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LUCINNDA

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Posts posted by LUCINNDA

  1. 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.

  2. On 5/24/2023 at 9:54 PM, adsii1970 said:

    Heh, welcome to the fun of an early access game. May I recommend a different playing strategy? Here's what I've been doing in KSP2 - and for the most part, it's not for anything other than giggles, grins, and all-out laughs!

    • I do not do any serious sessions where I expect any sort of save game to ever be able to load. So, no long term missions like I do in my 1.3 game.
    • I throw crap craft together and come up with the most absurd craft I can think of... To paraphrase a USPS commercial, "click and ship" and wow, have I seen some spectacular explosions! And unexpectedly, a few have gotten into orbit, and a few have made it to the Mün and back!
    • I also never dock anything knowing that docking does not work.

    And when I feel myself getting angry, I just go do something non-computer for a while. It just isn't worth getting angry over something that's supposed to be fun.

    You never dock? So, why missions, goals... Go Dress, land, send a probe, jump, and back... without any dock, of course.

  3. 25 minutes ago, Nate Simpson said:

    There's been a lot of activity on this thread, and a lot of valid concerns expressed. I'll try to address the points I saw most frequently, but there's a lot here. I'll do my best.

    • Some have wondered why we are showing the progress we've made on features peripheral to the larger mission of "fixing the game." Eg. why are we working on grid fins when we still have trajectory bugs? That's actually a really apt question, as we had a major breakthrough on wandering apoapses last week (and it probably deserves its own post in the future). The issue, as many have pointed out, is that we have a lot of people on this team with different skill sets, working in parallel on a lot of different systems. Our artists and part designers have their own schedules and milestones, and that work continues to take place while other performance or stability-facing work goes on elsewhere. I like to be able to show off what those people are working on during my Friday posts - it's visual, it's fun, and I'm actually quite excited about grid fins! They're cool, and the people who are building them are excited about them, too. So I'm going to share that work even if there is other ongoing work that's taking longer to complete.
    • A few people are worried that because I haven't yet posted an itemized list of bugs to be knocked out in the next update, that the update will not contain many bug fixes. As with earlier pre-update posts, I will provide more detail about what's being fixed when we have confirmation from QA that the upgrades hold up to rigorous testing. As much as I love being the bearer of good news, I am trying also to avoid the frustration that's caused when we declare something fixed and it turns out not to be. I will err on the side of conservatism and withhold the goodies until they are confirmed good.
    • The June update timing does not mean "June 30." It means that I cannot yet give you a precise estimate about which day in June will see the update. When I do know that precise date, I will share it.
    • We continue to keep close track of the bugs that are most frequently reported within the community, and that guidance shapes our internal scheduling. As a regular player of the game myself, my personal top ten maps very closely to what I've seen in bug reports, here on the forums, on reddit, and on Steam. The degree to which I personally wish a bug would get fixed actually has very little impact on the speed with which it is remedied. We have a priority list, and we take on those bugs in priority order. We have excellent people working on those issues. I can see with my own eyes that they're as eager to see those bugs go down as I am, so there's not much more that I or anybody else can do but to let them do their work in peace.
    • We - meaning, our team and the game's fans - are going to be living together with this game for many years. As aggravating as the current situation may be, and as much as I wish we could compress time so that the waiting was less, all I can do for now is to keep playing the game and reporting on what I experience. The game will continue to get better, and in the meantime I will choose to interpret the passionate posts here on the forums as an expression of the same passion that I feel for the game. 

    Thanks as always for your patience. 

     

    I totally agree with you, Nate.
    I still want to launch my 3000 part ship. We will surely make it.

  4. 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.

  5. 2 hours ago, Gargamel said:

    This thread has been split off from this thread, as it does not pertain to dragons.  
     

    Yes, copy pasting text from other sources creates obnoxious formatting at time.   That is why the posters should hit “remove formatting” after pasting into the editor.    It helps make the forums easier to read across all platforms.    

    Thanks for advice and sorry for inconvenience.

  6. 4 hours ago, Scarecrow71 said:

    I experienced something similar to this with the craft I'm trying to build to launch to LKO using only separatrons.  And while I haven't been able to do anything about VAB load times or how long it takes once you add a part to it, I think your issue with it blowing up on the launchpad and then reverting you to the VAB is due to a structural issue.  Not something you did, but rather what the game is expecting.  I hate to say "add more parts", but you may need to add struts all the way around to keep the ship stable.  Without struts it seems that the ship wobbles uncontrollably until it explodes, but I've seen where, when I add struts to my separatron monstrosity, it stay together and can actually get to the launchpad and launch without blowing up.  What happens after launch is a different story, though.

    I say try to add struts and see what happens.  Again, I get that the load time in the VAB is rotten.  And until the dev team fixes that there's nothing you can do about it.  But it's worth a shot?

    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.

  7. 8 hours ago, pandaman said:

    I think the 'obnoxious' comment was referring to the contrasting formatting of the text you used, not the words or message itself.

    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.

  8. 7 hours ago, Kerbart said:

    is there a reason for the totally obnoxious formatting of your posts?

    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.

  9. 3 hours ago, The Aziz said:

    How many parts does this thing have? Looks like at least 500 and doesn't look very structurally stable. No surprise it collapses.

    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.

  10. y4mvHvxQU7m98-O0R1QQqt7cAPVpI5PEEG60L0BT

    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.

  11.  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.

  12. 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.

  13.  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

     

  14. 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.

  15. 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. 

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