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Gorby1

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  1. Ah this is perfect! These types of precision node maneuvers are what I was missing most from MJ2, nice work!
  2. I think I understand but just to be clear - when you say you have multiple "pages" (vehicles) in one workspace, you mean that you just have multiple vehicles in the VAB at the same time when you save the workspace? As far as I can tell, the only real benefit of the workspace is being able to save your vehicle with one name for the savefile/workspace while having a different name for the vehicle when you view it in the Tracking Station or map view... which isn't something I really cared about.
  3. I see under long-term plans it says "scanning parts by -StanWildin" - that means the mod will eventually have new/unique parts, learned via the tech tree, that will do the scanning? Either way this is looking great so far!
  4. I played about 8 hours after the release, but there's just not enough there for me to keep playing. Once the "Science Mode" is available I plan to start playing a lot though.
  5. Could be; as far as I know, G Hub is the way to go. I bought my Logitech keyboard/mouse/headset in March 2021 and it said to install G Hub - I never installed "Logitech Gaming Software" or any other Logitech software.
  6. Weird; I had the same issue but I already had G Hub installed. I had to go into the "Games and Apps" settings in G Hub to turn off the integration for KSP2 and then I had all keys lit up normally instead of just the keys that the game decided I need lit up.
  7. After about 8 hours of playing I feel like I'll give them a month before I answer that question. If they can't get things together a bit better than this, and rather quickly, then I'm going to be worried.
  8. I don't get how the fuel priority is supposed to work either. I assumed we'd be able to change it like before, but... well hopefully they add option back in. I'd argue that currently there's no way to make the game "guess" correctly 100% of the time for everyone's needs.
  9. Hmm alright I guess I'll keep at it. Does autostruts help much? I could swear I heard they're planning on adding that to KSP2 as well. Interesting, I'll try that as well. Thanks!
  10. So I guess I began using the Kerbal Joint Reinforcement mod for KSP1 right after I started playing it and needless to say, I forgot about how "floppy" rockets can get in these games. What do you all do to stop that? Do you really just slap struts all over the place, or is "autostruts" basically the same thing as KJR and I never knew it?
  11. THIS. I was thinking, "It's alright, as I see a bug here and there I'll note it and report later so I can keep playing".... no. The performance is fine but it seems like every other mouse click doesn't do what it's supposed to or, even worse, does something else.
  12. +1 to all of these issues. It's bizarre to me that anyone thought this was an improvement over - or even as good as - KSP1 maneuver nodes.
  13. I mean... technically, they said you're getting a smashed burger right now but eventually they'll replace it with a Big Mac. If you don't trust them to finish the game that's one thing but they never said this release would be finished or even properly functioning.
  14. I wonder if maybe there will be a SPH, or maybe the VAB we have now will be able to be upgraded to something larger in the future? That's a big plane but it doesn't look that big, not enough to warrant blocking a launch in my opinion.
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