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KSP2 is spamming the Windows Registry until the game stops working

forum.kerbalspaceprogram.com

51–60 of 306 posts

Re: KSP2 is spamming the Windows Registry until the game stops working

#51

Earlier quoted context omitted.

> Nearly perfect labour of love I wouldn't go that far. Its not KSP2, but KSP1 has plenty of jank and bugs.

It has jank, but I don't know anyone who stopped playing because of it.

I stopped playing because I could no longer figure out how to install mods. There's a mod manager, but it doesn't seem to work.

Re: KSP2 is spamming the Windows Registry until the game stops working

#52

Everyone seems to love shitting on KSP2, when the same people forget what KSP1 was like in Alpha. No science, shitty graphics, excessively wobbly rockets, inconsistent orbits, (other than graphics) seems familiar? It took a looooong time for KSP1 to get where it is now, it will also take awhile for KSP2 to be as polished. Chill out.

KSP2 was sold as a way to fix the mistakes and limitations of KSP1. It's a given that people would expect KSP2 to be on a better trajectory rather than repeating the same mistakes, overpromising and overcharging.

We could even just look at reentry heating, which was supposedly almost done, over 6 months later and even just that is nowhere to be seen. If that's taking them so long, how are they ever going to deliver the rest of their promises? Many of which there are serious technical questions about the feasibility of (eg multiplayer).

Re: KSP2 is spamming the Windows Registry until the game stops working

#53

Earlier quoted context omitted.

It's far worse than that. Take-Two bought Squad and KSP along with it. Soon after they took Squad's original IP from them and gave it to Private Division to develop KSP 2. Then they poached staff from Squad. It's not like KSP 2 is developed in some innovative way, I was expecting that game like KSP 2 should have been developed in it's own engine since it's so unique among other games. But nooo. KSP 2 still uses Unity…

Not sure, but isn’t unity in this case covering your need for some tools, like rendering, assets management and so on, but maybe not all - i.e deferring to them the physic. Or so would I say assume ?

I heard from someone who actually works in the industry (as engine developer) that companies usually don't use Unity out-of-the-box and write their own tools and extensions (e.g. memory management) and change parts of the engine as the needs vary greatly depending on the game they are making. Not sure how common that really is though.

Re: KSP2 is spamming the Windows Registry until the game stops working

#54

Earlier quoted context omitted.

It has jank, but I don't know anyone who stopped playing because of it.

I stopped playing because I could no longer figure out how to install mods. There's a mod manager, but it doesn't seem to work.

I see you're not a rocket scientist.

Re: KSP2 is spamming the Windows Registry until the game stops working

#55

Earlier quoted context omitted.

It has jank, but I don't know anyone who stopped playing because of it.

I stopped playing because I could no longer figure out how to install mods. There's a mod manager, but it doesn't seem to work.

Ckan works for me if it’s a different mod manager you use. I’ve been using it for like at least 5 years without issue.

Re: KSP2 is spamming the Windows Registry until the game stops working

#56
post #9

KSP2 had all the warning signs of being a disaster ever since the initial delays and controversies with the original studio. Unfortunately, as usual, the community put on hype blinders until it became impossible to ignore.

And every time anyone mentioned any of that on the subreddit they got downvoted to oblivion, including myself. It's like everyone was (and to a smaller extent still is) on a heavy dose of weaponized hopium because the studio invested half their budget into a prerendered trailer.

Even the youtubers that got to play the prerelease version pulled out every excuse in the book to not present what they saw objectively.

Re: KSP2 is spamming the Windows Registry until the game stops working

#57
post #15
post #9

KSP2 had all the warning signs of being a disaster ever since the initial delays and controversies with the original studio. Unfortunately, as usual, the community put on hype blinders until it became impossible to ignore.

I knew it was going to be a disaster as soon it became obvious that it was a continuation of the old code base, which has a lot of fundamental issues.

I'm pretty sure it's not using much if any of the old code given how many bugs it had/has that don't exist in KSP1.

Re: KSP2 is spamming the Windows Registry until the game stops working

#58

KSP2 is really becoming the premier example of "Nearly perfect labour of love's legacy ruined after being bought by a larger company." More on topic: I have no idea why one would want to use the registry to store this information.

I'm curious, for someone who's never played KSP, what is the consensus on the last "good" version of KSP? The last patch that came out before being bought out?

Re: KSP2 is spamming the Windows Registry until the game stops working

#59

Earlier quoted context omitted.

Not sure, but isn’t unity in this case covering your need for some tools, like rendering, assets management and so on, but maybe not all - i.e deferring to them the physic. Or so would I say assume ?

I heard from someone who actually works in the industry (as engine developer) that companies usually don't use Unity out-of-the-box and write their own tools and extensions (e.g. memory management) and change parts of the engine as the needs vary greatly depending on the game they are making. Not sure how common that really is though.

Common patterns from non-indies using Unity is something like that: write your game with the idea that Unity handles the rendering and media stuff, everything else you write/manage yourself with a proper C# codebase.

Re: KSP2 is spamming the Windows Registry until the game stops working

#60

Earlier quoted context omitted.

Not sure, but isn’t unity in this case covering your need for some tools, like rendering, assets management and so on, but maybe not all - i.e deferring to them the physic. Or so would I say assume ?

I heard from someone who actually works in the industry (as engine developer) that companies usually don't use Unity out-of-the-box and write their own tools and extensions (e.g. memory management) and change parts of the engine as the needs vary greatly depending on the game they are making. Not sure how common that really is though.

You may be referring to Unreal in this instance. Unreal is open source* but you pay to license the engine, so you can make core changes I.e. memory management or tweak underlying net code. Unity is closed source and so you can only really extend very core parts of the engine.

FWIW my experience in gaming has been that Unity is exceptionally powerful and allows game developers to create games that would otherwise require an entirely separate dev team to support the engine. When I first learned game dev, the code sections were almost entirely devoted to interacting with the underlying graphics libraries (OpenGL or DirectX) and hardly any to creating powerful features in a game. Now, using something like Unreal or Unity is akin to using a web framework like Ruby on Rails or Laravel.

* The source is available to view and modify

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