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Xelo

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  1. Enjoying the new parts! Sadly loading saves is still incredibly unreliable, a mission has to be completed all in one go, else you highly risk your craft suddenly losing half its physics joints and being RUD'ed with no external force, incorrectly serialized or worse.
  2. There's also the distant notion of colonies and the amount of surface daylight varying seasonally across the year. Maybe one can see unique challenges with say, a polar colony running off solar power. The axial tilt may require the colony to be seasonally abandoned/unoperational for the months-long polar nights, but on the other hand, have uninterrupted solar power during summer.
  3. Reading through the rest of the comments, I dont get it. The only difference between the timelines of people being ok with KSP 2 and people being angry at KSP 2 in this forum, wouldve been if T2 had just shut its month until late 2022 and started with EA. No changes to development time, nothing extra promised, nothing. To me it seems people that are angry literally took time and scope guesstimates as prophecy, and now blame the game developers for the publishers misguided PR strategy? Has the fact that its a professional game studio or big publisher ever guaranteed game quality on launch in the lord's year of 2023? I feel like even small indies have a better track record. Why on earth is the art director (Nate) the only one chosen for doing interviews on the game's programming progress ? What happened to the other 3 directors? Like where do these expectations for the devs come from? Shouldnt yall be angry at the publisher for setting those expectations, (and the inflated price) up in the first place? I guess only in the games industry can you expect people to complain about the dairy farm when the grocery knowingly sells expired milk.
  4. I believe in this 2021 interview, Nate mentions being in the final stretch for release (near the beginning) https://www.youtube.com/watch?v=6RHbvphmnyE&ab_channel=GamerHubTV Yes, while I dont doubt the game is in questionable shape, this would be the reason I wont trust any predictions of completeness in software development in future. I'll believe it when I see it. The projects with accurate predictions tend to be the outliers and most projects blow their time budget internally. This is why most studios don't release dates at all until they are nearly done. But not to fault Nate, such is the PR reality of trying to predict software and he is not a programmer or a veteran game PR guy but the creative director (that is in charge of the art). And to his credit, the art side of things is fairly 'complete'! He did his job well. The game visually looks great and the art assets are top notch and carry a strong identity. Most of the updates shown pre-release, were spearheaded by the art and vfx department. So something happened in the software side of things, where Nate was less privy perhaps and it was understandable that he had a overly optimistic prediction. But there are clues. ✨Speculation time ✨ There is an old adage in software development that "90% of the work happens in the predicted last 10% of the project". Now picture yourself in Nate's shoes in 2021, riding off the covid era. In the video, Nate mentions the 'all these larger portions being sewn together'. We can infer these portions to be separate systems of the game being developed in isolation. One programmer may be doing the PQS, one may be doing the rocket physics, one the save serialisation and so on. You are told these pieces are nearly done, and pieces like the colonies and science are going along a good pace. Surely, one thinks, once the pieces are brought together, we would have a functional game in no time right? And you can see where the problem of prediction starts... while the planned schedule suffers a slow death by a thousand additions that no-one could've predicted looking at features in isolation. But it doesn't matter, in hindsight the warning signs were all there with tangible gameplay only being shown less then a year before release. And I guess if its not there it might as well not exist.
  5. This post was badly worded. A pr blunder. People here can see through corporate word fluff like its glass so why bother. Instead of: "On the subject of updates: our update cadence is going to slow down a little bit. There are a couple of reasons for this, not least of which is that every time we release an update, we divert resources that would otherwise be focused on continuing to improve the game. We are always balancing our desire to improve the current Early Access experience against long-term goals that involve more time investment." It should've been framed as something like: "Our updates from now on are no longer going to just be bugfixes. They will have meat [0] in them; meaning extra time is needed to prepare them. While our first 2 bugfix updates have been released as soon as we could based on our monthly(?) sprint cycle, such a cadence is less viable for some future content updates as releasing half a feature is worse for expectations then releasing none at all. " [0] content and QoL , Src. Discord I feel people would have taken that significantly better. The original line is a vague apologetic that frames the development team as a victim of resource constraints, while the alternative framing holds the value that community should expect from this negative change in update scheduling. Both are true, but obviously what the community wants isn't another veiled apology, but rather confidence in this game's direction. Aka. the goal of good communication.
  6. It may be to do again with the serialization (in the background the game converts the entire craft into a special format in memory) , I've also noticed the lag creeps unusually early with adding parts in the VAB. So it could be that the expensive serialization process needs to be repeated from scratch everytime a part is added, making it slow ontop of the usual serialization bugs todo with vessels not saving/loading/seperating/docking correctly and etc.
  7. Games are rather difficult to write automated tests for, compared to 'business logic' especially for a sandbox game where the possibility space is large enough that edge cases are nigh impossible to completely cover. Things like graphical and physics bugs are also difficult to cover as the underlying systems are rather opaque to unity's scripting code ontop of the possibility space being too big, writing an assertion that the sky is blue is not worth the dev time a qa tester can discern in half a second for example. Which programmer would think of the test case where the KSC follows them around? How does one automatically test for a bugged animation? Many things can only be reasonably validated by humans in games. One thing that may see good use of automation tests is the serialization bugs that are prevalent in the game, but from what I saw these bugs are all edge cases with difficult patterns of reproduction, likely automated testing would cover the most obvious ones, but beyond that has to be the QA's job of finding the specific series of interactions that'll break a thing.
  8. In the ksp2 logs does spacewarp or this mod show up?
  9. https://github.com/Xeloboyo/NotEnoughShips Source code, license (MIT), and installation instructions in above link. Uses Spacewarp 0.2+ Does what it says on the tin, that is, spawn any saved vessel or loaded part in the current active campaign. Disclaimers: The vessel position serialization when in orbit is strange in ksp2 currently. This results in when spawning a vessel in orbit locally, spawned vessel will have a rather large offset at times. Features coming: - Ability to select a part and spawn it as a derelict vessel for testing. - Ability to spawn vessel next to a selected ship as opposed to the only active ship. - Ability to replace a vessel with another. - Ability to spawn a vessel next to ground structures like flags. Feedback: reply to this post with a mention or raise an issue on github.
  10. Xelo

    Space-Warp

    https://github.com/X606/SpaceWarp Edit: ah wait, the source code link was already posted. Apologies.
  11. Xelo

    Space-Warp

    The modloader is fairly straightforward to use and develop within, which is quite a welcome aspect.
  12. Pretty hyped to tour the new planets! ^^
  13. How do we know for sure its the physics thats lagging and not just extra parts being drawn? 0:
  14. Ksp 2 is the only game that can overcome my procrastination at upgrading my computer from a laptop with a damaged keyboard to a proper workstation.
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