Jump to content

Stephensan

Members
  • Posts

    512
  • Joined

  • Last visited

Everything posted by Stephensan

  1. 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
  2. this is Campaign saves, when you start the game, you go to singleplayer, and you see all the singleplayer saves, they call it Campaigns, auto saves is prob an issue aswell.
  3. i am i cannot wait for the train start going, yall can do it.
  4. we need at least one just permeantly active instead of locking it up and a new page is formed
  5. 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
  6. iirc they work in a form of SCRUM, or just scrum so something like 2 weeks and longer cycles 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"
  7. 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 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.
  8. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: 7900x | GPU: 4070 ti | RAM: 128 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: Test2.mp4 Ksp2withmorecampaigns.log Ksp2withlesscampaigns.log
  9. shhh you might alert my brain to something that doesn't make sense
  10. does this mean aswell shadows of planets blocking other planets will be more "there" and realistic if it gets changed
  11. if we gonna throw things together.. still feel like we are this far in into colonies before release just having models ready doesn't mean the code let alone the game itself can handle colonies/parts. split in 1/10th at this point.
  12. yeah really cannot take this as a meme, its been a hot debate recently about adding more than just m/s or m.. and i don't even want to use imperial km/h knots and imperial units. all needs to be added, certain vehicles be much better for km/h like planes and ground vehicles etc. sorry, please add more units of measurements.. -gaming community
  13. i am colonies deprived, im on shrimp cooking fried rice life support
  14. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: 7900x | GPU: 4070 ti | RAM: 128 GB I consider it a bug due to its functionality is borderline useless and i don't consider it a suggestion when its function is so limited. Both speed and alt is on a 1000m system, to move up the dial for speed by one number you need accelerate by 1000m/s or -1000m/s, for alt its 1000m, I find it broken that you are required to move at such an astounding speed to see the speed dial to move the slightest amount in this video 7000m/s which is only from 000 to 007!!! I believe it shouldn't be this high of a number and should be in the 100 m/s and when below 50m/s it should be 10m/s for the speed dial on the left it works perfectly for the altitude but it simply cannot function as a speed dial/tape. Mods you can move this to suggestions but i consider it a bug (remove this if needed) This video was sped up by 2.5x and also once in space used time warp under vehicle acceleration, and almost everything on the right side gave you some movement indication of how fast X is going, where on the compass you are at, and "orb" almost everything gives you a sense of what it is doing besides the speed dial/tape. Included Attachments: Conflcitingiq.mp4 .ipsImage { width: 900px !important; }
  15. Bug is still active and is a separate issue compared to the just the bottle rocket. mine was the list of things the abort button was suppose to do didn't do everything in one clicked and required multiple clicks.
  16. speaking of which SPOILERS From aterriblemodder on discord. talked about it but for me it boiled down to.
  17. just a small thing dakota has done this week alone, communication requires more people a decent talk today with them on discord (dakota and darrin) they wish to have more CM's to help workload but he would rather have the resources spent elsewhere. and finally, dakota somewhat ratio of workload he has to do until April 1st (then it MIGHT change) hopefully there will be less stuff on dakotas plate when mike is back.. also Just because dakota said he is working on it doesn't mean its coming soon just shows what is needed for a single person in a week, and there is more that is missing from that list. why none of this was in dev tracker... and finally dakota said he will do this once in a while telling what he did that week increased communication
  18. Said this in another post, but it boils down to, at least one person is working within the IG team gathering information, like dakota and mike, one will help more towards the community, a third new user to help stretch across more platforms, and a fourth deep in early builds doing sneakpeaks and leeks. we only have one doing all, and soon again about to be two, two isn't enough people to do everyone internally and externally in the team, and across all platforms..
×
×
  • Create New...