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The Grand KSP 1.1 Discussion Thread


KasperVld

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Three things, for now

1, when attaching landing legs in the VAB/SPH, their symmetry and alignment is off-kilter, because their angle is based off the actual leg but the attachment point is angled. Very irritating

2, The wheels drift so badly on a turn, i'm spinning all over the place. I need to include a ton of RCS to keep it straight

 

3, craft labels (F4), are ordered to show up on top of the navball but underneath the throttle and g-indicator ring. Weird

Playing modded 1.1.2, but these all showed up before i mod-ified. 

Screenshots to follow when I get home

 

 

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35 minutes ago, Majorjim said:

Is it known that time-warping above a certain level when drilling gives you infinite electricity?

I believe this is an older bug.

With the devs plan to rework the resource distribution code, I assume this will become a non-issue.

Happy landings!

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Just now, Starhawk said:

I believe this is an older bug.

With the devs plan to rework the resource distribution code, I assume this will become a non-issue.

Happy landings!

What I am wondering is how many times I will have to rebuild craft due to game changes. Will KSP ever be finished..?

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1 minute ago, Majorjim said:

What I am wondering is how many times I will have to rebuild craft due to game changes.

Well, I suppose that if your craft depends on exploiting that bug, you may have to rebuild it after the update.  Otherwise, it should be perfectly compatible (one would hope.)

1 minute ago, Majorjim said:

Will KSP ever be finished..?

'The answer, my friend, is blowin' in the wind.'
     -- Bob Dylan

Happy landings!

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15 minutes ago, Majorjim said:

What I am wondering is how many times I will have to rebuild craft due to game changes. Will KSP ever be finished..?

And to think I've been asking that same question since version 0.22...

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Just now, Starhawk said:

Well, I suppose that if your craft depends on exploiting that bug, you may have to rebuild it after the update. 

Nope. None of my craft depend on exploits and I have had to rebuild some many times. It's just getting tiresome. Especially now we are past version 1.0. No other game I have ever played has done this.. ;.;

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2 minutes ago, Curveball Anders said:

Hopefully not.

More toys is always fun, even if it means that some uses of the previous toys will have to be refined :)

I agree new toys is good but I don't want all my current toys to be broken as a result if them. I spend huge amounts of time building some craft, and it's disheartening to have them broken. That's all. I won't say more on the matter.

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1 minute ago, Majorjim said:

I agree new toys is good but I don't want all my current toys to be broken as a result if them. I spend huge amounts of time building some craft, and it's disheartening to have them broken.

Yeah, I suffer from similar feelings.

But I've reached a stage in life my where I've come to accept that all my toys will be broken or outdated every time anything is updated.

Not only in KSP or other games but also in general life :wink:

'Observe, analyse and adapt' is the way to survive ...

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47 minutes ago, Majorjim said:

What I am wondering is how many times I will have to rebuild craft due to game changes. Will KSP ever be finished..?

I'd settle for it being out of beta :wink: 

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29 minutes ago, Majorjim said:

What I am wondering is how many times I will have to rebuild craft due to game changes. Will KSP ever be finished..?

Yeah I'm getting a wee bit tired of rebuilding craft, even pure stock craft which don't abuse exploits.  Just look at rovers, all my past designs which had managed to survive several version updates are now grounded and with the limitations on wheels I can't bring myself to bother with rovers at all as once that limitation is fixed those designs will also all be scrap. So rovers are totally out for now as far as I'm concerned.  Current aircraft concern me too as wheels are clearly not there yet, so when that gets sorted what impact will that have.  it's...wheely concerning (sorry, not sorry). 
It's become a bit off putting. Before 1.1 I'd decided to put KSP on hold until it was more refined. 1.1 while it has delivered a lot of goodness hasn't delivered the refinement I'd hoped for.  Maybe the next update? Maybe the one after that....

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Well, if you're happy with it as is, and don't want to break your file, just don't let it update. If instead you're saying that it should be ever better, accept that it won't have perfect backwards compatibility inherently. If you just want everything to be perfect, and to work out for you always, I recommend a dose of real life.

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1 hour ago, tater said:

I have a couple mods installed, but right now if I so much as touch a stock landing gear on EVA, it explodes. Has anyone else seen this?

Yeah, it's a "known bug".

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I just checked with stock, so yeah, it's there. 

Cannot believe they released with this issue, it's a show-stopper. Land on planet, EVA, touch landing leg, it explodes. 

WTH were they thinking? I'd managed to not see it till now simply because I don't tend to walk into my landing legs, then when I saw it, I thought it might be mod related...

Wow.

Edited by tater
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On 22/05/2016 at 6:51 PM, tater said:

WTH were they thinking? I'd managed to not see it till now simply because I don't tend to walk into my landing legs, then when I saw it, I thought it might be mod related...

Wow.

I think you've pretty much answered your own question here - chances are the devs don't often walk into their landing legs either. Until the first bug report comes back saying "I did something totally pointless (i.e. walked into a landing leg) and it broke my game", how are they supposed to know? I mean, I get that routine testing needs to be a thing in any videogame development, but in a game as expansive and diverse as KSP, testing for tiny specific details like this is just isn't worth the cost of paying someone to do it. Testing "landing on all landing struts/legs/gears", yes, but that's probably pretty much a cert that it's been tested and checked out/at least worked/was noted for further improvement at a future date. On the other hand, "colliding EVA'd Kerbals with all possible parts in all possible settings" probably didn't make the cut.

I think some people really need to let this go now/soon. The devs are back from their holiday, they're working on 1.1.3 which will include bugfixes... what more is it that you actually want right now?

Edit: I just noticed u posted this last Sunday, so if my suggestion of moving on is no longer relevant then kudos for u. :D

Edited by The_Rocketeer
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My solution is I haven't been playing. Not bumping into landing legs is pretty much random. Try testing on minmus. The kerbals don't stop, they have momentum. They always move a full step length a given place, so if you drop off or use RCS, then you might be 1/2 a step off, and you can never reach the craft without impacting it. On orbit I never manage to precisely kill all velocity on kerbals, they always move a little.

This did show up in prerelease, it was just ignored as far as I can tell. Unity will fix it, or something. If current unity is incompatible, then don't label 1.1.2 a release, keep it in prerelease. I would have reported this during the prerelease, but as a second-class (non-steam) user, 1.1 was the first I tried it.

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26 minutes ago, The_Rocketeer said:

I think you've pretty much answered your own question here - chances are the devs don't often walk into their landing legs either. Until the first bug report comes back saying "I did something totally pointless (i.e. walked into a landing leg) and it broke my game", how are they supposed to know?

This is clearly a manifestation of a bug that was raised during prerelease - I'm too lazy right now to go find it, but it was generating sudden large forces when kerbals walk into landing gear/wheels... That one wasn't properly fixed before release (though it's way better than it was) and it's pretty obvious that the same is going to affect landing legs, as they use the same over-simplified collision detection. Combine this with the new load capacity mechanic and presto, exploding legs.
In light of this, I find the "how were they to know" argument pretty ridiculous TBH. My suspicion is that it went more like: "Ok, wheels are sort of fixed, landing legs probably do this too but players don't tend to walk into landing legs as much, so we'll deal with it later... Lets get this thing released already."

----

4 minutes ago, tater said:

This did show up in prerelease, it was just ignored as far as I can tell. Unity will fix it, or something. If current unity is incompatible, then don't label 1.1.2 a release, keep it in prerelease.

Indeed, and here is my gripe with 1.1: It's not that it has bugs, nor that it crashes randomly... My problem with 1.1 is that it was released with full knowledge of these issues. If it's still full of nasty bugs and weird behaviour, don't call it a release.

Edited by steve_v
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vOv

If they knew about it I guess they decided it could wait. I mean, I get the whole 'they should have delayed release' but when holidays and plane tickets are booked months in advance and you've got a deadline to work to, all you can do is triage - fix what you can in the time u have, and make a long list of stuff to get to when u have the time later.

Again, I point out that they are back and working on it or other more pressing problems probably as I type this - what is it you want them to do that they're not doing right now?

Edit: Short of a rollback to 1.0.5, I'm not sure what anybody expects to achieve with all this 'you did it wrong' talk.

Edited by The_Rocketeer
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If I was one of those players that Squad seems to care about who keep save games... I would probably not be so happy. When I made stock bases, they had legs, usually.

As for vacations, again, had 1.1 been an open pre-release, then they get more free testing. The bandwidth issue with constant updates doesn't apply, because no updates. "Here's 1.1 prerelease, beat it up a few weeks, and when we return we'll squash the bugs you found!" I would've been fine with that.

 

Edited by tater
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1 minute ago, The_Rocketeer said:

what is it you want them to do that they're not doing right now?

Right now, fix the damn bugs.
In general, not make grandiose promises and commit to unrealistic release schedules. This was said repeatedly around the 1.0 release too, Squad has apparently learned nothing from that experience and here we are again in torches and pitchforks land - due to yet another over-hyped under-tested "release".

That post 1.0 release quality has fallen so far from pre-beta standards boggles the mind. Prior to 1.0 we had incremental releases with little new content and very few serious bugs... this continuing trend for "more features, more bugs, less testing" is somewhat concerning.

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