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Everything posted by Temeter
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1.1 is seriously bugged, but comes it as a surprise...
Temeter replied to Temeter's topic in KSP1 Discussion
Idk, his claims aren't very special or anything, but seems believable when you take out his more emotional perspective. Biggest thing that convinced me to take it a bit more serious were other modders and ex-devs supporting his view tho. Nova Silisko said this doesn't contradict his own experience before, and some modders, like the mechjeb dev did say he talked with people at Squad and it sounds believable. Thing is, there was actually a part in the devnotes where they wrote about how there are crunch phases and stuff. Because of this, I'd say SQUAD is a bit more honest than he makes it look like, tho. -
1.1 is seriously bugged, but comes it as a surprise...
Temeter replied to Temeter's topic in KSP1 Discussion
The more things change, the more things stay the same. Although there are probably a billion ways to refute that saying. -
1.1 is seriously bugged, but comes it as a surprise...
Temeter replied to Temeter's topic in KSP1 Discussion
There is also the other side, Indie it became it's own, very competetive industry. So everything you're trying to do is most like done by others, probably by more experienced people in a more mature form, and the might still just sell like 2k copies and fail. That said, especially through platforms like steam (as much as i despise the drm part), there is a bigger audience for more types of games than ever before. Although tripple-A is pretty boring right now. -
1.1 is seriously bugged, but comes it as a surprise...
Temeter replied to Temeter's topic in KSP1 Discussion
I think it's not that hard to read between the lines. A lot of the stuff is still written in an angry tone, but there are a lot of rather realistic sounding claims behind it. Squad probably isn't a development hell or anything, but there are issues. Btw, he said he can talk about this because his NDA was limited for 3 years. Well, I assume at least the part covering the things he said of course. Efficient management. Which isn't necessarily the nicest way to do things, and includes a lot of PR hiding things. The latter is why a threw the thing to the forum. I mean really, the devs of KSP gotta be pretty damn invested into the game to deliver this awesome work considering all the crunch phases and stuff. Generally something you hear from the games industry, tho. A lot of independent developers actually went Indie because of working conditions, although there are also other reasons, like the lack of creativity. I mean, Indie isn't even Indie anymore, but an Industry for itself, so great is the pull. Honestly, in that case i'd just recommend ignoring this kind of thread if it makes you feel that way. This is purely for people who are at least minimaly interested in the background, and it will most likely not change things. -
I see, that does makes sense looking back. My really large hydrogen rocket was a complex mars mission with like 2 dozen or more proctanks. So 1.1 RO doesn't just have 1.1 performance and loading times, but one of the biggest causes lag? Awesome! Btw, was this only about loading vessels, or also lag during flight?
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Darn, that's awesome! Can you tell us what the issue was? I always wondered if it was just a side-effect with the way fuel was handled. Large hydrogen tanks (with fuel numbers in the millions or so) seemed to be especially slow.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Temeter replied to Ven's topic in KSP1 Mod Development
After a thorough search, I found the Kerbal Optical Alignment Indicator (+sounds) to be the culprit. Seems like an obvious thing to check, but it's hard to keep track of 40+ mods. :^) Thanks for pointing me into the right direction tho! -
1.1 is seriously bugged, but comes it as a surprise...
Temeter replied to Temeter's topic in KSP1 Discussion
Of course they're not gonna answer, that's not the point in the first place. It's a reminder about what's going on behind the scenes, tho. -
To my general understanding, it's like this: Spring is how hard the suspension pushes against the crafts weight (=light crafts need less, you see the effect already when standing on the airstrip). Like a spring. :^) Damper is how easily the spring is moved into any direction. Higher settings make the spring more sluggish to react, which diminishes the effect of small impacts or oscillations and keeping the craft stable. Too high, and the suspension can't effectively balance out heavier impacts, tho, like during landing. What you want depends on how heavy your craft is, how stable it is, and how hard the impacts are that you want to deal with.
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1.1 is seriously bugged, but comes it as a surprise...
Temeter replied to Temeter's topic in KSP1 Discussion
I'm just not really getting what's the point about even writing that down. It's like making a caveat that the current discussion won't necessarily change the world. Feels kinda pointless. -
1.1 is seriously bugged, but comes it as a surprise...
Temeter replied to Temeter's topic in KSP1 Discussion
Of course it is a part of the business/consumer relationship. What do you think are environmental/labor/etc protection laws supposed to do? That's the government making sure everything is done well, supposedly in the name of the people. And stuff like Bio products are found everywhere, at least here in germany. Sometimes people do care where the stuff they're getting is from. And btw, just something aside: Yes, I'm happy to wait a bit longer on updates when that's the price of not doing a crunch phase. Considering that sentiment equal with a witch hunt, or hate campaign, is indeed a bit bizarre to me. I'm not expecting anything to come out of it, Squad to comment or it, or really anything; I am just putting down my opinion and think that people caring about the games development maybe should know that stuff. That's it, nothing more, nothing less. -
1.1 is seriously bugged, but comes it as a surprise...
Temeter replied to Temeter's topic in KSP1 Discussion
Nope, vana's 1) was about critic on game design, while I was talking about the development process. I took that, because the crunch phase was the one thing Squad was openly talking about and 1.1 definitly looked like a crunched patch, with all those hotfixes and interconnected problems. Your disagreement doesn't change anything about how my post was ment, so idk what that's supposed to mean. Also, releasing an inherently bugged update isn't a good thing. It doesn't bother me that much, was happy about the prerelease, but you gotta be delusional to think 'yay i'm so happy i encountered this bug'. That's not even game design discussion. And yep, crunch phases are a pretty excrementsty thing to do. Only works because you're able to abuse developers over their passion or fear of job loss. Illegal if you'd actually heed the labor lows as they exist in most contries (not sure about mexico). -
1.1 is seriously bugged, but comes it as a surprise...
Temeter replied to Temeter's topic in KSP1 Discussion
Btw, to clarification This isn't supposed to be a hatepost. And frankly, I could blame you much more, since you're trying to discredit a bunch of statements that are indeed someones opinion, no matter what his status is, and they were supported by others. Bingo. I'm not expecting to create a huge change or anything, but i think it's certainly worth at least to point out that - if nobody else - at least I don't like that business behaviour. I'd rather wait a bit longer. And tbh, some of the release issues did feel like the developers were indeed overworked. Many devs actually consider crunch time not only to being damaging on a personal level, but creating more issues than you are fixing, finally taking longer to develope than you'd need to with standard working times. Which would explain Ubisoft, Activision and EA games, especially PC versions. :^) Btw, I actually first wrote something along of the lines of 'lets wait how long it takes for this to get locked or shoved into some sub forum it doesn't belong into'. Just a bit of a prococation, but then I thought, lets just see how this plays out. I actually can respect it a lot that - if - this thread stays up and here. That's the thing, I don't want to make this a whitch hunt or anything, I don't hate Squad. Just thought there should be a thread about it in a more readable and personal forum than reddit. Come on, you're better than that. Being disgruntled doesn't make him wrong, and he had like 3 years under NDA to cool off. And this here even more: This is obviously over 2, I don't think anyone here even talked about point 1? Game-design doesn't belong in this thread. Frankly, I wouldn't have made this thread in the first place, if other people didn't confirm things about it. Well, your abrasive, defensive answer makes it look like you can't - or don't want to - deal with reality. It's pretty common knowledge that working in the games industry isn't the most comfortable place to work in. But, especially concepts like the crunch phase are controversial, having been critizised up to the point that it actually might be counterproductive to the workflow to overwork your developers (duh). And I'm not expecting to change really anything here, but I still gonna at least point it - and my dislike for it - out. That's a lot better in my book than just attacking people who actually express some criticism of it. -snip- -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Temeter replied to Ven's topic in KSP1 Mod Development
Strange, could've sworn i've tried it with stock and had the same issue. But apparently purely stock works. Ok, so now on to check mods once again. ~ -
...considering every update apparently is accompanied by an inhuman crunch phase, which is even told in Devnotes? I love what the devs do, but some parts of KSP's management got to be seriously loveed up. Also fits some stuff that just got out on reddit/4chan, and which got 'soft confirms' by some ex devs and people working with Squad: https://www.reddit.com/r/KerbalSpaceProgram/comments/4huber/former_ksp_media_group_member_pdtv_posts_about/
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Wouldn't be surprised if the whole launch is costly because of the assymetry. It's not like you use an Atlas in the first place if you care about money...
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Temeter replied to Nertea's topic in KSP1 Mod Releases
It does. Uses a different system, tho. NFP doesn't use liquid hydrogen and has generic tanks, while Atomics (like CryoEngine) apply B9 part switcher so you can switch up all generic tanks. All dedicated LH2 tanks are specialized, cooled tanks that can store LH2 for electricity. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Temeter replied to Ven's topic in KSP1 Mod Development
Thanks for the update! I've still got some older issue I had ever since trying vens post 1.1: Basically the docking ports animation states overlap each other. E.g. the normal docking port shows the bumper extended, even though it starts with the retracted bumper as well (left). I can klick extend and get basically two extended bumpers (right), but that's not very helpfull, since I can't dock at all with bumpers. Shielded docking ports are even crazier. The only one working is the new parachute port. 2m port has the same issue, but also shows some z-fighting on its surface. I sometimes also got the issue where solar panels also show their broken state overlapping the actual panel, or radiators being in a weird half opened state (and sometimes throwing exceptions) sometimes when loading a craft in VAB. Now I'm wondering if there is some conflict with animation modules/addons, but I didn't really see any dependencies, and the configs didn't contain much relevant looking stuff as well. Can anyone point me in the direction of what the issue might be? Already tried removing/reinstalling the mod. -
Put the staging system BACK
Temeter replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
Yep, the whole staging is a bit fidgety, bit that's also because it is much, much faster. Very nice comfort change, especially for complex rockets. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Temeter replied to Claw's topic in KSP1 Mod Releases
NOOOOOOOOO, never go full valve time D: -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Temeter replied to Claw's topic in KSP1 Mod Releases
These delays are unacceptable. I demand my money back. :< -
Kerbal Space Program patch 1.1.2 is now live!
Temeter commented on KasperVld's article in Developer Articles
You didn't assume it for him, so why should I expect it from others? Oh, i've played KSP for 1+ thousand hours by now, and also spend quite a bit of time post 1.1. I'm aware of a lot of issues. Still few things I'd call unplayable. -
Kerbal Space Program patch 1.1.2 is now live!
Temeter commented on KasperVld's article in Developer Articles
Just because your game is broken doesn't mean everyone elses game is broken. Duh, that also works the other way round. Situation is sub optimal in some regards, but there were always issues with the game. 1.1 is a net positive to a huge degree to me. Even rover wheels work a lot better than what we had before. Plane landing gear still needs tuning, but it's promising to be a lot more reliable when the quirks are hammered out. For example, the old landing gear would just rip appart when it got to fast. That kind of stuf doesn't seem to happen anymore. From what I can see, it's because the systems are completely different, the U4 wheels just don't work in U5 anymore. KSP uses wheels in a very unique way, so there is a lot of things that need to be changed. Our current wheels are also a lot more complex, featuring much more realistic grip, especially sideway (U4 rovers would just tilt over all the time), and much more advanced suspension. E.g. vehicles in KSP are somwhat loosely connected parts. So those parts act as a suspension for itself, tilting in when heavily loaded, and pushing back when trying to get to a neutral spot. Combine that with wheels having their own suspensions, and you can end up with 2 systems fighting against each other. That also lead for example to oscillations, where parts would just jiggle themselves to death. On top of that, we got apparently also got bugs in Unity 5 itself, causing additional issues with wheels. All said, the new system is better in a lot of ways, but it's gonna take a while to get fixed. For short term fixes, keep a look out at the modding community. Modders are usually a bit faster than a dev (there are also a lot more modders than devs :^) ). Most of the issues I see are with plane landing gear. Rover wheels seem to need more careful setup because of their added complexity, but they seem to work fine most of the time. -
Put the staging system BACK
Temeter replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
The only issue I found is that it likes to reset your staging when removing multiple stages and putting them back later. Which is annoying, but not the worst thing. You can now drag engines instantly and don't need to klick them first to expand. Otherwise they work fine (and better with that addition), I don't really see OPs issue... How would you glue together N1 stacks, tho?