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Article Comments posted by NathanKell
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12 hours ago, Laguna said:
@Arsonide was in EJ_SA's Twitch stream yesterday, and I asked him this very question. He actually had to run it past @NathanKell, and the explanation was that due to the fix tweaking things deep inside KSP, it was made toggleable in case anything was missed during testing.
In other words, if the orbit decay fix ends up breaking something else in a worse way, it can be turned off in a case of "pick your poison".
Technically, running with the option off is exactly equivalent to how things were in 1.0.5 and 1.1.0. And the drift compensation disables itself automatically at a certain threshold of error (i.e. when it would make things worse). But juuuuuust in case, it's fully toggleable too.
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22 minutes ago, Boris-Barboris said:
Well, both MechJeb and kOS ignore parts without rigidbodies completely and don't respect physicsless parts features, but that's a minor issue statistically. Good to hear we all can now drop those heavy parts of code.
Um, so does PhysX. That's why the others do it. Remember that the mass of non-full-physics parts are added to their parent (or parent's parent and on up the chain) rb, so the rbs are all that PhysX sees.
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@Boris-Barboris we calculate it the same way kOS and MechJeb do. Don't know if you consider their methods to also be wrong.
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Yeah, let's not be making assumptions about people's financial states.
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@Robotengineer: Yes, after the closed experimental period ends. Not after we have a release quality build. Big difference.
As others have said upthread, the closed period is gonna be shorter than it otherwise would because we can take advantage of further testing in the wild.
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I realize it's fun to be ~le so edgy~ and talk about how buggy release builds are, but if you honestly think there is no difference between even marginally release-quality builds and what there is at the start of experimentals testing...you are not helping your case for why you would be a good tester.
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Just to put a slight coda on what @rbray89 said, I still get "bug reports" on my mods from people who haven't updated to the current (1028+) build of 1.0.5, and find things failing to work. And this is just shy of four months after it was released.
Goodbye, friends
in Developer Articles
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It's been awesome, Kasper! Incredibly sad to see you go, and the absolute bestest of wishes in the future!