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0111narwhalz

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  1. woah… I don't spend as much time on the forums as I used to. KSP isn't my main game anymore and KSP2 hasn't succeeded it yet. But this reminds me of why I was here in the first place. Welcome back.
  2. KSP2 kind of fell flat for me, back in February. Between the performance, stability, and gameplay (by which I mean a near total lack of any), there just wasn't much to bring me to play it. I clocked just six hours in 0.1.0 through 0.1.4, and didn't bother playing 0.1.5. But that has changed. The performance is still bad, but tolerable. I don't trust the game to be stable, but it does not fall to pieces the instant I touch it. And, for now, I am willing to brave these because 0.2 brought gameplay. It's a bit thin for now—I really want colonies, please don't make me wait another year—but it exists, and it produces goals and challenges. I never really engaged with KSP1's science or career modes, probably because I modded like mad and my saves had a lifespan of about a week, so KSP2's exploration mode offers an opportunity to have progression and a force to get me out of Kerbin's atmosphere for once. To be frank, I still wouldn't recommend KSP2. It does not justify its price tag today. However, I have more confidence than before that it will reach its goals eventually. Maybe, if the milestone update cadence is something like four to six months instead of ten, it won't even take five years to get there. One can hope—and I am hoping.
  3. Out of curiosity, what is the point of a launcher in the first place? The launcher bypass command option works fine for me.
  4. I might speculate that joints between physicsless parts and certain small child parts get culled incorrectly upon decoupling, but the part is not removed from the vessel tree. I'm almost certain that your camera issue is a result of this bug—if you then stage the decoupler or destroy the part, the part which had erroneously fallen off is removed from the vessel tree and the camera returns to normal.
  5. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Kubuntu (via Proton Experimental, up to date at time of post) | CPU: Ryzen 5 3600 | GPU: Radeon RX 5700 | RAM: 32 GB Title: Rovemax M1 (medium rover wheel) steers the upright instead of the hub. Specs: Severity: Low (visual only) Frequency: High Description: The Rovemax M1 wheel rotates the wrong mesh, causing significant visual distortion of the suspension mechanism. I think Bill just put two bolts in where there was only supposed to be one. Included Attachments:
  6. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Kubuntu (via Proton Experimental, up to date at time of post) | CPU: Ryzen 5 3600 | GPU: Radeon RX 5700 | RAM: 32 GB Title: TD-06 (extra small decoupler) or TS-06 (extra small stack separator) will, when attached to ST-Micro-1 (tiny cube strut), fall off at any decoupling event. Specs: Severity: Medium (breaks certain vessel designs, otherwise invisible) Frequency: High Description: Place a cube strut (ST-Micro-1) on a part, either surface attach or node attach. Place a TD-06 (arrow pointing either direction) or TS-06 on the cube strut's node. Then place a decoupler anywhere else on the vehicle (again, arrow pointing either direction). (My test vessel includes some other structural parts.) The extra parts on each decoupler are not necessary (though see next caption regarding arrow direction of the trigger). I've pointed the arrow on the TD-06 towards the beam on this craft to disambiguate "decoupler fires" from "decoupler just falls off." However, I believe every permutation of arrow direction exhibits the same behavior, so long as the "trigger" decoupler actually causes a part to fall off the craft. Take it out to the launchpad, fire the "trigger" decoupler, and the TD-06 falls off. Note that there is no ring, in violation of the expected decoupling behavior (because it didn't decouple). Additionally, the part is still considered to be a member of the vessel, as demonstrated by the fact that it appears in the PAM and can be triggered. When multiple instances are involved, the parts which fell off are seen to not collide with one another (further demonstrating that they are still members of the vessel). So far as my testing has revealed, this behavior occurs only between the ST-Micro-1 and either the TD-06 and TS-06. It appears to be triggered by the activation of any decoupler or separator, but not when the vessel is modified by a part exploding on impact. Included Attachments:
  7. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Kubuntu (via Proton Experimental, up to date at time of post) | CPU: Ryzen 5 3600 | GPU: Radeon RX 5700 | RAM: 32 GB Title: When in the VAB, the camera can be zoomed "in" past the orbit focus point. Specs: Severity: Low Frequency: Certain Description: Enter the VAB. Use the scroll wheel to zoom in. Continue to use the scroll wheel to zoom in, passing the vessel. You can go all the way to the wall on the far side of the VAB. You can even go past the wall of the VAB, but it's just a white void so I don't see much point in including a screenshot of that. The camera resets to a vaguely reasonable minimum distance as soon as you use RMB or MMB to orbit it. If you zoom past the wall and into the white void, you cannot zoom back out of it; the only way to return the camera to usability in this case is by orbiting it. Included Attachments:
  8. Perhaps wings should have more additional nodes displaced "up" and "down" depending on their thickness.
  9. An update: I tried it on a Windows computer with almost identical specs and got the following performance in flight at 1440p high: Looking up at the sky: 60 FPS Looking down at the ground: 30 FPS Looking at the horizon: 15 FPS This is much more tolerable and softens my view of the performance issues. It is merely a Linux Gaming Moment.™ All the same, I look forward to reaching parity with the game on Windows, either through improvements in performance with Proton or through a native Linux build.
  10. Have you considered that the answer might instead be a secret third option? Something like "we haven't put in the time to stabilize it yet." I think KSP1's physics engine is a reasonably straightforward implementation based on Unity's basic tools. KSP2's physics engine might be a port of KSP1's, but I think "also a straightforward implementation based on Unity's basic tools" is adequate to explain the origin of certain similar issues.
  11. I know Factorio has extensive automated tests, but that is a game about automation. A bit of a different situation. All the same, there are potential automated tests for some things, like the dV calculator. It's just a matter of what is worthwhile.
  12. No, that was because the early EULA had an insane clause that promised all future content for free. They were legally obligated to give future DLC for free, but as soon as they acquired legal advice that clause evaporated (which is why the cutoff is when it is).
  13. This goes a long way towards building my trust, but I'm going to need to see the patch live before I can go all in. I want to believe you can do it, Intercept. Give me a reason.
  14. Huh. Alright, I'll start there. Thanks for the experiments. (And there's no need to delete your comments.)
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