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steve_v

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Everything posted by steve_v

  1. Sounds like a lot of work to re-invent the web-browser. Especially when that would be 3 apps, not one, just to cover the most common platforms. Hasn't this been suggested before?
  2. I think you are probably right. Noted, I only poked at it because I like nice round numbers.
  3. Would simply nerfing reaction wheels with MM suffice? That's what I do. Or one could increase the EC usage, again with MM.
  4. Nothing flash by any means, but here's what I'm using now: Probably still some tweaking to do, esp. re. water as I am playing with the default profile and haven't investigated the more complex loops in realisim. Haven't looked into US recyclers either (yet?).
  5. Well, I guess it's not bad for blind luck, (actually some US parts have LS mod specific patches, but it's hit-and-miss) but compared to your small container that's 0.25x the food in 2x the space for 2x the dry mass - which makes the part somewhat useless, and makes me want to fix it. It's not the capacity of your container that bothers me, I get that it's balanced for certain missions - it's the volume of the container model - either kerbal food has the density of depleted uranium or there's some magic quantum compression field going on in there... I accept that US isn't balanced against your parts, but your parts aren't balanced against each other in this respect. Also, what are we to do for oxygen on early minmus missions? 1 small food container gets me ~30 kerbal-days, but the pod holds only ~10 days of O2 (with scrubbers, default profile), and the only small oxygen tank shipped with Kerbalism is unlocked 2 nodes further up the tech tree (at least with CTT), so... Am I missing something obvious here?
  6. Have 64bit CPU & OS: Use 64bit version - there's no good reason not to and it allows the game to use more memory (probably not a big deal with stock, but much important with mods).
  7. You and me both. Building many VTOLS (when the game doesn't crash, that is) in the meantime. When's this port to a not-FUBAR Unity release happening again?
  8. #1: Performance problems or bugs. Usually when the GC stutter gets unbearable or bases become unplayably laggy. #2: KSP update (oft regretted due to new bugs, resulting in a month of waiting for hotfixes) or new mods. #3: Some RL time-sink.
  9. Stock SAS has been garbage forever, recently it got even worse. On a small craft the current "Pilot SAS" doesn't even get close to the selected heading, it just flails about wasting EC and/or monoprop indefinitely. Come to the dark side, install MechJeb and SmartASS will point ships where you tell it to.
  10. Awesome mod, much fun so far. Jeb now glows in the dark . Ran into a bit of a snag when I tried to sort out non-silly food container capacities for Universal Storage though. Short version: What's up with Kerbalism food container caps, they don't seem to correspond to the relative dimensions of the part models in any way. Longer rambling:
  11. All symtoms of trying to do too many things with one vehicle. It's an engineering triumph that it actually flew, but I can't help thinking it would have been better with clearer (and simpler) design goals. IMO the shuttle program was doomed to be over-complicated and expensive from the start, by trying to be all-things to all people (or government departments). A traditional rocket will win on cost any day, even if it's not re-usable - because rockets are modular. Doing a cargo-only run to LEO? Put only a (cheap, expendable) cargo module on top of the rocket. Can't do that with a shuttle, you have to carry all that multi-role complexity whether you need it for the mission or not. Complexity adds mass and points-of-failure. Don't get me wrong, the shuttle is very cool... it's just not a very efficient way to get into orbit.
  12. Installed 1.1.3 in hope random crashing fixed. CTD on second launch of new career. Uninstalled again. Back to playing X3.
  13. Yes, but simple (ALA Snacks) and optional (tied to difficulty options?). With hooks for mods to extend it.
  14. Huh, now that I actualy test it... methinks my numpad mult key is bung. Nevermind. Uh, yeah. That would be neat. Meantime I'll just recompile.
  15. Was planning on it (GNU/Linux), but: Doesn't. All the other hotkeys appear to work fine but I can't toggle the window. As for actual functionality... testing now. Yep, does what it says on the tin. Anything specific you wanted feedback on?
  16. I see it visiting that post right now, in Firefox (46.0 on GNU/Linux). FWIW.
  17. Indeed we do. Speaking only for myself: If the devs / support team brush me off with anything like "No idea why this is happening / third-party problem / won't fix." in response to a critical issue like crashing to desktop, I will respond with "Can't play, won't pay. Expect no future purchases, positive reviews etc. either." Again, I'm still here because I know that the game can be awesome when it's working properly, and I bought it long ago. If I had purchased KSP at 1.1 launch I would have filed for a refund and left a scathing review some time ago. Compare and contrast a recent "big name" release I'm thinking of: A serious (CTD) bug is discovered after launch, it only affects a very small number of players but it's game-breaking. Response: Personal contact from the dev team requesting logs and saves, regular updates posted, and the very next patch fixes the issue... All within 2 weeks of first-report. We've already had 2 KSP "hotfixes" that haven't solved this problem, and I see no reason to believe that 1.1.3 will either. ~6 weeks later, Squad, you are too slow. If the response was "System too old", "update graphics drivers", "try changing setting x", hell, anything constructive, I'd give it a chance. What it sounds like is: "We have no idea what's going on, and don't know how to fix our (yes, "our" - as in chosen by Squad) game engine". This inspires no faith whatsoever that these problems will be resolved, and makes me think Squad is simply waiting for someone else to fix their product.
  18. If you can explain how complaining about people complaining is more constructive that complaining in the first place, please, go ahead. As for reporting bugs, I have. No dice, unless you count "Known Unity issue, no fix" replies as "constructive".
  19. Care to list the "ton of old, annoying bugs"? I see more serious new bugs introduced than serious old bugs fixed. Fixing minor irritations while introducing hard crashes is not progress. Give me the KSP and Unity3D sources, and I'll gladly have a crack at it. I may or may not get anywhere, but as it stands I simply do not have the tools or information to even try to fix this myself. What's the point in saying "go fix it yourself" if you cannot provide me access to the code that needs fixing? The bugs have been filed, the crash logs uploaded. I have offered more and been told "I already have hundreds of these, what we need is reproduction steps"... which is an utterly pointless request for a crash that appears to be completely random. Do you think I haven't been trying to repro this? I have recompiled mono to get even more debugging info, and currently have over 80 detailed stack traces. As the devs apparently don't want them, what "something useful" do you suggest I do now? A general surge that exactly parallels the surge in random, unexplained crashes. As I would expect. I see at least one crash per play (or ~1 crash per 2 hours). This is in stark contrast to 1.0.5, where I have seen exactly zero crashes, ever. In fact, the same could be said of pretty much every release up until 1.1.x. I will admit this bi-hourly rate has decreased recently... as the game is too infuriating to play, so I am not. And those "big name" releases either get fixed in a timely fashion or un-installed. If support cannot offer a solution that's the end of the discussion, and any intent to purchase. Uh huh. Coming from a totally stable x64 build (on Linux) to this crashy mess, I'd say: Same address space, more problems.
  20. Of course, though "kill every single process" is a pretty ham-fisted way of going about it. As I am running GNU/Linux, my procedure goes something like: Boot in runlevel 1 (AKA "recovery mode" ), su to normal user, start X session + TWM + Xterm, launch KSP. Result: no change. This pretty much rules out "programs external to KSP/Unity" IMO, I don't see how one can get much closer to the bare minimum operational OS configuration short of not starting X... but KSP needs X (and a basic WM if you want a mouse) to run.
  21. Not playing. Watching forum and bugtracker for progress. Not seeing any.
  22. I have Steam, though I didn't buy KSP there... I get exactly the same results with and without the steam runtime. So I'd say steam has nothing to do with it.
  23. steve_v

    I quit.

    Oh, almost certainly #3, at least from what I have been able to discover. However... This is irrelevant. KSP is sold as a complete game, and it's not at all an unreasonable expectation that it should work properly as shipped. Which game engine it's built on is not something that should concern the end-user, that's between Squad and whoever supplies the tools they use. As I see it, the situation is very simple: 1.0.5 was stable (32bit address space limits are not instability). 1.1.x is not stable for a significant number of people, on the same system. As far as I can tell Squad has no clue how to fix this. This is all the end-user should need to know, expecting players to research game-engines, submit bug-reports to Unity3d, or cut Squad some slack for their poor choice of tools is ridiculous. Aren't you lucky. I have realistic expectations too, the same expectations I have of any commercial software... Expectation: it works as advertised and doesn't crash. If it has stability problems on certain system configurations you advertise this fact so customers can make an informed purchase decision. If it has stability problems on all configurations, or the cause is still unknown, you advertise that too... or better yet, stay in beta until it's fixed or compatibility issues have been identified. The relevant bug-report has more information, crash reports, logs etc. than any other I have seen... yet so far I see zero progress. Perhaps there is more on the private tracker, but that does nothing to assure that Squad know what they're doing or that a fix is even in the works. Had I purchased KSP at 1.1 release I would have filed for a refund somewhere around the third time it crashed to desktop, or the first time I heard "It's a Unity problem, no fix." I am still here because I know how good the game can be when it runs properly. Sadly, right now it most certainly does not. As far as this topic goes, I'm not at all sure what you're trying to achieve - none of the points made are "answers" - the only acceptable answer is fixing the instability.
  24. You mean there are people who don't still play classic DooM? The mind boggles Let us not forget the other games on that engine either, Strife, Heretic, Hexen etc. All good fun, and playable on mobile too. I still haven't run out of WADs to play. And for those who had a Mac way back then, the Marathon trilogy is still awesome. Addressing the topic in general, the list is long... Recently: DooM, Warcraft II, Baldurs Gate, System Shock II, Descent: FreeSpace II. It varies though, I pick up new games as I see them but it's rare to find one that compares gameplay-wise to the classics. Divinity: Original Sin (EE) gets a mention there as the last modern-ish game I really enjoyed. I'll add KSP back onto the list at some point too... I hope... Waiting.
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