - NVIDIA GForce RTX 3060Ti 8Gb
-
I have 225 engines. Since radial symmetry cannot be used, due to the well-known bug, I have to put them one by one. That creates me 225 stages. The work to join the 225 engines in a single sequence is enormous, but it is also that I have to remove the 225 free gaps that are created. Please tell me that yes, there is a way to delete all the empty sequences without having to do it one by one. And it would be great if there was a way to join parts together by grouping them in some way.
-
Si hago una lista de bugs, me baneas por acaparar espacio. Desde desaparecer las líneas de las órbitas (el programa se piensa que estoy aterrizado, pese a haber despegado, soltado tanques, etc), hasta todo tipo de explosiones espontáneas, órbitas que cambian sin tocar los motores (generalmente cambian a órbitas de colisión, lo cual es bastante catastrófico), y así un larguísimo etc, más de 30 páginas de foro oficial de Bugs (y caben 10 comentarios por página), sólo de bugs. Este juego, NO LO HAN PROBADO. El otro día vi un directo de los desarrolladores, y en el directo salían varios bugs (va planeando por la luna y un mensaje de MODO ATERRIZAJE ACTIVADO espamea dejando toda la pantalla ocupada). En media hora de juego puedes encontrar media docena de bugs. Prueba a escribir la letra M en el VAB y verás cómo salta al mapa... es, más que de risa, de pena. De verdad, no termino de comprender cómo puede, a estas alturas, haber 10X los errores del KSP1. Yo tenía la esperanza de que las naves no volverían a hundirse en el suelo de un planeta; ahora, no sólo se hunden en el suelo de los planetas, también en el mar al amerizar, hasta el fondo, de hecho puedes hasta encender los motores bajo el agua y ver tu paracaídas extendido bajo el agua; todo un alarde de depuración de programa.
-
Same here, lot of times. Is a ramdom bug.
-
Same here. You can burn engines under water and go to the botton.
-
This control module don´t have reaction wheel, but it appear aviable.
-
Just lunch from Earth, leave solid tanks... and the blue orbit line disappear.