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whatsEJstandfor

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Posts posted by whatsEJstandfor

  1. 11 minutes ago, pbau5 said:

    Honest question, how are people completing these "return to Kerbin" objectives with the SOI trajectory issue... and staying sane?

    Lots and lots of quicksaves, and trial and error.

  2. 1 hour ago, Alexoff said:

    Of course, it's not about the release dates, we've been listening to them for quite some time. If you mentally eliminate all the bugs from KSP2, it will still be too far from the game that we expected. If you weren't expecting (boring) KSP1 remaster instead of a sequel.

    I don't know how to say this without it sounding like a personal attack, so I apologize to the mods in advance; let me know if this is out of line. But, since the version of the game that would satisfy you currently doesn't exist and almost certainly won't exist for at least the next several months, why keep making the same post every few hours but with different wording? Do you have any other points to make?

  3. Thank you for being this candid! It's very much something I (and I think those who have been critical of recent posts) have been craving. Personally, I'd much rather have this sort of transparency even if the targets end up being off, because it gives me something I can tangibly look forward to. If you're detailed about some bug being worked on, I'm far more interested in the fact that it's being worked on at all than I am in when exactly it's coming. If you tell me it's coming next week, and then it gets pushed back to next month, and then 2 months from now, but tell me the candid reasons why that date is slipping, I'm way more than satisfied. What I love most about a dev blog is when I can feel like I'm a part of the team. I get to see the problems you guys encounter in real time and get to see how you solved it. THAT's the interesting stuff.

    Anyway, you're the best, Nate, and I hope that you, the community managers, and the devs know that any criticism I have ever had comes from a place of optimism, knowing that this game is going to continue getting better!

  4. 33 minutes ago, Nicrose said:

    Yeah just saw on Twitter that they post updates in the afternoon. Guess I’m just salty at them waiting to the last possible second of the week to give an update. Thanks for the research tho! Helps a lot :) 

    Also worth noting that @Ghostii_Space confirmed on the Discord that we'll be getting news today.

    rZpk5gB.png

  5. 4 minutes ago, Scarecrow71 said:

    And we get no communication, none of the forum threads has posts indicating they are being looked at, multiple game-breaking bugs reported since launch day haven't been addressed.  What more do they want from us before they start treating us with the respect we should have earned both by paying for this steaming pile AND by doing what they've asked us to do?

    I've seen this kind of argument a lot and I get the impulse but I don't really understand the nuts and bolts of what you mean. Would it actually be any better if Dakota replied to every Bug Reports post with "Looking into it"? Help me get a more concrete picture of what your ideal bug reporting system would be.

  6. 2 hours ago, Socraticat said:

    I know there's a person on the other end of every criticism I make, so I intend to start every criticism with an attitude of gratitude.

    This is the correct philosophy. The devs are not your enemy; they want this game to achieve its potential more than we do because, frankly, they have more invested in it. And, ultimately, we're all just trying to have fun and mess around with silly rockets. There's no reason for vitriol or personal attacks. It doesn't help the game, and it can ruin someone else's day. Let us all remember this wisdom:

     

  7. I really, really do not want to sound cynical because it's ultimately not helpful, and because this is (presumably) an easily reversible decision, but there's no other way to express how I feel about this; that it indicates some deep, incorrect assumptions the devs are making. The fact that this "feature" was suggested internally, not vetoed during design, implemented, and made it past QA implies that the devs have a fundamentally different view of how to play KSP than we do. OP's example of a vessel that just inherently has inaccurate dV calculations even in the best of times (because it's not being used in the way the game assumes) is a perfect one, and it's as if the devs assume that every vehicle will be a traditional stack of staged tanks and engines.

  8. On 4/18/2023 at 2:54 PM, Davidian1024 said:

    Now to the people demanding to have the wobble removed, I say give them what they want.  In the form of a difficulty option.

    "It should be a difficulty option" is not a solution and I'm getting bored of how often it's suggested as a compromise. The difference between fun and not fun shouldn't be a difficulty slider. And building systems that can perform in multiple ways adds exponentially more QA work which, I hope it should be obvious, the game does not need more of at the moment.

  9. It seems that the consensus on these forums and in the Discord is that wobbly rockets are funny and cute while first starting out, but that they end up being a huge annoyance in the long term, and that using enough struts to mitigate the wobblyness can severely impact performance. Autostrut would help, but it's ultimately a band-aid solution. To enhance gameplay, performance, and be closer to the real world*, why not treat, for example, a stack of fuel tanks all as one rigid body?

    *Welded seams should be as strong as the rest of the structure, so, rather than elastically bending at the seams, shouldn't the entire structure undergo a plastic deformation or a catastrophic failure?

  10. 26 minutes ago, Dantheollie said:

     

    He's running an RTX 4090 and getting that framerate? I run an RTX 3050Ti and I have much, much better performance than him.

    This game has to have some eldritch curse on it, how can it be so inconsistent between systems?

    Yeah, I don't get it, either. I'm on a 7900 XTX at 5120x1440 High (so, ostensibly, I should be getting slightly worse FPS than he is) and, on the pad, I get 30-50 FPS and, at launch, 25-35. I don't know how much it would help performance but I wonder if he's remembered to, for example, enable resizable BAR in the BIOS, or has some other obscure setting tweaked incorrectly.

  11. EDIT: I had the behavior of this bug wrong. It seems to be much simpler than  I thought. Switching to Map View back to Flight View, the camera resets to inside the vehicle. Regardless of if I move the Flight View camera back to a more reasonable spot, switching to Map View and back seems to just reset the Flight View camera altogether.

    • KSP Version: v0.1.2.0
    • Operating System and version: Windows 11
    • CPU and GPU models: Ryzen 9 3900X, 32GB DDR4, Radeon 7900 XTX
  12. Just now, ShadowZone said:

    Quick statistics: 108 fixes less than with the previous patch. Similar share of "rocket logo bugs". Largest amount of fixes is "UI/UX".

      Patch 1 Patch 2
    Fixes 281 173
    Rocket logos 42 27
    Rocket logo share 14,95% 15,61%
    Flight & Map 50 22
    Optimizations 18 21
    Saving & Loading 6 8
    Parts & Stock Vessels 39 12
    UI/UX 59 35
    Construction 14 11
    Environments 37 28
    EVA 15 0
    FX & Audio 19 10
    Tutorials 17 5
    Localization 7 21

    Looking forward to when this spreadsheet is 50 columns wide

  13. Another gigantic list of fixes! I'm so hyped!

    These are unironically my favorites of this bunch, even though they're relatively minor:

    • Fixed fuzzy "scan lines" visible on clouds when using AMD Graphics Cards
    • Camera now returns to saved position and orientation when game is reloaded
    • Updated the frequency of game paused and unpaused messages to help prevent spamming
    • Limit on passive notifications that can be displayed at once (three)

    I guess we also now know what the "F/O" button stood for in the Tracking Station:

    • Removed non-functional Filter/Overlay button from Tracking Station

    I also didn't see this mentioned (or maybe I don't know which line item it is) but, on an ultrawide, the Time Warp and Maneuver Burn Timer windows are now offset to the left instead of being dead-center, and I actually really like this change! Frees up more of the center of the screen for looking at my vessel and whatnot.

  14. 10 hours ago, Superfluous J said:

    Now on to question 2: Are they flat like KSP1's runways, or do they curve to match the surface of the planet like any reasonable runway would do?

    Based on my testing from pre-patch-one, they're flat, not conforming to the curvature of the planet. This causes a vehicle to roll from either end towards a point near the east end (I didn't realize this was what I was testing until @Sea_Kerman pointed it out)

     

  15. My wife insists that everyone pronounces Kerbal incorrectly, and that, instead of rhyming with gerbil, it should rhyme with ball or fall. This interviewer is now the second person I've seen pronounce it this way. She'll be thrilled to know that her pronunciation is spreading.

  16. I don't think this is a bug; some resolutions are just not officially supported yet, presumably because not many people have ultrawides and, for Early Access purposes, it's a low priority.

    That being said, you can force the resolution and, by proxy, aspect ratio using these instructions:

     

  17. I know this is probably not answerable for parent-studio reasons but the things I've been so most curious about during development are:
    1. how the scope changed after Intercept was created,
    2. whether the scope changing was the reason for having to push the release date back so many times
    3. when Nate posted the release date update in March 2022, if "early 2023" was really when 1.0 was planned to launch, and, if so,
    4. if pressure from above forced them into doing an EA release instead of delaying again to start generating revenue

    To put that into one question, what were the big factors that led to deciding that the game needed to be delayed in early 2020, then late 2020, and then early 2022, and finally in late 2022 when EA was announced?

  18. 2 minutes ago, cocoscacao said:

    That would mean there are 2 separate builds. One internal, and one for EA. Hiding colony and rocket parts from us is one thing, but this is a core feature.

    I'm p sure there are far more than 2 builds

  19. 1 minute ago, cocoscacao said:

    The thing that worries me greatly is maneuver node (MN) precision. If you go with the easiest thing, set one up for the Mun, and lock SAS on target, following those instructions results in waaaay off trajectory. Same thing was present in KSP 1. How I'm I supposed to hit another star system like this, I dunno... I'm hoping this is one of the biggest priorities for the dev team.

    I have to assume that this issue has been solved since Interstellar presumably works internally, and we just don't have the privilege of seeing exactly how quite yet

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