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Posts posted by linecrafter
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I'm honestly excited by kerbals being walk on ships with magnet boots, see the clip from the ESA preview https://youtube.com/clip/UgkxKtcus4a78g6Cn1oGSivO1Vb-xK1rsD8n
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I'm making this thread to help others, the problem is solved
Problem:
I encountered an issue with the mouse wheel zoom in and zoom out not working specifically in flight and in the map view. The problem drove me nuts for three days.
Solution:
The solution was to delete the settings.cfg file (booting up the game creates a new one) or to simply reset settings in the game. I believe this worked as steam does not touch settings when verifying files and does not reset settings once you re-install the game.
What didn't work:
Clearing input locks in alt+f12
Verifying game files
Removing all of the mods
Re-installing via steam
Tried checking the settings.cfg for a fix from https://forum.kerbalspaceprogram.com/index.php?/topic/197063-scroll-to-zoom-not-working/ but didn't help as well
Removing processes in task manager related to input (stuff like input mapper and razer software)
Tried three mouses, two wireless and one wired
Tried different game saves -
On 7/30/2022 at 8:59 PM, Spaceman.Spiff said:
Will there be a Mammoth-1? Perhaps a slightly less powerful, less efficient, and more expensive version unlocked earlier in the tech tree. (Representing the original F-1s vs. this which looks like a more modern design with refined components, more cost effective manufacturing, etc)
F-1 engine is already represented by KE-1 mastodon from making history DLC. F-1B (Mammoth-II) was considered for SLS and Mammoth engine (Four vectors) is the SLS engine
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16 minutes ago, KSPStar said:
we still haven't come up with a Kerbal-fied name for this LOX-Augmented Nuclear Thermal Rocket (or LANTR). Super NERV? SNERV? Suggestions welcome!
Name it Jack the LANTR and have a pumpkin hidden on it somewhere
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19 hours ago, Nate Simpson said:
Exhaust does adjust dynamically as ambient pressure changes! Yay!
Alas, this is shown at the resolution at which it was captured. It was shared at a recent internal show and tell and I thought it was cool enough to show to you all. We're going to try to do a better job of keeping in the backs of our minds that any internal show and tell asset is a potential future public show and tell asset! In the meantime, pardon our pixels...
can you lower your cool threshhold so we could potentially see more development stuff?
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Is it possible to get the original video file? Youtube compression ruins it quite a lot
10 minutes ago, KSPStar said: -
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7 minutes ago, Spaceman.Spiff said:
Is this implementation closer to Waterfall or Realplume?
Looks like waterfall, we'd see individual particles
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I would personally be fine without the gas generators becuase with them it looks really weird
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Is the terrain just a test scene or an actual body?
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I have tried installing it in 1.11 and even though i got the incompatibility error the mod works fine, however you get a random srb plume if you start building crafts with an SRB. I like to think that the kerbals just had an accdient while producing solid fuel
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mr nate sir this is cool and all but what about showing off really cool stuff
like
u know
multiplayer???? -
the black variant is very stylish
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10 hours ago, Redneck said:
@Nate Simpson looks good thanks for sharing. Anything you can share about KSP2 positioning system compared to KSP1? (other than it works? lol)
It's described in this Dev Diary https://www.kerbalspaceprogram.com/dev-diaries/developer-insights-4-ksp2-engineering/
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This region of Dres has the most interesting terrain of all ksp 2 planets we've seen so far
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I approve this mod
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Finally the legendary modder makes a planet mod
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My favourite screenshots of surface features in the Breaking Ground DLC and my Jool landing. The monolith on the surface of sun was quite unexpected
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3 hours ago, Snark said:
He did indeed. But look, guys, they've got a lot on their plate, and they're human. It's easy to miss a spot here and there. For myself, I don't worry about the fact that not everyone is a walking encyclopedia-- I mean, heck, I learned quite a bit just hanging around Scott, and I'm not exactly uninformed myself. Rather, I'm stoked that they're clearly highly motivated to get it right, and when told something they didn't know, they don't blow it off: they eagerly ask questions and write stuff down. They're receptive and motivated.
I'm just jealous , who wouldn't want a lesson from Scott Manley in person? I guess I should start making KSP 3 to have a chance
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23 minutes ago, KerikBalm said:
Well, I'm happy that the idea of air augmented rockets was relayed to them, and that they seemed interested, but its also concerning that they apparently hadn't heard of them
Same with TVC on SRBs. Scott Manley gave star theory a lesson
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13 hours ago, Snark said:
That's kind of a broad question. Got anything more specific?
I just wanted to know if there will be jet planes and are there any changes to aerodynamics
13 hours ago, Snark said:Kind of a broad question. There are certainly going to be user settings for some things, just as KSP 1 allows setting some things. Did you have something specific in mind?
I'm referring to UI we've seen in dev story trailer, a lot of people were wondering if you could drag around widgets (like navball, timewarp, SAS/RCS buttons etc)
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I just watched scott's stream recording and i'm writing out everything they didn't ask or would make sense to know more about
- IS LANDING GEAR FIXED???
- Any more info about multiplayer?
- Binary planets, what is their solution to make it work with patched conics?
- Underwater Exploration , what can you find?
- Can you collide with rocks in rings?
- Any info about life support?
- Any info on jet engines and airplanes?
- Action replay?
- Any info about robotics?
- What happened to dres? They mentioned they made it interesting
- What can we expect from part damage?
- Will there be any structures / cities on Kerbin?
- Career/Science mode?
- The guys mentioned a crawler for rockets , how will that work?
- Can UI be customized?
- Would it be possible to make automated ships delivering resources from many colonies to one spot?
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Info about ksp 2 with timestamps from this video https://youtu.be/vu22bFtZgKg
Spoiler9:00 ksp 2 runs on latest version of unity
9:08 PQS is replaced by PQS+
9:30 binary planets are not likely to be in game
10:45 there's a separate timewarp mode for continuous acceleration travel
11:04 no caves (oof)
11:24 underwater exploration
11:36 kerbin north pole isn't flat anymore(subject to change)
12:51 SRB thrust vectoring was requested
13:15 4 launchpads for multiplayer
15:35 advanced planetshine
15:53 rings consist of rocks
16:52 scatter density is big enough for grass to look like actual grass
18:25 wheel tracks and foorprints are neither confirmed or denied
19:08 metallic hydrogen is the only fuel confirmed
19:29 parts got art passes
21:09 kerbal animation system is very advanced (and a recreation of animations seen) , 3 levels of kerbal panic
23:17 no info about life support, no info whether artificial gravity rings have any use
23:42 no comment about radiation effects from orion or daedalus engines
23:55 no plans for weather
24:00 inflatable habitats and colony parts
24:56 ingame scripting/dev tool? , ingame codebase is highly documented , modding is a priority
25:57 kerbal system is same scale , all planets got a makeover
26:45 you can't port old saves
27:13 ui is still very WIP
27:49 no info about jet engines
28:40 lua script might not be in the final game, but it was used to easily create a star ,then a planet , then give it inclination, you can also destroy specific part , give it artificial force
29:15 action replay was requested
29:56 ksp 2 has been in works for more than a year
30:25 currently no robotic parts
31:05 no info about pre release programs
31:12 devs liked the idea of giving modders a jump start by giving them ksp 2 before the release
32:17 singleplayer is drm free
33:38 textures look very good
33:43 physx in ksp 2 and an optimised version of it for physics
36:05 other star systems will be very wacky, "ultra big planets"
36:40 planes likely early in dev/not in game right now , runway for colonies
38:05 devs gave two answers about clouds: "clouds are not currently planned" and "the game is in development ask us later"
38:24 binary planets are likely to not be ingame because of patched conics problem , but devs said they have a solution , scott doubts it
41:03 confirmed resources so far are metallic hydrogen , cesium, metallic hydrogen with cesium, water
44:08 they didn't forget dres , and they changed something about it so that it will be interesting
46:04 scott is doing tutorials for ksp 2 and lots of gameplay videos
46:28 no info career mode
47:25 vomiting kerbals confirmed
48:03 fuel tanks leaks can catch on fire , part damage
48:37 atmosphere explosions look different from ones in vacuum
48:50 VFX overhaul
49:52 no plans for part crumbling/deformation
50:02 colonies are physically simulated
50:25 orbital and surface colonies are different
51:08 no cities or structures on kerbin were shown, KSC looks good, scatter looks awesome , scatter collisions
51:40 destructible scatters are considered by devs
51:54 iva they seen is bunch of shuttle displays
54:03 easter eggs might be there
54:32 VAB is bigger and prettier
54:48 you can now put parts down that aren't attched to the ship , you can build the whole rocket in separate parts and stich it together, orthographic projections of rockets that look like blueprints
55:43 science gameplay is more deep
56:19 KSC biomes might return
57:08 achievment talk
57:27 no planes in trailer , procedural wings MIGHT be ingame
57:47 coloniy pieces could be connected
58:13 crawler for rockets , likely not controllable by player 59:06 no info about boil off 59:14 no procedrual solar systems
59:34 devs liked the idea of being able to lock solar panel/radiator rotation
1:00:08 vab is twice the size 1:00:24 no info about hweels
1:00:57 new landing legs , no idea if landing gear is physics
1:02:00 there will new and old parts
1:03:56 all parts seen in trailers are game assets
1:07:14 ksp 2 is mainly about designing and flying rockets , the colony system won't be super complex, devs dont want simcity in space
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I love this mod, awesome job team!
Week One Adventures
in KSP2 Dev Updates
Posted
Hilarious bug, was fun for some time but its time to let go