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KSP2 is spamming the Windows Registry until the game stops working

forum.kerbalspaceprogram.com

271–280 of 306 posts

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

#271

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…

> should have been developed in it's own engine since it's so unique among other games with my limited technical knowledge about game programming and much less limited technical knowledge about software development in general this seems quite wrong because while the game is somewhat unique in some point, in many many(1) other technical points it's not, so by using a game engine you can save a lot of time/problems wit…

KSP is a game that routinely runs into floating point related problems and a game that needs deterministic physics simulations to be accurate and glitch free at all simulation speeds in the vacuum of space and inside the atmosphere of a planet.

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

#272
post #76

Earlier quoted context omitted.

Coming from a Linux background, what is the windows registry and why do things need to write to it? All I ever read about it seem to be horror stories. Can't you store stuff alongside the install? Or in some user data location?

> what is the windows registry and why do things need to write to it? It's a centralized, high-performance small key value store that's the alternative to writing a million config files in random places. It's arguably much better in my experience. E.g. one of the never-ending headaches I always have on Linux is updating config files when a package updates. There's no automatic file merge in general (hence .pacnew and…

It is one of those ideas that sounds good. "Hey we will put all the configs into a database under one tree", Oh wow, that sounds great, sign me up. The main fundamental problem is now you have two trees, with completely different access patterns.

It is also all in the spin. What if I told you over on this side of the OS table we too keep all our configs in this great single tree database, not only that, we keep our data in the same database, everything is accessed using the same simple unified interface, the api has about five calls, it is pretty great. It also has the amazing feature that physically separate devices can be merged into the same tree.

Preposterous! some would say. All in the same tree! Why you would get everything muddled up. you must have a separate tree for each device. and a special tree with it's own special access patterns just for configs.

But for real, people keep trying to reinvent the registry over in linux land. (cough) gnome (cough) and it is terrible.

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

#273

Earlier quoted context omitted.

I think the "central" part is where you lose me with this argument. What advantages does the registry have over application-specific KV stores... besides the potential to interfere with other applications and the OS itself?

Where do you store where the application-specific KV stores are located? Are you just going to hard-code it so the application cannot be moved or installed elsewhere or on external drives? Where does the OS store its own settings? There are a lot of problems with software "shotgunning" their junk across the system. This isn't exclusive to the Registry or even a specific OS unfortunately. Just go look at what configur…

>Where do you store where the application-specific KV stores are located? Are you just going to hard-code it so the application cannot be moved or installed elsewhere or on external drives?

I would put that in the same directory as the executable so I can have more than one executable of the same program or the path is simply passed as a command line parameter in the systems unit file.

Compare that to hardcoding the registry key path in the executable...

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

#274

Earlier quoted context omitted.

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.

Watching Matt Lowne’s KSP2 videos just makes me feel better about not buying. It’s just buggier and less. While I was interested in the surface colony stuff they promised for KSP2, the addition of another star system you could travel to was very disappointing. Not so much another system, but that you could travel to it. One thing I liked was that KSP was somewhat grounded in real physics. Practical interstellar trave…

You can timewarp 10000x in KSP and the Kerbals are immortal. You could travel between stars as soon as you achieved third degree escape velocity.

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

#275

Not surprised at all; KSP as a franchise is in the enshittification stage where they aim to invest the minimum amount of money and maximise returns. This is just simply inexcusable software engineering and quality control. Bit tangential but I'd like to remind everyone that this is the game where the lead designer (?) said that wobbly rockets and physics bugs are adding to the fun of the game, and they are implemente…

KSP2 isn't an enshittification play, imo. It's literally just bad project management. I'll list their sins from my armchair: - remaking a beloved, established game that has a prodigious base of features and extremely extensive modding support. you have a HUGE hill to climb just to get to your "MVP" - you have to supplant the existing game plus its modding community, and this is already a niche audience of ["people wh…

The first point is incorrect IMO. They just needed a really solid core of unjanky physics for an MVP, which was why a sequel was needed in the first place - KSP 1 engine limitations. Couldn't even deliver that.

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

#277
This is amazing. It shows that a developer team from a triple-A publisher with billions of dollars at their disposal is just incompetent. The single-man team headed by HarvesteR and later some other devs that joined him were much more competent and it was an indie game.

Take2 killed the KSP franchise and they continue to do so. From less and less frequent updates (KSP2 has received only 3 "major" patches since it was released in February, taking 2 months between updates), to useless hotfixes that take a week to be deployed to fix just a single bug, to them taking 6 months to try to find out the reason the rockets are wobbly, to them releasing a game in Early Access which wasn't even ready for EA, it was an alpha prototype, completely broken down, and just trying to milk the franchise lovers for their $40 for an INCOMPLETE PROTOTYPE (which will be raised to $70 once the game leaves EA), I wish they just abandoned KSP2.

KSP1 with its modding community has produced so much and it's a much better game than its sequel. The charts don't lie, right now 1k players on KSP1, 67 on KSP2.

Now someone's going to tell me "this is not how game dev works". Well. They have billions at their disposal and a predatory publisher on their back. And their dev team consists of a lot of modders from the KSP community which I particularly don't blame them for not delivering, but Nate and the team that was poached from Star Theory by Take2 because the former didn't agree with the time frame Take2 gave them to release a working prototype, they are really incompetent.

They are "building the game from ground up" using the same engine as its predecessor and amazingly they came across the exact same bugs that KSP1 had fixed like 8 years ago. This is not even newbie game dev, it feels like they're just a bunch of people that just started to learn how to write software.

I have an opinionated website tracking their lies and deceptions (based on Web3 is Going Great), if anyone is interested: https://nokerbal.space

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

#278
post #114

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…

Incorrect on nearly all counts: * The GAME (KSP) and the IP was purchased by Take-Two, not the company itself. * The IP was then given to Star theory (MNC/SMNC/Planetary Annihilation guys) to develop KSP2 * Star theory failed once to deliver on the budget they promised, they got extra money * ST failed second time,T2 didn't wanted to give them more money, so ST wanted to sell out to T2 * T2 went "fuck it", took IP fr…

You got it wrong. Star Theory didn't want to sell out to Take2. They realized Star Theory couldn't fulfill the totally-not-abusive-and-predatory deadline they wanted to release the game, so they said "ok" and tried to purchase the studio. They rejected the purchase, so they poached like 60% of their developers and employees instead, to a point that ST had to close doors because Take2 poached almost their entire work force.

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

#279
post #168

Earlier quoted context omitted.

Are you suggesting KSP2 is quality? It is decidedly the opposite. KSP1 however ARE and have created decent returns.

KSP1 took 5 years of development to get to 1.0, at a non-software company. Take-Two then bought the game in 2017 and is responsible for ports and KSP2. So while KSP1 likely generated returns of Squad-magnitude with a few resources... that doesn't mean KSP2 is capable of generating Take-Two-magnitude returns from a full team. Dwarf Fortress sold a lot of copies too (finally), but it's also been in development for 21 y…

Dwarf Fortress is an indie game. KSP was an indie game until Take2 bought the game.

The expectations for both these games were low. It was a small team working on both of them so we don't expect much, and since they're indie, they are actually gamers like us and like to play their games.

Being bought by a AAA publisher and having billions at their disposal increases the quality expected by unprecedented levels. And they are just showing that they are even worse than the indie team (HarvesteR) that started KSP. And they have budget and can get more personnel if they want.

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

#280

Not surprised at all; KSP as a franchise is in the enshittification stage where they aim to invest the minimum amount of money and maximise returns. This is just simply inexcusable software engineering and quality control. Bit tangential but I'd like to remind everyone that this is the game where the lead designer (?) said that wobbly rockets and physics bugs are adding to the fun of the game, and they are implemente…

> said that wobbly rockets and physics bugs are adding to the fun of the game, and they are implemented deliberately.

claiming they did this on purpose is just acknowledging that they are good developers. They aren't and they keep proving it day by day.

Wobbly rockets and physics bugs were fun and interesting in KSP1. What they did in KSP2 is not even close to how those bugs were in the first game. It's inherently worse. You can read a lot of reviews and people will say that even though these bugs existed in KSP1, they weren't as bad as they are in KSP2.

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