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didkodidko

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Everything posted by didkodidko

  1. When mistakes and mission criticals are not due to bad coding and bugs.
  2. Give us integrated Mech JEB ! No one taught us more for orbits, transfers and dV than MJ. Long live!
  3. I find the IU cluttered, non ergonomic and hard to watch on a first glance. In addition to the bad style choice, the position of indicators for atmo hight and g's are barely visible. SAS buttons are very badly placed and so stupid with this rotating plane in it.
  4. Hey, Just watched Nate's presentation at Space Creator's Day and it's lightly to say I'm almost crying. I'm one of the frustrated day one players, was supportive in the following 2-3 months, but seeing that none of the core issues were solved with patches, plus bad performance, lack of comms and frustration when I try to use landing gears and wheels, I went full anti. SO, watching this now, seeing Intercept making the right moves with Blackrack and QA dept. and literally seeing all my frustrations (physics related mostly) will be addressed, I might allow myself to be faithful. +1 Faith restored. Best,
  5. Hopeful days gave me purpose. My take on Val (better Jeb) level. Will never be possible after reentry heating. Cheers,
  6. Yeah, step in the right direction. Don't spare them Ant, we need perfect phisics for the next steps :*
  7. I dare to argue. Try blackrack, scatterer, paralax, waterfall, TUFX, Textures unlimited and planet shine. Then speak.
  8. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: win 10 | CPU: Rizen 7 5800H | GPU: RTX 3070 | RAM: 64 Simple moon mission. 1st flight. No other flights in game. On 1st stage staging in Kerbin orbit there were two additional ships generated in Kerbol orbit visible in the map and tracking station. Inspecting them found out that those were 1st stage and the command pod of my current ship with no kerbonaut inside. My original ship was Ok as well as the first stage was still in suborbital reentry. Mission was completed ok and it did not affect anything other. Weird.
  9. Let's start playing KSP2 again. Last time I played seems eternity. Well done DEVs
  10. Everyone relax. It's simple PQS data saved in registry that is supposed to be updated in one reg key only, instead ksp2 is making different keys every time it updates. Go to registry and review yours. It's not bad for your PC but it's not a good practice and is badly implemented.
  11. I recall according to @nate the whole team is burning out of excitement to share with the community.
  12. Please elaborate on how it's using different code for physics, aero model, terrain projection, terrain generation and patched conics. Like the real things that makes the difference? Set aside candy and music. The base is the same and this is the major problem. Literally all the bugs we're going through now is available in KSP when you using Mods for space or bodies scaling. (Land on Deimos on the latest RP1/RSS and you'll see) [snip]
  13. Reminder that Starship was a metal sketch when KSP2 was about to be released. Starship is monumental task, KSP2 is based on something that was already done and had a great community feedback, yet they don't how to do it. It's pure incompetence.
  14. For me, it's not the lack of communication, but the disrespect to community of engineers, pilots and scientists (like.me and most of us). We're treated like toddlers... All the information except release notes is vague. Start sticky at least for the progress over the most pressing matters like potato struits, different parts acceleration, potato collisions, unstable orbits (by the way this a problem with kopernicus scalling too- never solved), potato symmetry, potato wing editor (it does.not represent correctly the link between the parameters in the editor and the attitude of the wing) and total mashed potato airmodel, PID setting on the air surfaces are also tuned by a fish. Like the things that actually makes the game unplayable. Cheers engeneers
  15. 2022.3.5f1 Release Notes Improvements IL2CPP: Il2cpp & UnityLinker updated to target the net 6.0.18 runtime. Changes Package: Fixed a crash that could happen on Android. Package: Package: Updated Localization package to 1.4.4. Fixes 2D: Fixed Crash on GenerateTextureAndSpriteRectDataFromAtlasMask when clicking "Pack Preview" after packing an Asset into Sprite Atlas. (UUM-25481) 2D: Fixed Sprite previews of Sprites which have a side smaller than 64 pixels and have an aspect ratio of more than 2x in difference. (UUM-36919) Android: AndroidJavaProxy correctly maps null variables (e.g empty string) for reflection search + automatic tests for AndroidJavaProxy. (UUM-30243) Android: Fixed crash when using Optimized Frame Pacing combined with Vulkan native rendering plugins. (UUM-36096) Android: Fixed Unity allocator crash when forcing -systemallocator on ARM64 with Android 10/11 or higher. (UUM-40105) Asset Bundles: Fixed an issue where AssetBundles didn't build correctly for intel_32 architecture when the denoising package is active in the project. (UUM-35290) Asset Import: Fixed bug with BC7 texture encoding upon import crashing on older Penryn (Core 2 Duo) CPUs. (UUM-2508) Asset Pipeline: Ensure all Accelerator cache downloads are used when importing using ParallelImport mode. (UUM-39687) Build Pipeline: Improved build time when preparing the splash screen. The first build will still be the same, however subsequent will be reduced significantly. (UUM-20350) Core: Fixed creation of baking set on new projects. Documentation: Fixed Renderer2DData docs link. (UUM-39471) Documentation: Updated docs to reflect how the engine works. (UUM-18546) Editor: Added Bee build recipes for LAME and Vorbis encoders. Fix LAME vulnerability CVE-2017-8419. (UUM-14404) Editor: Duplicated or copied GameObjects get pasted next to the original object or paste-target instead of at the end. (UUM-37634) Editor: Editor performance test regression fixed. (UUM-37597) Editor: Entities are not displayed with OpenGL on some mobiles. (UUM-33460) Editor: Fixed "Busy Progress Delay" not saving the new value when clicking to other tabs in the Preferences window. (UUM-35857) Editor: Fixed a bug in Native Leak Detection that could cause the Unity Editor to crash on some platforms. (DOTS-8743) Editor: Fixed an issue related to BRGs and ambient light. (UUM-40337) Editor: Fixed an issue where a UnityException ("Could not find the requested Platform Texture Settings. This is incorrect, did initialization fail?") would sometimes be thrown when inspecting multiple texture importers at the same time. (UUM-15620) Editor: Fixed an issue where dragging an asset from the Packages folder to an empty Assets folder could cause a crash. (UUM-39919) Editor: Fixed an issue where some rendered gizmos, graph elements, handles, etc would be rendered with a final alpha value of less than 1. (UUM-40949) Editor: Fixed an issue where users would sometimes be prompted to save their changes by the Texture Importer Inspector despite having not changed any of the importer settings. (UUM-19921) Editor: Fixed build issue on Linux. (UUM-34956) Editor: Fixed crash in Transform::RemoveFromParent. (UUM-38102) Editor: Fixed createassetmenu attribute menu name with space won't work. (UUM-35120) Editor: Fixed Debug Error logs in Prefab Overrides window. (UUM-40895) Editor: Fixed display of LightMap flags property in the Material debug inspector. (UUM-2729) Editor: Fixed Editor freezes for some time when moving a group of GameObjects in the Hierarchy. (UUM-31825) Editor: Fixed issue where modifying a prefab could crash the Editor on Windows. (UUM-36776) Editor: Fixed menu missing after domain reload. (UUM-28905) Editor: Fixed Native Leak Detection warning message to indicate the correct menu location. (UUM-39575) Editor: Fixed nullref occurring when font references have not been initialized properly. (UUM-37504) Editor: Fixed PlayerPrefs API in case registry keys has been manually deleted. (UUM-35575) Editor: Fixed text being rendered too offset when switching query mode. (UUM-41223) Editor: Fixed that Prefab with GameObjects with SortingGroups and Renderers components are dirty after being loaded from disk. This should not happen as this means that the Asset are always re-saved on SaveAssets. (UUM-40861) Editor: Fixed UI button TextMeshPro GameObject not rendering in the editor. (UUM-41127) Editor: Fixed UI Toolkit Debugger upward search with SHIFT+F3 on keyboard with Fn key. (UUM-40662) Editor: Fixed Unity SourceGenerator to be loadable by Visual Studio. (UUM-34868) Editor: Fixed xdg-open fallback. (UUM-37536) Editor: For URP and HDRP moved the Realtime GI CPU Usage setting to the Quality tab in Project Settings. (UUM-28789) Editor: No GUIStyle warning when opening search window. (UUM-40097) Editor: Prefab Documentation link fixed for the help button. (UUM-36665) Editor: Source asset db rebuilt and plugin assets reimported to fix inconsistency. (UUM-32565) Editor: Switching to the Simulator view from the Game view will no longer change the Simulator view dimensions to be the same as the Game view. (UUM-30110) Editor: Updated libcurl to 8.1.1. (UUM-29475) Editor: Updating outdated and broken links in the Help toolbar for Unity Discussions (old Unity Answers) & Unity Feedback. (UUM-40354) GI: Fixed off-by-one error in version number used for margin method upgrade path. (UUM-40721) Graphics: Avoid false warnings about RenderTexture format when switching color space. (UUM-6770) Graphics: Avoid mainthread stalls when QualitySettings are updated but no mipmap limits have changed. (UUM-25337) Graphics: Corrected UI behavior when selecting multiple lights of different types. (UUM-36224) Graphics: Fixed an issue where creating an sRGB texture using one of the TextureFormat constructors in gamma project color space would produce a texture with an incorrect "Texture.isDataSRGB" value (false). (UUM-29736) Graphics: Fixed an issue where textures imported as ETC1 Crunched sRGB would appear too bright in linear projects. (UUM-28935) Graphics: Fixed shadow render issues on Built-in Render Pipeline when using Metal. (UUM-3150) Graphics: Renderer.SetMaterials() and Renderer.SetSharedMaterials() will set the correct number of elements when list capacity is larger than count. (UUM-27260) HDRP: Added a new custom pass injection after opaque and sky finished rendering. (UUM-35024) HDRP: Added an helpbox for local custom pass volumes that doesn't have a collider attached. (UUM-35651) HDRP: Fixed baked light being wrongly put in the cached shadow atlas. (UUM-34189) HDRP: Fixed color pyramid history buffer logic when history is reset and the color pyramid is not required. (UUM-36095) HDRP: Fixed D3D validation error for area lights in HDShadowAtlas. (UUM-35804) HDRP: Fixed fireflies in path traced volume scattering using MIS. Add support for anisotropic fog. (UUM-33755) HDRP: Fixed inconsistent documentation about hardware supporting raytracing. (UUM-39577) HDRP: Fixed scene template dependencies. (UUM-36599) HDRP: Fixed wrong metapass when using planar/triplanar projection in HDRP. (UUM-22089) HDRP: Improving DLSS ghosting artifacts a little bit, by using a better pre-exposure parameter. Fixing reset history issues on DLSS camera cuts. (UUM-37205) HDRP: Minor fix to HDRP UI when Raytraced AO is enabled. (UUM-35581) HDRP: Respect the transparent reflections settings when using raytracing. (UUM-35596) HDRP: Show base color texture on decal materials if Affect BaseColor is disabled. (UUM-29083) HDRP: When HDRP is disabled, Compute Shaders are being stripped. (UUM-29122) IL2CPP: Fixed field alignment of generic struct fields. (UUM-40355) IL2CPP: Fixed issue with Managed code stripping when inlining setters with a backing type located in a different assembly. (UUM-30763) IL2CPP: Fixed Marshal.OffsetOf returning the wrong offsets for explicit layouts. (UUM-35032) IL2CPP: Fixed static constructors on structs not being called before class to struct instance methods. (UUM-39521) IL2CPP: Process.getProcessName will now return the process name only rather than the full path to the process. (UUM-32851) iOS: Fixed Screen.orientation not changing value when only landscape orientations are enabled and device is rotated. (UUM-36598) License: Fixed performance issue in IPC comms under heavy thread load. (UUM-35368) macOS: PBXProject.GetUnityMainTargetGuid now returns correct target. (UUM-39664) Mono: Avoid an incorrect TypeLoadException when a generic type has a field which is a 2D array of itself. (UUM-34854) Mono: Fixed crash when attempting to access a field of a null valuetype object. (UUM-27537) Package Manager: Fixed an issue where the whole project directory was deleted when removing a package with a non-existent file path. (UUM-36876) Particles: Fixed incorrect simulation when using the Simulate Layers option on effects that contain non-looping sub-emitters. (UUM-40365) Physics 2D: Fixed an issue where contacts are not solved correctly on iOS leading to tunnelling and random impulses. Player: Fixed splash landscape background using the wrong uv's when a portrait background was included. Player: Fixed Unity splash screen logo not including mipmaps which would reduce quality of the logos appearance. Prefabs: Fixed for an unparented GameObject is created when duplicating a Prefab with a child that has HideFlags.DontSave. (UUM-28068) Prefabs: Fixed Prefab Asset FileIDs are changed after building a player and saving assets. The build pipeline did change the fileIDs and did not properly clean up afterwards. (UUM-39802) Prefabs: Fixed PrefabModificationsForSerializedObject::DoPrefabModificationsNeedUpdate() is unnecessarily slow. (UUM-40630) Prefabs: Improved to the detection of unused overrides. (UUM-30062) Scene/Game View: Fixed overlay menu position when mouse cursor is hovering another EditorWindow. (UUM-36915) Scene/Game View: Fixed visibility problems when the scene view is in isolation mode. (UUM-40159) Scene/Game View: Removed "Panel" option in the overlay menu when this is the only one available. (UUM-40101) Scripting: Fixed performance regression on some API that take array parameters. (UUM-38089) Serialization: Fixed Missing ScriptableObjects do not throw NullReferenceExceptions when accessing their properties in Play Mode. (UUM-34447) Serialization: It is not possible to instantiate abstract class, which is happening in this case. The fix for editor crash is to make sure that the abstract StatusEffect class is not instantiated in SerializedReference fields. You can achieve this by either changing all the occurrences, or add [MovedFrom(true, sourceClassName:"StatusEffect")] attribute to StatusEffectComplex class. (UUM-9218) Serialization: Throw an exception when trying to access struct that has an empty SerializeReference list field with boxedValue, as this is not supported by Unity. (UUM-38115) Shadergraph: Fixed Texture Size node causing compilation error in the Fullscreen ShaderGraph target. (UUM-28758) Shaders: Fixed replacement shaders not picking up keywords enabled on the material that are not valid for the shader assigned to the material. (UUM-40400) SRP Core: Fixed console errors when debug actions are removed from Input Manager during play mode. (UUM-37148) SRP Core: Fixed Rendering Debugger runtime UI getting occluded by user UI with sorting order larger than 0. (UUM-26782) SRP Core: Removed some unexpected SRP changed callback invocations. (UUM-17548) SRP Core: When building for Built-in, shaders from any SRP are completely stripped. (UUM-29122) Timeline: Fixed issue where exceptions were thrown when different ControlTracks are referencing the same TimelineAsset. (TB-165) UI: Fixed incorrect UV calculated on UI sprites when texture is a crunched-compressed format. (UUM-40544) UI Toolkit: Fixed a NullReferenceException thrown when instantiating a VisualElement created from a visualTreeAssetSource and there are multiple UI Documents in the Scene. (UUM-39988) UI Toolkit: Fixed BezierCurveTo() rounded caps when control points are very short. (UUM-40360) UI Toolkit: Fixed ListView reorderable and reorderMode being ignored when used with editor binding. (UUM-33402) UI Toolkit: Fixed Painter2D.BezierCurveTo() missing polygons when very far from the origin. (UUM-33511) UI Toolkit: Fixed the multi-selection of list views in the Inspector window when using the shift or alt key. (UUM-30681) UI Toolkit: Fixed Vector Image scaling issue with scale-to-fill. (UUM-36067) Universal RP: Fixed removal of renderer features if a renderer feature is missing. (UUM-21184) Universal RP: Fixed typo in RenderSingleCamera obsolete message. (UUM-40231) Universal RP: Fixed WebGL1 throwing errors when using depth copy texture. (UUM-33863) URP: 2D - Fixed additional draw call when Foremost Sorting Layer is enabled during unlit. (UUM-37441) URP: Fixed Screen space Overlay UI rendered at the wrong size for scaling mode "Constant Pixel Size" or "Constant Physical Size", when HDR output is active. (UUM-36231) VFX Graph: Fixed OutputUpdate warnings about spaces after end of line. (UUM-34453) VFX Graph: Fixed usage of Screen Space Size block which lead to flipped particles. (UUM-12345) Video: Fixed WebCamTexture throws error when asking a different configuration than the one specified in NVIDIA Broadcast. (UUM-32751) Video: Video from Video Player is not updated immediately in the Edit Mode when changing its time in the Inspector window. (UUM-32448) Video: Video has a delay, random freezing, and speeding up when using VideoPlayer. (UUM-31317) Video: [WebPlatform] Forwarding video, moves to start on Mac OS Chrome browser when "Build and Run". (UUM-3214) WebGL: Moved BrowserifyJSTool to the WebGL area since its only used by the WebGL build. (UUM-34020) Windows: Fixed PlayerPrefs API in case registry keys has been manually deleted. (UUM-35575) Maybe adding this to your post?
  16. No need to, we have KSP2 development going
  17. TheY aRe maKINg a gOOd ProGress. got it
  18. Hi Just to remind that 3 months have passed since this ULTRA easy to solve bug was reported and 6 months since present and initially reported. Sad! Devs must be some kind of fictional characters in this studio
  19. Are you kidding me? 50$ is nothing, for someone more, but it bounds to a promise made. Take a credit when they do something right? Are we in the kindergarten? Isn't it delivering something that was promised to be considered is right? Not expecting credit when you achieve your promises is considered right also. Should we give them credit? I gave and they underdelivered. Is it right to apploud the devs? oio
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