Jump to content

DadJokeCinema

Members
  • Posts

    27
  • Joined

  • Last visited

Posts posted by DadJokeCinema

  1. On 6/9/2023 at 3:04 PM, Nate Simpson said:

    image.png

    Hello, fellow Kerbonauts.

    The Intercept Games office is buzzing with activity as we submit our last check-ins for the upcoming v0.1.3.0 update and QA puts all the changes through their paces. We’re currently aiming for a June 20 update, but as usual I’ll hedge a bit by pointing out that QA always makes the final determination about whether the final build is release-ready. As we near that date, we should have more confidence about release timing, as well as more details about exactly what fixes and changes will be present in the update. As always, we’ll share detailed patch notes before the update goes live.

    Bug Status
    We have seen movement on most of the items in our top 10 list this week! It’s very exciting:

    1. Vehicles in stable coasting orbits sometimes experience orbit instability/decay
      • Status: fix in progress
        We’ve figured out what’s going on here: when an orbiting vehicle is not under on-rails time warp, the effects of minor joint fluctuations within the vehicle rigidbody cause tiny but cumulatively significant changes to the vehicle’s velocity. The outcome of this is that orbital parameters can change due to all of this subtle wiggling. A system is now being crafted to prevent orbital velocity changes when a vehicle is not under thrust. This change will likely not make it into v0.1.3.0 update, but we know what’s wrong and the steps to fixing it are well understood.
         
    2. Trajectories change when vehicles cross SOI boundaries
      • Status: fix in progress
        Engineers believe they understand the cause of this issue and are working on a comprehensive solution (at time of writing, there is a rumor that we've fixed this, but this news is so hot off the presses that I won't update the status quite yet. If it is in fact fixed, it will make its way into the 0.1.3.0 update)

    3. Certain inline parts cause aerodynamic drag numbers to spike
      • Status: fix being tested
        Next week, Chris Adderley will be posting a dev blog entry describing the aero occlusion saga. It’s a doozy. The fix is in and being tested by QA. We believe it is solid for v0.1.3.0.

    4. Returning to craft from VAB causes craft to go underground (possibly related to Kerbals and landed vehicles dropping through terrain while being approached)
      • Status: multiple fixes being tested
        This was actually two unrelated bugs, but happily we have submitted fixes for both of them and they’re both looking good for v0.1.3.0.
         
    5. Decoupling and/or undocking events result in various issues including loss of control, incorrect controllability of decoupled subassemblies, loss of camera focus, and other issues
      • Status: may have many causes, but some fixes in progress
        This bug describes a nebulous family of bugs that have one thing in common: decoupling sometimes causes weird things to happen, and sometimes those weird things result in loss of control or other flight-killing outcomes. Our engineers have submitted six separate changes that address an array of decoupling-related issues, and they’re all being tested right now. These will be broken down in detail when we release patch notes for v0.1.3.0, but it’s a good bet that some edge case issues will still persist after the update. This is an area where public information submitted to the Bug Reports subforum can help shine a light on player stories that may be difficult for us to replicate internally.

    6. Save files get bigger over time (TravelLog experiencing "landed" status spam)
      • Status: fix being tested
        We are cautiously optimistic that a fix has eliminated the runaway filesize issue. It is being tested for inclusion in v0.1.3.0.

    7. Opening part manager causes major frame lag
      • Status: experiments ongoing
        We’ve been working on this issue from different angles for quite a while, with varying results. Currently, engineer Patrick DeVarney is working on a method of invoking entries within the part manager on an as-needed basis, rather than always loading all part attributes simultaneously on PAM deployment. This fix will not make it into v0.1.3.0, but if the experiment bears fruit in the future it will have a significant impact on PAM deployment lag. 
         
    8. Major post-liftoff frame rate lag immediately above launchpad (associated with engine exhaust lighting)
      • Status: fix being tested
        As we said last week, the short-term remedy for this issue was to turn off shadow casting for point lights associated with engine exhaust. We’ll likely revisit this once we’ve got other performance-impacting issues sorted out.

    9. Root parts placed below decouplers cause issues with stage separation
      • Status: fix being tested
        This is actually related to bug 5, and relates to engine plates being the root part. It has been fixed and is in QA review.
         
    10. Vehicle joints unusually wobbly, some part connections unusually weak
      • Status: under investigation, some fixes in progress
        We are testing a fix for one of the most irksome manifestations of this issue, and I’ll elaborate below...

    Wings be poppin'

    One of the trending bugs on the Bug Reports subforum relates to wings spontaneously popping off of vehicles. This phenomenon is exacerbated by wings in KSP2 being large, unitary parts with a single connection point - a situation that was less problematic in KSP1, where wing stresses were spread out across a large number of parts and joints. You may have been aware that for some inline stack nodes, we automatically apply a trio of additional joints to increase the rigidity of the connection. Engineer Jamie Leighton has implemented a new system that applies a similar multi-joint reinforcement to wing roots, and does so in a way that is physically correct. Now, the surface attach node of a wing element is augmented by additional joints that are placed linearly along the wing’s root, and the distance between those joints is controlled by the length of the wing’s root. Check it out:

    image.png

    Magenta circles show the positions of wing root joint reinforcements

    This fix is being tested and is slated for release in the v0.1.3.0 update.

    There are lots of other bugs going down this week as we’ve entered the cherry-picking process going into the final stretch on v0.1.3.0. It's important to keep in mind that while we've been focusing on sharing our progress on top community issues in these dev updates, a lot of work has been done to solve a lot of lesser-known issues as well. We’ve fixed the issue with not being able to rename vehicles in the tracking station, for example. We also think we’ve knocked out an inertia tensor bug that was causing radial decouplers to eject with inconsistent force directions and magnitudes (and messing up our Korolev Crosses).

    While we’ve knocked out quite a few big bugs over the past couple of months, there’s still plenty of work to do. We’re hoping that this upcoming update makes a big dent in some of the most frustrating issues you’ve been encountering, but we don’t intend to let up at all in our pursuit of the remaining bugs and performance issues standing in the way of a stable, reliably performant gameplay experience. Our bug-hunting momentum is good and morale is high.

    Bug Reports Subforum

    I mentioned last week that Dakota Callahan and the Community Team were continuing to add new functionality to the Bug Reports Subforum. You can now upvote issues that you have encountered, add additional information to existing bugs (especially handy to the devs when a bug is caused by a weird or complex edge case - for example, it’s already been instrumental in helping us to track down a VAB "not enough resources" issue), and see the list sorted by prevalence. This will give our team an up-to-date view of the community’s most requested fixes. After the v0.1.3.0 update goes out, our hope is that both we and the community can get a faster and clearer picture of community priorities via this subforum. Check it out and let us know what you think!

    Weekly Challenge

    Last week’s challenge produced some very clever Gilly landers dockers, and some very original low-gravity rovers.

    How about this space dualie by Socraticrat?

    image.png

    Or this incredible lander by ChaddingtonDuck:

    image.png

    In addition to celebrating all the challenge-inspired community creations over the past week, we also posted a Player Highlight calling out Coriolis, one of our most prolific vehicle builders. We’ve been enjoying their creations for a long time, and we can’t wait to see what they come up with next!

    image.png

    Another Coriolis masterpiece

    This week, we’re challenging you to make bases! Sure, you can land in a cool spot. But can you land other stuff near the same spot to make an off-planet village? We’ll have colonies one day, but that’s no reason not to do some early scouting for the best camping spots! Here are your goals:

    • Primary goal: land a habitat that can hold at least 20 kerbals on the surface of the Mun or Minmus. It should have solar panels and at least one antenna
    • Secondary goal: Near your initial habitat, land a pressurized rover that can hold at least 6 Kerbals, and land an observation tower that is as tall as possible (for scanning the horizon for interesting rocks from the comfort of a sofa or beanbag chair)
    • Jeb-level goal: Use the same transport vehicle design (booster, transfer stages, sky crane, etc.) to deliver each of the above base elements
    • Val-level goal: Build this base on a body outside Kerbin's sphere of influence.
    • Tim C-level goal: Build this base within 1km of a unique point of interest (e.g. the mohole, Dres canyon, Vall crevasse, etc.)

    Good luck, space campers!

    P.S.: The title of this post is not my fault. Please blame our Art Director, Kristina Ness. 

    Hey Nate, will the additional support joints on procedural wings be in the craft file JSON or is it something that happens on the game side only?

  2. 4 minutes ago, Casellina X said:

    I plan to protest the legality of those sidepods. They seem primarily for the outwash effect and that goes against the spirit of the regulations. Ross Brawn won't be pleased.

    The halo isn't to spec either and I guarantee you that it doesn't pass the crash test.

  3. Was able to replicate with my Mun transport/lander.

    Error text in player.log: 

    [Physics] Destroying Joint: dockingport_1v_inline.prefab_102104c5-5986-4117-8030-ada9f4e6b8f8 (UnityEngine.GameObject) -> dockingport_1v_inline.prefab_ce29eba7-08e2-4557-9043-9d096770efc7 (UnityEngine.Rigidbody). Owner: 88698016-6dfd-441e-a81b-dc485ad617bd
    [Simulation] Destroying ViewObject: 88698016-6dfd-441e-a81b-dc485ad617bd (KSP.Sim.impl.SimulationObjectView)
    [Flight] Destroying SimObject 88698016-6dfd-441e-a81b-dc485ad617bd
    Toggle: BTN-Stability-Assist changed to: False - CurActive: none
    Unable to Bind the dropdown fully as the DropdownData is missing. Binder: KSP.UI.Binding.UIValue_WriteString_DropdownOptions on BTN-Dropdown
    Unable to Bind the dropdown fully as the DropdownData is missing. Binder: KSP.UI.Binding.UIValue_WriteString_DropdownOptions on BTN-Dropdown
    [Simulation] Promoting KSP.Sim.impl.PartComponent to vessel using pending promotion Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Flight] [Vessel][CommandEntry] speedMode changed from Orbit to Surface
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] Part Owner changed for KSP.Sim.impl.PartComponent to vessel using new Guid fc9be8ea-ef09-4eb5-af0b-4553285a75ec
    [Simulation] [Staging][CommandEntry]<5a75ec>:  Resetting all Staging Data...
    Uploading Crash Report
    NullReferenceException: Object reference not set to an instance of an object
      at KSP.Sim.impl.SpaceSimulation.SplitCombinedVesselSimObject (KSP.Sim.impl.VesselComponent combinedVessel, KSP.Sim.impl.IGGuid detachingPartId) [0x000ab] in <8c5bdf369a8c45f68951f69eb825ef73>:0 
      at KSP.Modules.Module_DockingNode.UndockInternal () [0x00204] in <8c5bdf369a8c45f68951f69eb825ef73>:0 
      at KSP.Modules.Module_DockingNode.Undock () [0x00009] in <8c5bdf369a8c45f68951f69eb825ef73>:0 
      at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&)
      at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <695d1cc93cca45069c528c15c9fdd749>:0 
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
      at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <695d1cc93cca45069c528c15c9fdd749>:0 
      at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 
      at System.Delegate.DynamicInvokeImpl (System.Object[] args) [0x000e7] in <695d1cc93cca45069c528c15c9fdd749>:0 
      at System.MulticastDelegate.DynamicInvokeImpl (System.Object[] args) [0x00008] in <695d1cc93cca45069c528c15c9fdd749>:0 
      at System.Delegate.DynamicInvoke (System.Object[] args) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 
      at KSP.Api.CoreTypes.DelegateAction.InternalInvoke (System.Boolean catchExceptions, System.Boolean fillArgsWithoutDefault, System.Object[] args) [0x00029] in <8c5bdf369a8c45f68951f69eb825ef73>:0 
      at KSP.Api.CoreTypes.DelegateAction.Invoke (System.Object[] args) [0x00000] in <8c5bdf369a8c45f68951f69eb825ef73>:0 
      at UIAction_Void_Button.OnButtonLeftDown () [0x0000b] in <8c5bdf369a8c45f68951f69eb825ef73>:0 
      at UnityEngine.Events.InvokableCall.Invoke () [0x00010] in <25a85da7c6f04932b86e339dfd12957d>:0 
      at UnityEngine.Events.UnityEvent.Invoke () [0x00022] in <25a85da7c6f04932b86e339dfd12957d>:0 
      at UnityEngine.UI.ButtonExtended.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x0003a] in <8c5bdf369a8c45f68951f69eb825ef73>:0 
      at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00007] in <6026956e4abc48a7aa322d4d816d9190>:0 
      at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x0006c] in <6026956e4abc48a7aa322d4d816d9190>:0 
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)

    There are further [General] Unable to instantiate new ViewObject for OwnerPlayerId=#1 errors afterwards, which I assume are why the camera stays still and doesn't follow the object.

    Looking at the save file, it most destroys the joint between the docking ports but moves the entire craft to the new vessel SimObject. If you reset the vessel's OAB root node Guid, you can cut and paste from the save file into the VAB and it pastes them as two separated vessels. However if you go back to the tracking station and regain control of your vessel that way, the option to undock is gone from both docking ports (due to the connection between them being gone).

  4. 3 hours ago, Periple said:

    I was pretty proud of my Duna spaceplane! I was a bit sad though when a wing fell off after I loaded my save.

    ?imw=2048&imh=1152&ima=fit&impolicy=Lett

    Making an air-launch plane that launched a probe to Duna for the weekly challenge was fun too!

    ?imw=1024&imh=576&ima=fit&impolicy=Lette

    Your color schemes are so cool. I love the bright primary color accents.

  5. 1 hour ago, Nerdy_Mike said:

    In light of recent news, we at Intercept Games want to assure the community that KSP2's development is continuing as planned and we will continue to provide updates about the game throughout the coming weeks and months. Our first patch is scheduled to be released shortly and we will have more information on that in the coming days. 

    Hey Mike, I just wanted to say that I hope nobody at Intercept is impacted and that everyone is taking the appropriate time for mental health and pausing to breathe every now and then. I've been on high stress projects during workforce reductions and it's not fun or good for the brain.

  6. 8 minutes ago, K^2 said:

    Right now, there are problems with the symmetry sets when you duplicate parts, or try to attach something to a new location. So, like, if I build a sub-assembly with some symmetrical attachments, and then try to attach that sub-assembly with a different symmetry to a craft, the symmetry often ends up being correct on one copy of the part, but messed up on all the other instances. If you're looking for suggestions on where to expand the editing tool. I wouldn't mind something that lets me pick parts and fix the symmetry sets for cases like that. E.g., if I have a left wing sub-assembly and a symmetrical right-wing sub-assembly, have an option in the tool that fixes the right wing to have the same symmetry groups as the left wing.

    Right now, I have to try and do that by hand, or do various workarounds, and that's painful.

    Also, save files are JSON with a lot of similarity in how the craft are stored. Being able to apply all of the edits to craft in flight in a save file might be useful.

    Save files are my next move - you can't just straight yank them out of the save file and paste into the VAB, probably because of the lack of VAB root part guid, but that's an easy fix.

    The symmetry sets and struts are separate sections in the file, so they shouldn't be impossible to parse and display them. I'm worried that the issue is on the KSP2 side. It will take more investigation.

  7. So I've been playing around with a tool to parse the JSON craft files, and one of the first things I wanted to do was to be able to match up colors perfectly. To do this, I put up the first version of a tool that allows you to cut and paste from the VAB into a text box, or save a JSON file and load it. The tool then gives you part count, a hierarchy of the craft parts in tree view, and a few details about each part and the resources they carry. The Color Editor tab lets you see all colors present on the ship, and by selecting a part, you can use the color selector to pick a new base or accent color using RGB, HSV, or Hex. After making your changes, you can copy the JSON out of the text area and paste back into the VAB.

    A short video demonstration is here:

     

    The tool is currently sitting at https://ksp2-craft-tools-46qsp.ondigitalocean.app/


    LIMITATIONS: 
    * pasting in a huge JSON file can take a few seconds, just be patient.
    * copying and pasting back into the VAB sometimes messes up fairings and symmetry. I think that's more a KSP2 thing than the tool.
    * not a ton of aggressive cross browser testing, it seems to work fine in Chrome.

     

    I made it for my own curiosity, but I'm open to feedback and bug reports.

  8. I don't necessarily consider some of these threads to be made in good faith, but I suppose it deserves a considered and serious answer.

    No, I don't think the whole future of the game rests on one update. Like any other development plan, the frequency and consistency of the updates and improvements will determine the long-term viability of the product. Something like Microsoft Flight Simulator, which has provided a range of fixes, new content, and new features on a pretty consistent basis while working towards performance improvements is an example of a good way of doing it. 

    They have laid out a clear multi-year support plan, so I think it would be foolish to try to make any sort of assumptions about how that is going to go just a few weeks into the product's life. I mean, unless you're a YouTuber making your living off doom and gloom clickbait videos, then go for it.

  9. 27 minutes ago, tstein said:

    You are right on that, Cyberpunk had to pull a whole anime to  have a second release, not many can do that. That said, public is weird, sometimes you create a "Free expansion" with a  different sub tittle and pack a lot of fixes and a few features and that magically  is taken as a second chance.

    I tried to make an anime to recuperate my reputation once. It did not work.

  10. The sound design in this game is so next level and well-thought out. The change in pitch as you speed up or slow down time acceleration, the dynamic music cues, the engine sounds and how they taper and change as atmo density changes, the themed music for different SOIs...it's just so good. Even the announcer at KSC who continues to report on progress of your mission when you dock or stage.

    It's absolutely magical.

     

    (Oh, and how it looks, the new UI, the onboarding, the tutorial videos, the P.A.I.G.E. voice actor, the procedural parts, those cargo bays, the painter tools, the attention to detail in KSC's new design, the explosions, the countdowns, AND MOST OF ALL HOW WHEN YOU SKIP THE COUNTDOWN THE ANNOUNCER IS JUST LIKE "...OKAY")

     

    You could say I'm a fan of this game.

  11. On 2/26/2023 at 10:10 AM, talon jasra said:

    Are you by chance radially attaching parts to a ST-Micro-1 Truss? If so then that maybe the culprit.

    YOOOOOOOOOOO

     

    This solved it. I replaced it with the other XS strut and 

    bD7NTgd.png

    No falling apart.

  12. 10 minutes ago, Tiptonian said:

    My dude, it was the weekend.

    The team that posts on socials would’ve been off and any devs, if they were working, would’ve been working on fixes and not loitering on socials.

    The entitlement in this community is honestly astounding.

    But they didn't respond to my angry tweets!

  13. On 2/26/2023 at 10:10 AM, talon jasra said:

    Are you by chance radially attaching parts to a ST-Micro-1 Truss? If so then that maybe the culprit.

    Glad I found this specific thread. I think I do have the Micro truss in there, I'll check to see if that's a hold down point for anything. I'm more confused by the little dots.

    Here's what's going on with my vehicle:

    • KSP Version - 0.1.0.0.20892
    • Operating System and version  (Windows 10, Windows 11) - Windows 10
    • CPU and GPU models, any other system information which could be relevant
      • CPU: i9-10885H
      • GPU: NVIDIA GeForce RTX 2070 with Max-Q Design (laptop)
    • Description of the bug.  
      • Expected Behavior - vroom vroom
      • Observed Behavior - boom boom
    • Steps to Replicate - load ship
    • Fixes / Workarounds (if known..) - none at this time
    • A list of ALL mods.  If the list is long, please consider using a spoiler window.
    • Other Notes / Screenshots / Log Files (if possible..)
×
×
  • Create New...