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Bug Status [10/23]


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1 hour ago, AstralMinerNCC1701 said:

I didn't find anything related to the 0.1.5 update release date. Anything on that?

According to the presentation done on Saturday, 0.1.5 will come out "this week". Today's over so I'd guess some time between Tuesday and Friday inclusive.

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3 hours ago, Kerbart said:

There's a scary number of bugs "under investigation" or "reproducible" which suggests they won't be fixed when 0.2 comes out (given that only a few  others have a "targeted for 0.,2" comment). It requires imagination beyond my capacities to see how 0.2 is going to be an enjoyable release when there's still many issues like jittering rovers, inability to use engine plates,  sinking through terrain, SAS not working properly during timewarp, and without being listed I assume the docking/undocking problems reported by some don't even make it to the list. And then there will be the dozens of bugs FS! will introduce.

Are we now reaching the point where new features and hence bugs are introduced at a faster rate than bugs are being solved? Because the thrill of new features will dissolve pretty quickly when the game remains an exercise in frustration.

Wha?

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First of all thank you for this nice K.E.R.B. post, glad to see the progress!

I however add a few questions about the short-term fix mentioned here:

5 hours ago, Intercept Games said:

However, we still have these issues on our internal lists, so when progress is made, we will keep you all updated. For example, we just started tested a potential short-term fix to the Calculating Physics issue we linked above.  For context, here's some extra information on this issue from @Nertea.This change will only allow resources to update on the active vessel, vessels in physics range or when engines are burning. We feel pretty good about this as a short-term solution, and we expect some pretty significant performance increases from this change. We still need to do a lot of testing and see if there's been any butterfly effects caused by this change. Our goal is to have this short-term fix release with For Science!

  • Does this mean that for vessels outside of physics range with no engine burning, stuff like nuclear reactors and fuel cells do not consume any resource whatsoever?
  • Is the whole resource request system disabled for those vessels or only a subset of its features?

I am asking this because this change would have a large impact on the development of a mod I'm working on. If this fix does indeed bring large performance improvements (I can imagine that looking at the resource system), I'll just have to change how my mod works. I wouldn't want you to compromise on performance for moddability at this stage of development.

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Jeeez... People. Just because some bigger bugs won't make it into the list, doesn't mean they won't be mentioned, idk, just above the list, or in another post. You're making a problem where there isn't any.

40 minutes ago, uglyduckling81 said:

No it doesn't. It still looks a bit too wobbly.

At least it's playable though.

Dude. A huge chunk of mass on top of a skinny stick, and you expect it to be completely rigid? You had any physics lessons lately?

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7 hours ago, Intercept Games said:

image.png

Hey everyone and welcome back to the K.E.R.B!

Oh boy, do we have some stuff to share today! First-off, if you haven't heard the news, infamous bug reporter @Anth has joined the KSP Team! Anth will be taking on a good portion of the responsibility of the K.E.R.B. moving forward, so we're super excited to have him. The K.E.R.B. is always a group effort and we always try to do it last minute to get you all the latest news, and we expect bringing Anth closer to the process will help us get these out faster and more on-time.

Did you hear that we announced our first major Milestone release, For Science!? Included in the many new features coming in that update, we announced that there will be some significant improvements to K.E.R.B.'s #1 - Wobbly Rockets, with a new enhanced joint system that drastically reduces vehicle flexing by adding supplementary joints in a similar way to KSP1's autostrut. Here's a video of the comparison with v0.1.4.0, let us know if you can see the difference:

As a major change to the K.E.R.B., we are going to start removing entries to the K.E.R.B. that require fundamental feature overhauls to be "fixed" in the community's eyes, such as Surface Rendering Fragment Shaders are Inefficient and KSP2 is Calculating the Physics of all Parts of all Crafts. We see these as MAJOR issues to features, as you do, but we also understand the scope of what it would take to get these resolved. We really want the K.E.R.B. to be focused on issues that exist patch-to-patch instead of milestone-to-milestone. That doesn't mean that you can't expect major feature overhauls in-between milestones, though. We just want the K.E.R.B.'s list to continuously be changing and highlighting the community's most important issues that can immediately be addressed.

However, we still have these issues on our internal lists, so when progress is made, we will keep you all updated. For example, we just started tested a potential short-term fix to the Calculating Physics issue we linked above.  For context, here's some extra information on this issue from @Nertea.This change will only allow resources to update on the active vessel, vessels in physics range or when engines are burning. We feel pretty good about this as a short-term solution, and we expect some pretty significant performance increases from this change. We still need to do a lot of testing and see if there's been any butterfly effects caused by this change. Our goal is to have this short-term fix release with For Science!

If you have any feedback on this change or anything else with the K.E.R.B., please let us know. With Anth's addition to the team, we are going to take a long look at this system and figure out what changes we can make to streamline the process and keep you all up-to-date on our development progress.

One more thing, we need a bit of help! K.E.R.B. #4 - No trajectory lines in map view, we're having some trouble reproducing this issue! If you have experienced this issue, we'd appreciate it if you'd be willing to share some details in the thread. Anth will be keeping a close eye on this one, so make sure to include as much information about the steps you made.

Until next time,

KSP Team (now featuring ANTH!)

Current Top Issues: 

# Bug Status
1 Wobbly Rockets Implemented fix and configurable settings options. Needs thorough testing, targeted for For Science! milestone
2 Camera Resets Position Map View Partially fixed. Remaining issues will require some refactor on the camera system
3 Phantom forces when deploying landing legs/gear Partially covered by one but needs further investigation. Different bug than we originally thought
4 No trajectory lines in map view See above
5 Moving a radially attached part with a strut on it, break the game Two separate issues, one with struts, one with symmetry. Investigating
6 Active Vessel Pulls Craft Close when in Timewarp Original bug fixed, but found new reproduction related to docking/undocking. Investigating
7 Surface Collision not even with Terrain Mesh Reproducible, working on fix
8 Part Menu Advanced Text Getting Bigger/Smaller Fix implemented and verified
9 Timewarp under Acceleration stops Engaging Properly after a certain amount of years have passed Fix being tested. Targeted for 0.2
10 Reloading a save and switching vessels retracts the LV-2000 Trumpets nozzle Fix implemented and verified
11 Acceleration During Time Warp Doesn’t Work at Times Investigating
12 Inconsistent Framerate During Launch Performance improvements in v0.1.5 may address. Will require retesting.
13 Engine Plate Fairing Respawns after load or switching vessels Reproducible
14 Elliptical Solar Orbits Cause Timewarp Under Acceleration to Stop Producing Thrust Fix being tested. Targeted for 0.2
15 Control Surface Oscillation in Atmosphere Complex issue, more details to come
16 Cannot create/edit a maneuver node when game is paused Complex issue, more details to come
17 SAS does not hold orientation during time warp Complex issue, more details to come
18

Struts: ctrl+z in the VAB renders struts/fuel lines invisible, visual bug

Reproducible and scheduled
19 Timewarp is Distorting Planets Visually when Seen from a Tidally Locked Moon Reproducible
20 Mirrored airbrakes not deploying correctly 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.

Yes! Good to see progress being made. However, I noticed the atmosphere in the wobbly rockets video being a little bluer and foggier than I have seen before in the game myself. Is it just me or some changes are happening to Kerbin’s atmosphere?

P.S.: It looks like Scatterer to me and I think it's because Blackrack has joined the team recently.

Edited by Alpha_star
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10 minutes ago, Alpha_star said:

Yes! Good to see progress being made. However, I noticed the atmosphere in the wobbly rockets video being a little bluer and foggier than I have seen before in the game myself. Is it just me or some changes are happening to Kerbin’s atmosphere?

They said that some of Blackrack’s work is already in 0.1.5 so I think it’s not just you! :happy:

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9 hours ago, Kerbart said:

SAS not working properly during timewarp

I haven't played the "game" in a long while. Did they fix SAS, because last I knew it didn't work properly even when NOT time warping. Thing didn't have gradient control of control surfaces and would cause your whole plane to flap it's wing and look/work ridiculously bad... Rockets on launch using SAS had the same issue. Had to turn SAS off just to fly anything.

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32 minutes ago, Pyritin said:

I haven't played the "game" in a long while. Did they fix SAS, because last I knew it didn't work properly even when NOT time warping. Thing didn't have gradient control of control surfaces and would cause your whole plane to flap it's wing and look/work ridiculously bad... Rockets on launch using SAS had the same issue. Had to turn SAS off just to fly anything.

No they have not, SAS still over compensates and fights itself. Only temp fix I found is to designate specific surfaces to pitch, roll, and yaw so they only have one axis they affect. Then decrease authority on the surfaces until they stop oscillating. They did say that the new joint system helps due to planes and rockets being less wobbly. I guess we will see how that works. 

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3 minutes ago, Notsure_jr said:

Only temp fix I found is to designate specific surfaces to pitch, roll, and yaw so they only have one axis they affect. Then decrease authority on the surfaces until they stop oscillating.

These are good practices anyway and I always did that with my KSP1 planes too!

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11 hours ago, Intercept Games said:

That doesn't mean that you can't expect major feature overhauls in-between milestones, though

11 hours ago, Intercept Games said:

new enhanced joint system that drastically reduces vehicle flexing by adding supplementary joints in a similar way to KSP1's autostrut

Hopefully. Because even auto-struts couldn't help vessels not to tore themselves apart in KSP 1....

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12 hours ago, dragonart777 said:

i see that there is new stuff coming out and i am very happy  but i like to ask something if you can answer this for us.

with Science  coming out.  is there going to be new stuff like  boosters and things we can add to or rockets.  something that we can have fun with science.   and well science open up mining.   having a mining drill to dig and get stuff for science that well open up a window for new metals and better parts.   

 

I am not working ok ksp2 so I cant be sure but I think that resource gathering is not going to be in the "for science!" update.

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On 6/16/2023 at 3:00 PM, Nate Simpson said:

 

  • Joint physics impact CPU performance, and as we progress through the Colony and Interstellar roadmap milestones the part counts will increase dramatically. Any solutions we arrive at for the above requirements must accommodate this reality
  • We would like to move away from autostrut, or any other band-aid solution that involves hidden settings that automatically apply additional joints to make a vehicle more rigid. Whatever solution we arrive at, we’d like it to be predictable and transparent to all users. If over the course of Early Access we find that some form of autostrut is still necessary to allow the creation of ambitious vehicles, we’ll revisit this requirement

[1]

Wobble needs to go. The second example still has parts sliding into each other which is unrealistic and intuitive. Since we don't and won't have a softbody system, it should clearly communicate that it's about to snap in half and do so, but without having to disable self-collisions.

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10 minutes ago, Vl3d said:

OK, but when are the wheels getting fixed?

Probably around the time they rebuild the terrain system. It'd be kind of worthless to spend time doing it with that in the pipeline.

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Just now, Periple said:

What’s wrong with the wheels now?

Try driving across Kerbin. I managed about 900km before my vehicle finally died. It was a constant process of save/load, watching a phantom ledge stop me cold, seeing my rover get thrown 20 meters into the air randomly, not to mention a complete and utter lack of torque from what looked like some very powerful wheels.

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We've seen some For Science! gameplay footage floating around YouTube that was presented at the creator event. Why wasn't that gameplay sneak peak shared with the entire community?  Will that still happen?

Edited by kicka55
grammar
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1 minute ago, regex said:

Try driving across Kerbin. I managed about 900km before my vehicle finally died. It was a constant process of save/load, watching a phantom ledge stop me cold, seeing my rover get thrown 20 meters into the air randomly, not to mention a complete and utter lack of torque from what looked like some very powerful wheels.

Not randomly. Anth established that it happens for every 1,000m travelled and it's apparently due to the coordinate system bein reset after 1,000m (to prevent Kraken attacks). I'm trying to do the same thing and it absolutely drives me nuts. I have little hope it will be resolved by 0.2 as it's not a wobbly rocket.

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2 minutes ago, Kerbart said:

Not randomly. Anth established that it happens for every 1,000m travelled and it's apparently due to the coordinate system bein reset after 1,000m (to prevent Kraken attacks). I'm trying to do the same thing and it absolutely drives me nuts. I have little hope it will be resolved by 0.2 as it's not a wobbly rocket.

Good lord...

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