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Stephensan

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Posts posted by Stephensan

  1. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes 
    OS: Windows 11 | CPU: 7900x | GPU: 4070 ti | RAM128 GB

     

    Anth requested that i made a bug report on this

    ------------------------------------------------
    Anth Edit:
    Thanks to @Stephensan for posting this. Note the focus of this is on the visual glitch rather than the physics glitch that is applied.
    In my testing sometimes the visual glitch occurs and the physics one doesn't appear to so I wanted to have two separate issues posted on the forums
    ------------------------------------------------

    In this case, i been dealing with a bug with rovers (wheels in general) where every 1000m~ in this case "at 2000m (more between 2000m and 2100m) it glitched one of the rear wheels and then the physics glitch happened as well." causing the craft to lose control,

    How to recreate bug

    • Create a rover with any wheels 
    • Go to another planet either using teleport or getting there by rocket
    • Start driving
    • After 1000m the bug will start happening

    What does the bug do

    • Glitches the wheels upward to "100%" fully compressed suspension
    • In a "single frame" (extremely quickly) it resets to the original position
    • Possible that the game physics decided that it should move the craft due to seeing that the wheels "went up" causing a phantom force that shouldn't be applied to the craft
    • Craft loses control causing it to crash

     

    How does it affect the player

    Driving normally as a player should,   starts off as a visual bug, that is related to the 1000m terrain glitch however, with how wheels "collide" with the ground gaining phantom forces when going in the ground this bug should be for the visual side, however it is noted that it still can have the 1000m phantom force

    You cannot expect when the bug trigger and cannot know if which way the bug will throw you if it decides that it should..

    It hinders users driving long term on any planet causing users to need to use a lot of quicksave/adjust autosave to sub 10 seconds when going above the speed of 15-20m/s due to how frequent the gets due to the speed and distance.

     

    The video is "Supercut" of 5-7 minutes of just driving and the bug triggering and causing a crash and me reverting save, the parts cut out is(Unimportant) besides just the distance made and was just normal "straight line driving". OG video can be sent via YouTube upon request.

     

    What's included:

    • Player.log
    • Ksp2.log
    • Campaign Save

    Known issues (thank you anth)

    • Null colliders (i think this is on every quicksave/autosave it has one)
    • Saves throws the "back" out for some reason i think this is due to the craft and not due to the bug, and the issues are separate due to being able do this with MANY other machines.
    • Teleported to Duna from the KSC using cheats throwing up errors

     

    Included Attachments:

     

     

    TESTINGTESTINGTESTING.zip

    Player.log

    Ksp2.log

  2. 16 hours ago, Flush Foot said:

    @stephensmat maybe it’s all in my head, but after using Windows’ “MKLINK” command to route that folder from my C: (SATA SSD) to a higher-performance NVMe SSD, I feel like saving and loading is a fair bit snappier (but that maybe had to do with not-KSP2-processes unavoidably running at the same time, like Backblaze automatic backups)

    my main drive (the game where it is installed) is 980 pro samsung

  3. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes 
    OS: Windows 11 | CPU: 7900x | GPU: 4070 ti | RAM128 GB

     

    Wheels having a single point of contact (in the middle) cause (separate bugs) but all originate from the same bug these bugs would be separate but it seems it has the same one cause, bugs such as:

    • Wheels Getting Phantom Wheel Speed/Direction Causing Harder Control Of The Craft
    • Wheels Merging Into Ground
    • Wheels Merging Into Ground Cauing Craft/Rover Go "Balistic" In An Uncontrolled Manner
    • Wheels Fall Off When Immense Phantom Forces Pushes It Back "Out Of The Ground"

    and I do not know the rest, but all the issues orginate from how the wheel ground collider is just a "sliver"

    The video shows what not taking care of the "bugs" can do to the craft, but it doesn't matter cause the phantom forces usually take much more control rather than the user, and or destroy part(s) before total control again.

     

    Included Attachments:

    Player.log

    Ksp2.log

    NewWorkspace.json

  4. 22 minutes ago, Icegrx said:

    It shouldn’t be an issue, but for KSP2’s sake it’s the processor holding you back mainly here. The way the cache is split between the two CCDs on that architecture hamstrings the performance of games that cannot utilize all 12 cores. KSP further limits that down to a rumored 1 core. So your single highest performing core can only utilize about half the processors available cache. 

    from what i test ksp 2 uses 6 cores 12 threads for me 

    DkuQqkr.png

    RwDNErV.png

    could be pinging back and forth or whatever but.

  5. 32 minutes ago, Scarecrow71 said:

    As I've posted a zillion times out here:

    • AMD Ryzen 9 3900 12 core
    • GeForce RTX 2060 Super
    • 32 GB RAM

    cpu is from 7-19, gpu is from GPU is from 7-19

    computer parts was 3 years old when the game released

    by the time ksp 2 released GPU was 2 gens old and the CPU 3 gens old..

    The computer may very well have been in the performance mid range name a while ago just before last quarter of 2023 at the time but has lost that quite a bit ago at this point.. but this is absolutely not to say ksp 2 performance is stellar.

    i recently did a cleaning of my entire saves log and wiped it clean cause of a weird bug that

    yeah... anyway...

    the issue is CPU utilization then GPU for your case if i haven't said it another post that got closed...

    from what i know the cpu/gpu combo can do like 1080p or 1440p, but you will hit a CPU limit as of right now, but you shouldn't really be hitting 15fps, a laptop i tested with 150+ parts was 12-15fps with like 10400h and 1650 laptop.. much worse specs in current version.

  6. 5 minutes ago, Icegrx said:

    Gotcha @Stephensan sorry for the confusion. I only run 1-2 campaigns at a time so I have no experience with that. How many campaigns have you noticed before performance is an issue? 

    The auto save issue I’ve noticed is when 6+ auto saves start to pile up, with performance dropping further with each auto save. 

    not sure if it’s related, but when you delete a vehicle build within the game, I have noticed that it keeps files within the games folders. This is true for vehicle auto saves as well. The folder just keeps piling on more and more information. These do not disappear until the campaign itself is deleted.

    i had about 16 campaigns and about 5.6 GB of storage and 5,977 Files, 32 Folders total..

     

    so didn't really know until i was having an issue of a single save was like actually locking freezing the game/instant crashing/lag and finally BSOD-ing my computer is when i wiped it clean

    Anth has already tested it and said he couldn't replicate, but  i think its a more of an issue of most saves was/had been well played and had like 100's of quicksaves

    it needs to be investigated more, cause i have HAD better performance all around. if you watch the video that is my performance difference its like actually insane.

  7. 27 minutes ago, Scarecrow71 said:

    And yet, what we have is an EA testing build with teens of FPS.  I have mid-range hardware and can't crack 15 FPS on anything greater than 75 parts.  I don't even hit 20 FPS until I'm under 40.  So all those performance enhancements the team has made may have impacted high-end gear, but not mid-range.  And we shouldn't be expected to drop $500 on a new video card to play this game.  My card is just over 2 years old at this point, and functions just fine on every other game I own.

    So fully working?  I can't see how it is.

    define mid range for context.. for your computer

  8. 40 minutes ago, rnt_hank said:
    • This doesn't answer anything.   "We're working on it" is a vague way of saying "eff off and stop asking."  WHAT are they working on, specifically, since colonies have been playable to devs for years already?

    "parent goes to work"  "parent comes home" did you work today... after the millionth time saying the same thing its annoying. there is nothing else to say.

     

    Quote

    WHAT are they working on, specifically, since colonies have been playable to devs for years already?

    Bugs and colonies and making sure everything works for everything else like MP...  We can assume that they played the game in the most basic function low fps etc, and them saying that it was completely playable was not fully truthful so it could just be hype marketing at play.

    https://steamdb.info/app/954850/depots/

    here is for bugs, you see them working on it, stuff happens and changes, they use the same numbers and names so it seems that they haven't done anything until 10 days ago but its been moving the entire time changing, from what i understand this is for mostly the bug work team, and devs for next major update either in offline servers not connected to steam, or hidden among those "Development"

    (Assumptions)

    • Development = Bug Test X
    • Test = Developments Combined
    • PlayTest = Internal/Dev/Team Playing
    • Voyager = First Stage Of Next Patch/Update (could be long term gameplay test cause it can be days or weeks before Candidate)
    • Candidate = Third To Last Stage Before Next Patch/Update (its like from what we know second stage from voyager)
    • Staging = Second To Last Stage Before Patch/Update Gets Moved To "Public" or 0.x.x.x

    and then we get a release..

     

    and for colonies

     

    (use ad blocker)

    https://kerbal-space-program-2.fandom.com/wiki/Colonies

     

    all of this information needs to be fully working, in a game playable state for tons of different hardware and different playstyles, and not in a EA testing build with teens of fps for 18 parts. also even more thermal stuff is coming.

     

     

  9. 51 minutes ago, rnt_hank said:

    Are you still following the roadmap or not?  Tell us.

    Do you know where you are on the map?  Tell us. 

    Get roadblocked by a killer bug or set back?  Tell us.

    Right now it appears the game is dead in the water and you're doing nothing but procrastinate delivering the cancellation news, because you can't seem to communicate in a post addressing the lack of communication.

    Give us *something* other than more empty promises.  SHOW US WHAT YOU'VE DONE.

     

    • yes they are working on colonies so they are still following the roadmap
    • underway working on colonies most likely working out optimizations on part count, and placement on other planets and seeing how it behaves
    • there is 2-3 killer bugs right now, revert save death wobble/save rot issue, part performance issues, and finally planting flags breaking the game

    there is ofc a lot more bugs, but even i can answer these questions. more realistic questions that they could sink there teeth into is

     

    • With colony progression underway, what is an issue that is taking the most time, performance-related, or coding the parts in, coding the core parts or is it bug fixing?
    • With the long duration between the first bug patch of 0.2.0 to 0.2.1 are you able to give us feedback on a estimation of bugs that will be fixed in the next upcoming bug update?
    • With knowing that things such as HDRP, or developer such as blackrack is there any new information you can give us on either or has blackrack been working for colonies?

    these are questions that directly gives us answers, still allows them freedom of not giving us time frames, gives them estimiations so it isn't fully clear, while also not letting even a user like me knowing the answers.

    and it can be as simple as the answers

    • as of right now core parts coding is taking the longest, there is a lot of parts that we need make sure work fully and verify through internal builds.
    • so far we have about 20-25 bugs fixed and 3 bugs that was on the hit list on KERB that finally was completed since last KERB update.
    • HDRP is still in stages of being worked on we have tested it in a couple cycles but we are still not happy with how it is performing and will take longer, and blackrack has been working on making the reentry effects better with the colors based off of atmosphere composition and the moon/planet occlusion, due to the more recent solar ecplise it will take a while for us to have a viable product for testing before we can move forward with it and give more infomation..

     

    its a matter of knowing and gathering information that still allows CM's to not give time frames but still giving us information in short statements, just like colonies, there is a A LOT of information we actually already got for information, its more so being able to find it

     

    don't worry we will know something hopefully next week

     

  10. 7 minutes ago, Nerdy_Mike said:

    I wanted to hop in here to say that most of the stuff the players are asking for will be addressed soon. Now I know in the past soon has been treated as a "sure three months" but this time I am working as fast as I can with team to get the asks you all have addressed. 

    I know the speed is not what is being asked, but next week we will have some news to share with more to come in the following weeks. We don't want everyone to get tiny bits of information and we're working to deliver more as quick as possible.

    On that note I just ask to be patient just a little while longer. 

    i am i cannot wait for the train start going, yall can do it.

  11. 8 minutes ago, Icegrx said:

    This entire post has become pointless, it’s the same loop of conversation over and over with the words slightly tweaked. This post holds no value for the team itself. Nothing positive will happen from repeating one’s selves like a broken record. 

    I get excited when I see activity in the discussions thread, and then all that excitement disappears when I see that it’s this post with the activity. 

    I am also disappointed, but venting here is not constructive anymore. I was upset when the eclipse post got locked, but I totally see why it happened and think it’s time to lock this one up as well. 
     

    we need at least one just permeantly active instead of locking it up and  a new page is formed

  12. 6 minutes ago, RayneCloud said:

    Sprints are a part of SCRUM  which itself is an Agile methodology. I know it, because I've used it across every game I've worked on.  That was what they were using last I checked or bothered to speculate. I think things may have changed with certain people becoming Product Owners over certain feature sets and teams. The suggested MAXIMUM of Sprint planning by the way, is EIGHT HOURS for a FOUR WEEK SPRINT. https://scrumguides.org/ This would be pages 7 and 8 of the SCRUM Guide of 2020, which you can find here: https://scrumguides.org/docs/scrumguide/v2020/2020-Scrum-Guide-US.pdf#zoom=100

    sorry, i just dont have enough infomation in the internal workings to know what is going on i just remember, sprints, and it meant scrum.. i don't know the entire cycle, but i know they have a lot of meetings that take a "while" in the start of the day or that is my speculations or its mid day, i simply don't know..

     

    but i know for sure its scrum, no idea how good or bad it is compared to SAFe

  13. 4 minutes ago, RayneCloud said:

    I very seriously doubt they've adopted SAFe @Casellina X, I am willing to be wrong, but I highly doubt it. The whole point of SAFe is to be "Agile" and Adaptable with product delivery and one of the major principles of SAFe is incremental building with rapid integration of learning cycles, like Kolb's.

    iirc they work in  a form of SCRUM, or just scrum so something like 2 weeks and longer cycles 

    The-BPO-in-the-Scrum-Workflow.png

    1.png

     

    is an examples..

    i remember hearing sprint and i researched it and i saw scrum... but this makes sense but there could be other ones that use "sprint"

  14. i dont want to put pressure on the CM's to point that they want to quit.. but man is it hard times right now for us users.

    recently i was in a discord call with about 7 people (last night) of ex-KSP 2 users from between 0.1.3 to current when they last played and there is some statements that they said some things that if you didn't think more than second you wouldn't think what we really just said

    one person said something of the lines of "for the amount of what the cm's have for previous jobs and experience, it is almost laughable that when one person comes back communication drops worse", and another stated and along the lines of the other 3 (at the time) one said along the lines of "when that one person left that was the other cm that's where it started getting bad" and i stated "I'm pretty sure the structural was completely different and they had to following a list of things" and other person remarked that "that isn't the point now, something from the top broke and stopped allowing cm's to give anything real substantial and due to restrictions we lost options".

    Yeah yeah, and the puppet in my left hand talking "and its not a credible source", before anything else...

    The only thing i remember was the last statement, it feels like that statement is what happened.. something has really restricted what the CM's do, or the CM's have lost what they can/want to do..

     

    I gave a suggestion even if its time consuming just to "show" cm's caring about the next major update without giving us extremely juciy info like UI photos/gameplay, just parts, showing a part, showing a part in game in a video with lights turning on or turning it on with sound, and a kerbal to scale/video, and finally the flavor text. that's 5~ things per part, 1 new part per week or per 5 weeks (sound like a broke record) (don't want keep on suggesting it)... but bruh at this point, i just hope that 

    EHU0nPA.png

     

    means something and we can get the hype train slipping on the tracks trying get going again and not "nothing sauce" for the majority of the users.

  15. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes 
    OS: Windows 11 | CPU: 7900x | GPU: 4070 ti | RAM128 GB

     

    rather a random bug that it seems that anth cannot replicate, and i just wonder if its one of the many bugs i just find that decide to start that has no real cause.

    Bug where I add more campaign saves I lose fps inside the game, anywhere between 10fps down to 2fps difference

    i doubt a lot of people have this issue, or even know of this bug.

     

     

    Included Attachments:

     

    Ksp2withmorecampaigns.log

    Ksp2withlesscampaigns.log

  16. 11 minutes ago, herbal space program said:

    Different, tougher problem, since light can come from  only a few well-defined sources  outside of your immediate physics range, and radio waves can come from any craft you may have in the Kerbolar system. Also, calculating all that continually for your active craft will slow performance even more, so I'd much rather they wait on that until they get their physics engine out of first gear.

    crawler first gear.

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