KSP2 Alumni Intercept Games Posted August 11, 2023 KSP2 Alumni Share Posted August 11, 2023 Hi all! Welcome back to another K.E.R.B (Kerbal End-users Report Bugs) check-in! Major progress has been made on many of the community's top issues, including a two big ones: orbital decay and AMD Graphics Glitches. We'll be soon sharing an interview Nate had with David Tregoning who was the go-to guy on investigating the Orbital Decay bug. That interview also dives deep into the Wobbly Rockets issue and discusses some potential short-term and long-term solutions. Keep an eye out on our socials for that one! We're excited to share that many of these fixes and more will be included in Patch v0.1.4 which is due out August 22nd. As always, thank you again for your contributions to the bug reports subforum! The quality of bug reports have gone up significantly and being able to quickly reproduce issues gives our team more time to actually implement fixes, we truly appreciate it! Current Top Issues: # Bug Status 1 Wobbly Rockets Investigating short-term and long-term solutions 2 Orbital Decay Some instances resolved [See Nestor's Note Below] 3 Undock/Decouple/Physicsless Parts causing Crafts to Fall Apart Some instances resolved [See Nestor's Note Below] 4 Graphic Glitches on AMD Hardware Fix implemented and verified 5 Incorrect Maneuver on Inclination Change Fix implemented and verified 6 Cannot Change Craft/Vessel Name in Tracking Station- Fix implemented and verified 7 Camera Resets Position Map View Two issues, one fixed and verified 8 Velocity of Target Not Displayed as Relative to Target Trying to reproduce, pushed to future patch 9 Cannot Change Symmetry While Holding Strut Fix implemented and verified 10 Engine Sound Effects Not Playing Fix implemented and verified 11 Active Vessel Pulls Craft Close when in Timewarp Fix implemented and verified 12 Wobbly navball pro/retrograde markers at low relative velocities Pushed to future patch 13 Undocking on pause causes vehicle to disintegrate Pushed to future patch 14 AIRBRAKES Deploying on Roll Fix implemented and verified 15 EC is not consumed or is produced infinitely Fix implemented and verified 16 Parts Manager Scroll Wheel Fix implemented and verified 17 Prograde/Retrograde buttons not clickable Fix implemented and verified 18 Center of Mass/Thrust/Pressure Vectors sitting on VAB Floo Fix implemented and verified 19 Control Surface Oscillation in Atmosphere Investigating short-term and long-term solutions 20 Plane Wings Invert on Copy Paste Fix implemented and verified Note: this report is not fully representative of the work our team is focused on. This is just to provide insight into our progress on the most concerning issues to our community. Additionally, the lack of a status update does not imply a lack of importance or general progress - we just do not have anything to share at this time. Thank you! Quote Link to comment Share on other sites More sharing options...
nestor Posted August 11, 2023 Share Posted August 11, 2023 Some additional context on some of these: Orbital Decay. The team has identified one source contributing to the orbital drift and fixed it. Unfortunately that has not fixed drift in all situations. The team continues to investigate other sources for orbital drift. Undock/Decouple/Physicsless Parts causing Crafts to Fall Apart. As we have mentioned before, these type of issues have more than one source causing them. We keep working on fixing them one by one. Let us know if you see this still happening and in which conditions. Quote Link to comment Share on other sites More sharing options...
whatsEJstandfor Posted August 11, 2023 Share Posted August 11, 2023 15 minutes ago, Intercept Games said: We'll be soon sharing an interview Nate had with David Tregoning who was the go-to guy on investigating the Orbital Decay bug Yesssssssss! Quote Link to comment Share on other sites More sharing options...
DibzNr Posted August 11, 2023 Share Posted August 11, 2023 Quote We're excited to share that many of these fixes and more will be included in Patch v0.1.4 which is due out August 22nd. Can't wait Quote Link to comment Share on other sites More sharing options...
Kavaeric Posted August 11, 2023 Share Posted August 11, 2023 Looking good, that's a lot of bugs taken on. I assume that "short-term" means the idea of autostrut is now being reconsidered, or is another solution being pursued? Looking forward to the 22nd! Quote Link to comment Share on other sites More sharing options...
stilrare Posted August 11, 2023 Share Posted August 11, 2023 Patch 4 on August 22nd, exactly 2 months since patch 3 Quote Link to comment Share on other sites More sharing options...
Stephensan Posted August 11, 2023 Share Posted August 11, 2023 im still going to say, i still think my idea is quite well and a good idea. Investigating short-term and long-term solutions Quote Link to comment Share on other sites More sharing options...
Superpluto126 Posted August 11, 2023 Share Posted August 11, 2023 ohhohohoho Nicceeee Quote Link to comment Share on other sites More sharing options...
WatchClarkBand Posted August 11, 2023 Share Posted August 11, 2023 Difficult bugs to fix, I'm sure. Nice work. Quote Link to comment Share on other sites More sharing options...
Shinotama Posted August 11, 2023 Share Posted August 11, 2023 Are we going to be getting a fix for what was meant to be Pausing on the node screen to be able to set nodes etc without the game running? Pretty certain that was meant to be a feature that you've killed off or isn't being adressed? Quote Link to comment Share on other sites More sharing options...
The Space Peacock Posted August 11, 2023 Share Posted August 11, 2023 looking forward to patch 4 and the dev videos, great work from the team! enjoy your weekends y'all Quote Link to comment Share on other sites More sharing options...
schlosrat Posted August 11, 2023 Share Posted August 11, 2023 (edited) Wow, that's a lot of bugs nailed down! Still a few big ones in there, but dang this is a lot of progress on the bug front! Well done! Looking forward to 8/22! 47 minutes ago, nestor said: Some additional context on some of these: Orbital Decay. The team has identified one source contributing to the orbital drift and fixed it. Unfortunately that has not fixed drift in all situations. The team continues to investigate other sources for orbital drift. Undock/Decouple/Physicsless Parts causing Crafts to Fall Apart. As we have mentioned before, these type of issues have more than one source causing them. We keep working on fixing them one by one. Let us know if you see this still happening and in which conditions. Thanks for the extra context on these. This is helpful and appreciated. Edited August 11, 2023 by schlosrat Quote Link to comment Share on other sites More sharing options...
regex Posted August 11, 2023 Share Posted August 11, 2023 48 minutes ago, nestor said: Orbital Decay. The team has identified one source contributing to the orbital drift and fixed it. Which source was that? Quote Link to comment Share on other sites More sharing options...
KSP2 Alumni Dakota Posted August 11, 2023 KSP2 Alumni Share Posted August 11, 2023 41 minutes ago, Kavaeric said: Looking good, that's a lot of bugs taken on. I assume that "short-term" means the idea of autostrut is now being reconsidered, or is another solution being pursued? Looking forward to the 22nd! Don't have much concrete info to share right now but, there's a really great discussion about this in David's interview, you can look forward to that. Quote Link to comment Share on other sites More sharing options...
moeggz Posted August 11, 2023 Share Posted August 11, 2023 A hefty list of bug fixes there. Since I still own it, I will redownload KSP2 and give it another take. If the rate of orbital decay and docking issues is much lower I’ll update my steam review. Thanks for keeping us updated. Quote Link to comment Share on other sites More sharing options...
PDCWolf Posted August 11, 2023 Share Posted August 11, 2023 (edited) Love it. As the new owner of an AMD GPU, finding out exactly my series of cards is one of the problem ones was disheartening, glad to know it's being fixed. It's also very good to see that the public bug tracking does have more positives than originally intended, though it seems obvious now (hindsight is 20/20) that by publicly displaying good quality reports, people would actually learn how to do better and better reports. Edited August 12, 2023 by PDCWolf Quote Link to comment Share on other sites More sharing options...
nestor Posted August 12, 2023 Share Posted August 12, 2023 41 minutes ago, regex said: Which source was that? I don't want to spoil the interview. @TriggerAu will also do a better job at explaining it than me. Quote Link to comment Share on other sites More sharing options...
KSP2 Alumni Dakota Posted August 12, 2023 KSP2 Alumni Share Posted August 12, 2023 17 minutes ago, PDCWolf said: As the new owner of an AMD GPU, finding out exactly my series of cards is one of the problem ones was disheartening, glad to know it's being fixed. Glad to hear it PDCWolf. Honestly, I think there's enough of a story to tell around this particular issue that it could warrant a dev blog from @Darrin H and other members of QA. Quote Link to comment Share on other sites More sharing options...
Sea_Kerman Posted August 12, 2023 Share Posted August 12, 2023 (edited) I agree with the person above asking why editing a maneuver node is like the one thing you can’t do while paused/at timewarp 0x Also, in general, good news seeing things getting moved to “Fix implemented and verified”. Edited August 12, 2023 by Sea_Kerman Quote Link to comment Share on other sites More sharing options...
MechBFP Posted August 12, 2023 Share Posted August 12, 2023 Thanks for the update. I hope the new terrain system is able to come at the same time (or before) the science update. Quote Link to comment Share on other sites More sharing options...
kennyc222 Posted August 12, 2023 Share Posted August 12, 2023 (edited) Looking forward to 0.1.4 in 10 days time! I have lots of Faith in this great game and the dev, who dedicated lots of time and energy to fix the game! Lots of Potentials! THanks for the updates and follow up! Edited August 12, 2023 by kennyc222 Quote Link to comment Share on other sites More sharing options...
The Aziz Posted August 12, 2023 Share Posted August 12, 2023 (edited) Please ensure some regression tests are done before the patch is out, it haunted previous updates badly. Nobody wants an improved experience in many areas, ruined by something that was already good before but isn't all of a sudden. Previous cases, just for the sake of it: .1.2 had UI persistent on UI off, annoying for screenshots but tolerable. .1.3 had the infamous drag bug (pretty much gamebreaking), unclickable SAS buttons (to be fixed soon), and few other things. Even simple playtesting should reveal most of the issues if they decide to pop out. Edited August 12, 2023 by The Aziz Quote Link to comment Share on other sites More sharing options...
schlosrat Posted August 12, 2023 Share Posted August 12, 2023 (edited) 10 hours ago, Sea_Kerman said: I agree with the person above asking why editing a maneuver node is like the one thing you can’t do while paused/at timewarp 0x @Shinotama / @Sea_Kerman, The stock game may prevent you from editing maneuver nodes while paused, but - just so you know, this is not the case with mods. If this particular aspect is annoying you then please try Maneuver Node Controller. It's been able to create and modify nodes while the game is paused since it was first released. This means there's no in-game functional reason for not being able to create or edit nodes while paused other than the stock UI is not letting you do so. If the UI would let you click the node and open the widget, then fiddling with the node widget would make immediately evident changes to the resulting trajectory patch just as fiddling with the node in MNC does. The parts of the game that update the trajectory patches if/when a node has changed are still running while paused! I'm not sure if this is a bug, per se. It may be more of a UI design aspect. I suppose this comes down to the question: Is the game working as intended when it prevents you from editing a node while paused? That would be a good question for the devs, and the answer might speak to when or if you'll ever see the stock game catch up with what mods have been doing in-game now for months. In either case, bug or silly UI limitation, I agree it's annoying and there are certainly good use cases for being able to do these things. If this is working as intended, then I'd want to ask the devs why they think this limitation makes the game better. I would happily join you in arguing that it certainly doesn't. Edited August 12, 2023 by schlosrat Quote Link to comment Share on other sites More sharing options...
DunaManiac Posted August 12, 2023 Share Posted August 12, 2023 Nice to see that a new patch is coming out and a lot of the bugs from the first release are finally being fixed. Here's hoping that all this bug fixing will be enough to prevent general glitchyness like KSP1 in the future. Quote Link to comment Share on other sites More sharing options...
Kerbart Posted August 12, 2023 Share Posted August 12, 2023 Will the release of the patch on Steam be tested by the team, or will it be left to the users, like it was done the last time? Quote Link to comment Share on other sites More sharing options...
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