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DISCLAIMER I am not a Regular Forum user this is one of the few posts I've ever made. DISCLAIMER I am not a Programmer or Coder I'm knowledgeable enough to understand code functions but I do not write them. --->Steam Post<--- Please Notice: This is a culmination of testing I have done for problems I've seen unanswered at an attempt to allow new comers to understand a portion of what limitations they will have to account for while playing the game there are a lot of quick justifications made without the cold complicated truth of the matter that I feel ColdJ and Lisias down below came in clutch answering. These issues do not make the game unplayable it just makes it confusing to understand why, for some (myself included), without a "first page" understanding of the issue especially with the dozens of posts with hundreds of comments of fragmented information. The Game in its current state is having certain problems that are bound to occur if you are interested in it and want more out of it. hopefully the comments to this post help clarify both the argument and the lack of a resolution for the issue. Additionally here is a link to a post by Lisias going into detail about the KSP Source code Legal issue. "And this is terrible." Whats The Problem So I've been doing some mod testing to create a modpack that runs stably and I have run into the issue I keep seeing casually ignored that stops this game from being modernized. The RAM Yes its talked about plenty but don't see anyone talking about the real problem and with the release and failure of KSP 2 something should be done to bring back KSP 1 so its not just its base gimmicks. What I've Noticed The main thing I noticed, KSP is loading all stock assets, old assets, DLC assets essentially the entire game plus all the mods you install. Then it is loaded into Cache on RAM instead of pulling from a caching file on storage so at all times the entire game is loaded on ram, not the engine, not the current assets, everything minus like maybe a Gig, and thats not including the doubling bug. Currently I have an install over 16 Gb and it is pulling 8Gb RAM at the Main Menu, 14Gb at KSC, VAB, and Luanchpad. Of course as I'm writing this its being on its best behavior but it will reach 20 Gb when it boots and at times almost 30 GB while playing and my computer doesn't freeze out but SignalRGB breaks, Youtube Breaks and whatever else depends on the same rendering instruction sets as KSP. What Does That Even Mean First it means don't B!#@h about there being to many mods that isn't the problem never has been the game runs perfectly fine with several hundred mods. The problem is KSP is doing something most other games avoid which is loading the entire game repository into ram.... its why your latest COD game can be over 200Gb and not use well (ill do a quick guesstimate in comparison the the game content to cache ratio of KSP) 168Gb or so in RAM. So while people are trying to back up the statements of you have to many mods or its simulating an entire solar system understand that's not how it works. KSP is storing ALL of the game files in RAM to be swapped in and out of the game instance and simulation runs on CPU "~most likely" and the data is stored in a sub 100Mb file. KSP needing any more resources outside of the capacity of the game itself is unfounded. Whats Going On Then In plain text KSP is loading all assets on runtime into RAM disallowing future expansion for modernization. On top off that a reoccurring bug, acknowledged by the community and only truely addressed "recently" in a single thread, causes the game assets the load twice or even three times into RAM on warm up which can lead to PC wide stack overflow Crashes with 1.12+ Versions of the game. Thread mentioned: https://steamcommunity.com/app/220200/discussions/0/3392923906939515058 What Should We Try What would work the best is if managed to convince what remains of KSP 1 Development to Modders find a way to implement a advanced bootstrapper that integrates with LODs and Occlusion Culling checks so when game assets are loaded at launch it would simply be for a asset check then it will call assets during gameplay rather than packing the RAM up before hand. Essentially the game needs a system to call on assets when they are needed instead of the old fashion method of load everything and don't worry. Maybe this is something modders can work on simply we need something to at least patch the bug currently happening cause at least my computer (not a potato) cant handle the game taking wayyy wayyy more resources than it needs for any reasonable purpose I've been getting flashing screens, laggy windows issues and more. Mostly, just Brainstorm Right now. Ok That's All I've Spent my time organizing and setting up my game plenty of reinstalls over the years and I'm hoping to be able to play at some point without the game breaking my computer. I've gotten it stable so far but at this point its seeming like a game you need a special dedicated computer to run. Anyways that's my Bit, for those who need it Specs are Below (not that it really matters in this context) ~SPECS~ OS - Windows 11 CPU - Ryzen 7 5800x @ ~4.62 - 4.75 Ghz RAM - 32GB @ 3.2Ghz GPU - MSI Nvidia RTX3060Ti 8Gb GRAM (Full while running) Programs tested with running - Chrome (Unstable - especially YT) - Discord (Stable - Can even Stream) - SignalRGB (Unstable - Theme Engine crashes clogs rendering instruction sets even bugs out CKAN - OBS (Stable maybe - didn't test much) - Ableton (Stable - I use this for Mic and audio input) - Focusrite Scarlett drivers (Unstable - un-syncs device audio clock I get BSODs in ARMA3 because of this guy) - Task Manager - (started to skip update repaints) P.S. As of Writing this the ram usage has dropped to 11.5Gb giving me reason to believe the game has the implications to achieve what I am proposing but is using the utility's to a very poor margin. And I should also Address, Caching files don't get cleared quickly. enough
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I'll admit that I'm clueless on QA in general, and particular about how it's done at Intercept Games. However, as my day job requires me to create financial reports covering large amounts of money (let's just say that I need to adjust the column width in Excel to fit the numbers in the output) I do have some experience in quality checking, and from my laymen, Monday Morning Coach, Captain on the Quay viewpoint it seems some checks are being skipped. See, I know what to look for.. Discrepancies by week, month, product, and a couple of other dimensions. So my quality checks look at those. But there are always the things you don't look for. So, I pull out the detail reports for our top-5 customers, and for another random 5. And that's the step that's missing with KSP2 QA. Run a handful of extended play-through scenarios: Build a ship from scratch in the VAB, launch it, put it in orbit Build another ship from scratch, launch it, dock with the first one Undock both ships and return to Kerbin Build a ship, launch, and land it on Mun, plant a flag, and return to Kerbing Build a ship, launch it, and land it on Minmus, plant a flag, and return to Kerbin Build a ship, launch it, land it on Duna, plant a flag, and return to Kerbin Between those 5 builds you can cover a wide variety of parts. And granted while not covering all situations and scenarios, it will cover a lot of ground. Current testing seems to focus on prescribed scenarios bound to known errors, and for time saving purposes those are either pre-saved or set up using a "cheat" dialog. And that's ok. You want to know if bug #684 has been addressed in all 12 known scenarios, and there's hundreds of cases you have to go through. But clearly, clearly, the vital act of "spot-checking" — in this case just playing the game — is not performed right now. Or if it is, some people need to get fired. There are just too many bugs in the game to believe a serious effort is made in that direction. If there is play testing, then why do we now have a hotfix for the fairing UI bug in the VAB. HOW WAS THAT MISSED? Fairings respawning on engine plates every. single. time. How could someone not see this and report this? Please. Add a handful of actually playing the game to the test book.
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It is a nice, bright morning here in sunny England. I makes a change, but then again, Dracula sees more sunlight than me. Every tuesday I get the house to myself (excluding cats and dogs) until 2030hrs. It is also the time of year when I stop working...20th July until my wife goes back to work in september. So, this tends to be the day I test out all of the awesome designs I have collected during the pervious seven days. No rushing. However, there is just me, so if I find a 'problem' i'm doomed. My idea is that 'we' could band together and show-off what we are testing, WIP, and any other geeky stuff related to KSPing. All you have to do is post a picture of what you are/have been testing, give a description of your experience, and feel free to add any other KSP goodness. I also thought it would help with my designs too. I have been trying to design my own aircraft and will have to admit it is way harder than it looks. Strap some engines to some wings and off you go...or so I thought. My attempts have "flown", but from the end of the runway straight into the sea. Here, anyone can swap ideas and problems could get solved. I hope! All of that to one side, it might just be fun.
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- test flight tuesday
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After a few days After The first Atlantis Launch They Had the second time they had a crew To Test The Newly Made robotic arm It is Told That It Is Hard to find and Build In a few hours They will return for a runway landing The Last flight til now Was Unmanned and Landed Near By the KSC And Tried to Land at the Runway But didn`t have enough runway space for a landing The Next Part will be in a few hours
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Guys, Sorry for the simple question, but i'm new to this! Currently i'm trying to complete the heat shield testing (.625) and I was curious on the altitude part. The requirement is 30-36,000m, does this mean the testing needs to take place within this altitude or needs to be tested through the entire range? Also, does it matter if i'm ascending or descending? -Thanks so much!
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Hello All, More and more frequent I have problems with developing spacecraft for extrakerbestrial atmospheres. To minimize the weight I like to keep my probes and craft to a minimum with proper weight distribution. However the atmosphere's and gravitational pulls on other planets make testing things sometimes hard. I cannot develop something, send it to eve, only to discover that once there it cannot make the liftoff, of that my angle of re-entry is either too high, or too low. Especially spaceplanes really need the ability to model/simulate in a windtunnel to see how they will behave. I'd say that a good and realistic addition to Kerbal would be a wind-tunnel, alike actual aerospace uses all the time. It would be a new building which can simulate physics depending on size of the craft and atmosphere's etc. Maybe some manual constraints, but preferably pre-set conditions of atmosphere's. An additional function could be that you would need to have atmospheric data and temperature first before you can simulate a planet (from a probe or something) Either way, it would be a great help to my missions.
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Hi everyone! Update 1.2 has just entered Experimentals! We’re eager to finally start the next phase of testing and getting ever closer to the 1.2 release. During experimental testing a crack team of experienced and hand-picked KSP players will throw everything they’ve got at the game to make it bend, blend and break in many ways. The goal is to catch as many bugs as we can, and to make the game as stable as it can be before we make a public test build available. Those of you who’ve been around for the 1.1 update will remember that we released a ‘pre-release’ test build for everyone to have a go before we officially released the update, and for update 1.2 we plan to do the same thing. Once the pre-release builds are available you’ll only be able to opt-in via the Steam betas, or through the KSP store. We hope you’re as excited as we are about the coming weeks. Stay tuned for updates and Fly Safe!
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My former teacher sent me a link to an article about the test firing that NASA did Thursday to help man-rate the new SLS launch system. http://www.universetoday.com/130110/nasa-successfully-test-fires-mars-mega-rocket-engine-with-modernized-brain-controller/#
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I have conducted an experiment on the effects of physical time warping on take off. here are the details. CONSTANTS- same spacecraft used throughout, same mass(3.515t), SAS enabled before launch, Time Warp enabled before launch, Same pilot used.(Richwig Kerman) Control (no time warp) Max Altitude Max Speed TEST 1- 9,946 m 342 m/s TEST 2- 9,945 m 342 m/s TEST 3- 9,945 m 342 m/s Warp x2 ------------------------------------------------------------- TEST 1- 9,943 m 342 m/s TEST 2- 9,942 m 342 m/s TEST 3- 9,942 m 342 m/s Warp x3 ------------------------------------------------------------- TEST 1- 9,938 m 343 m/s TEST 2- 9,938 m 343 m/s TEST 3- 9,938 m 343 m/s Warp x4 ------------------------------------------------------------- TEST 1- 9,936 m 343 m/s TEST 2- 9,934 m 343 m/s TEST 3- 9,936 m 343 m/s OOHHHH K, *smacks lips* There is roughly a 10 metre decay between the no time warp test and the 4x time warp test (Take into account the mass of the vessel,3.515t,), and minimal speed change, how ever, this was conducted with a relatively light craft. I plan on do more test with heavier vessels. Although I would not be surprised if someone else has already tested this, but it was a fun experience to do so myself. I would like to test more questions If anyone has any. And good luck Kerbalnauts .
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Hi, I think this Place can be used not only for construction but also for testing "with faster loading" it will be much easier to test surface bases docking. also adjustable gravity can be useful to rovers