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Nuclear motors falling off ?


Kersplattle

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No, but I expect bug fixes much quicker than in a release version of a game, for testing purposes and such.

That's what an Alpha/Beta is for testing, or am I mistaken?

No, you expect a small development team to have the resources and action of a larger developer like Valve or BioWare. If you can't be patient dealing with bugs like these that aren't a 100% occurrence in the first place, then you don't have the patience to play an in-development game. Consider that bug-fixes and patches can't be delegated to a separate group. When a large bug comes into play, everyone at Squad contributes to fixing it, and that means other things like creating new content and dealing with smaller bugs gets put on hold.

Do yourself a favor and work on losing that entitled attitude and show a bit more respect for people working on making a game you purchased better.

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My instinct tells me those Krakens or whatever they are have moved into 'Kerbol', because that's where I've been having problems near. I use the time-warp function to get to my periapsis and then de-warp and come out of map view and find that everything below the command pod had broken off. It's happened to me multiple times.

Relevant info: Using Mk. I Command Pod, small Adv. SAS, Rockomax 'Mainsail' engine, and Mk. 16 parachute. Used debug bar for infinite fuel.

It doesn't have to do with Kerbol (letting aside there's only one solarsystem yet anyways) but the sudden jumping from warp to 1x. Theoretically it should break almost always when you use the arrows and click from 1000x to 1x but it should theoretically never happen when you click to 5x and then to 1x.

To me it never happened in 0.17 cause I use the keys (, and .) instead of the arrows and these go smooth enough on their own. Only MechJeb triggered it cause it did instant jumps but 1.9.3 seems to have that fixed.

No, you expect a small development team to have the resources and action of a larger developer like Valve or BioWare. If you can't be patient dealing with bugs like these that aren't a 100% occurrence in the first place, then you don't have the patience to play an in-development game. Consider that bug-fixes and patches can't be delegated to a separate group. When a large bug comes into play, everyone at Squad contributes to fixing it, and that means other things like creating new content and dealing with smaller bugs gets put on hold.

Do yourself a favor and work on losing that entitled attitude and show a bit more respect for people working on making a game you purchased better.

Not to mention that there might show up new bugs when a known bug is fixed.

I've only lost one NERVA during a trans-dunar coast. Happened just like many have said, when I went from 1000x time warp to 1x. I step my warp down gradually now, haven't lost another one yet. That lone NERVA is still orbiting the Sun though... irritates me every time I see it on my map, lol.

Uhm, go to the Tracking Center and cancel it's flight? :3 nice new feature in 0.17

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No, but I expect bug fixes much quicker than in a release version of a game, for testing purposes and such.

That's what an Alpha/Beta is for testing, or am I mistaken?

Wrong.. in typical game development, Alpha is typically for content and infrastructure creation, Generally only major bugs are dealt with in alpha. Beta is usually when development shifts to primarily bug fixing. We actually have it a lot better here, and get faster bug fixes, than most 'alpha testers' see in games. Squad is trying something different from the norm. They're pretty much rolling both alpha AND beta stages into one.. Meaning we're getting content AND a significant number of bugfixes every patch. Squad deals with 'game breaking' bugs first, then works on the minor ones.. and NERVA's falling off is relatively minor, since it can be circumvented by never going from high warp directly to 1x. And at least for me, this workaround has worked just fine.. Since I quit jumping back and forth between warp modes directly, I have yet to have another part fall off a ship.

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Should abe a fairly simple workaround in the code then eg

Asumming warp modes are 1-7

while (difference between current warp and new warp>1)

do

{ current warp =current warp+1;

game.wait 1 second) }

set current warp to new warp

Ok that aint no code I've ever seen and it cant cope with going from high warp to low warp.. but you get the idea.

Boris

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Uhm, go to the Tracking Center and cancel it's flight? :3 nice new feature in 0.17

Not sure that works for debris, but I never tried. Generally when I purge debris, I just turn the debris slider in the main settings down to 0 and restart, then set it back and restart again and get rid of it all in one go.

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