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DwightLee

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Everything posted by DwightLee

  1. This is a minor thing. But everything else, launch, landing, opening solar panels, parachutes are all very satisfying, the sound the graphics etc. Decoupling is not, firing a decoupler you might want to add a slightly more dramatic sound, and perhaps a flash or something. Just an idea
  2. Thank you for that, the whining here was starting to get to me and I wanted to be able to give feedback without all that.
  3. Let me start of by saying things look really good, none of these issues stopped me from enjoying the game. Love being in Early access and looking forward to the journey with you to this game becoming what we all hope it will be. If I listed the things I enjoyed rather than suggestions it would be 10 times as long as the list below. It would be nice if my screen resolution was supported, not a show stopper but it would be nice. Mine is 5120 x 1440 Samsung Odyssey G9 When trying to put struts on in the VAB if you dont put them on one at a time there are lots of issues, I would select 4 and it would try to put on 8 nearly all going in the wrong direction. if you build a ship that has 4 seats, but you only seat 3 Kerbals, if you save it and load it a Kerbal will sneak into that 4th seat, We need to lock spare Kerbalnaughts in their rooms so they don't sneak on board. The orientation of the ship changes from E/W to N/S when going from the VAB to the Launch pad, I got around it but it was often confusing in the VAB knowing how it will be sitting on the pad. It is far too easy to delete a spacecraft in flight accidently when trying to delete a node. ( however I did finally find that little trash can and started using that ) I could not find a way to see how much fuel was in an attached tank, the parts manager would not display the amount of fuel left in a tank. Many of my spacecraft use drop tanks and I was having to guess when they were empty After recovering a craft, any Kerbal on board would not be available for the next mission We need a way to pin certain information in the maneuver line in map mode, specifically AP & PE ( I know you folks are aware of this one, with Scott Manley, Tim Dodd, Matt Lowne and everyone else saying the same thing, but I wanted to reinforce that desire ) I am sure there will be more, I did a Mun Landing and return on my first day in KSP 2 and am overall quite pleased. It is beautiful. Keep up the good work
  4. Ok coming back from Mun landing and there is something we need. There need to be an easy way to see how full an attached tank is. It may just be my own misunderstanding but it would help if in the parts manager when you have a tank selected you could see how much fuel is currently in it. That way it would be easier to know when we can drop that tank. Thanks in advance
  5. We are not talking about other games that do early access in a different way, we are talking about Kerbal Space Program 2 where we were fully informed as to what it would be at launch of early access. We knew, because we were told it was still in beta and would be for quite some time.
  6. I would like to inform you that the developers said this game would still be in beta with bug and optimization still being worked on. We knew this going into Early Access. Not everyone likes working a beta with developers, why did you choose to?
  7. Ok Having a blast, so far performance has been better than expected. 10900k CPU, GTX 3800 GPU, 32 Gig Ram I do not have FPS numbers up as I think that distracts from how it feels running, its just a number, the game feels fine and without a lot of stuttering. Launched my first asparagus staged vehicle and found a few minor issues. Issues I cant seem to find how to separate 4 couplers into different stage points, I had to put the 4 couplers on 2 at a time to do it. The struts often get confused, I try to put on 4 and they go nuts trying to put them all over the place and not symmetrical, ended up having to add struts one at a time. Kerbals sneak into seats when you are not looking. You can save a craft with 4 seats and only want 3 kerbals, load it up from a save and an extra one will have snuck into that 4th seat, you cant trust the little green bastages. All minor issues, just an annoyance at this stage, but does need fixing at some point. Looking good, really loving the game!
  8. Yeah I am starting to like this as well, it isn't as bad as I thought it would be
  9. I will have to watch for that, interesting if it does. Oh Yeah... I dont see myself playing KSP 1 at all now. I want to be on this ride all the way though
  10. Yeah that is where I am at, needs work, and we signed up for purchasing the game while It still needs work. I'm glad that you are listing the good stuff, I am trying to do that as well along with things that need to be improved. I just did an orbit of Kerbin, and now a low Mun orbit, about to build my first Mun lander. Lots of good stuff, some stuff I wont mention because I don't want to complain about things not being exactly like KSP1, so I hold those in reserve till I get used to the new system, and a few things that obviously need work. but so far, so good! I am quite happy.
  11. What I am saying is don't volunteer if you don't want to be! We volunteered, if you don't want to volunteer, then don't. It really is that simple. They stated before EA released that the game was still in beta and would be for some time. If you decided to purchase a beta project and are unhappy about that, then you are at fault, and no one else.
  12. Ok Criticism time.. 2 things that I already know you know about, but I need to say them anyway just so I have had my 2 cents in. #1 We need to be able to make the PE or AP symbol on a maneuver line continue to show while we change a maneuver node. KSP 1 did a right click, I don't care if you do it that way or some other way, but we need that. #2 It is FAR too easy to accidently destroy your ship when trying to delete a maneuver node you are near. LOL
  13. So.. don't volunteer to be then I was perfectly happy to, no one twisted my arm to be in Early Access ( I almost twisted my own arm clicking purchase ) I have criticisms of the game, positive ones, meant to be of help to the developers to make the game better. In support of their efforts to do so, that is why I was ( and am ) quite happy to be in Early access. To be honest I really expected it to be a lot worse than this. so far everything is functioning really well for me. There are some changes I would like to see in the future, but none of them are show stoppers.... yet
  14. I have yet to complain about criticism by anyone. I am just saying that some folks are not cut out to be beta tester
  15. Well I can say with absolute certainty that you are wrong there, that I am happy or not with how I spend my money is not something you can comment about. Yeah, the developers say WAY before this morning that the game is still in Beta, and not everyone is cut out to be a beta tester. I have been saying it for months now, Early access is not for everyone.
  16. They could have just asked me for the $50 and not released early access and I would have. I am happy to be contributing to this project. I am really enjoying Early Access and having a blast, sorry if you are not.
  17. Ok you are going to hear tons of criticism today so lets post something positive as well. This is fantastic, I particularly love the 4 dots to the right that help me time the start and stop of a burn. Really nice!
  18. On the "Trip Planner" it would be nice if we could edit it. For example if I select the Mun it assumes I am going to land. Not on this trip, it would be nice to be able to let the trip planner know I just plan to orbit. Not a show stopper, just a "it would be nice"
  19. Yeah I don't even bother displaying FPS until there is an issue playing and how it feels. the number is a distraction, better to play without it and see if it feels good display way. I will bring up the actual FPS if I ever feel like it is an actual issue, which so far for me it has not been anyway.
  20. First off, Thank you Devs, the game is beautiful, fun, fairly intuitive ( mostly ) The hardest part for me is unlearning KSP 1, and I want to make sure I couch all my responses to this game until I give the new game my full attention, I wont complain about how something is not what it was like before. Made a craft and took it to orbit and recovered it, ( took me a while to figure out how to recover it ) but it all functioned well, second flight learned how to put the solar panels into the control system so I could one click open them. Game is running great on my system, I9 10900k , GTX 3080 , 32 gig ram Not being a twitch player, nor is this a twitch game I'm not worried about 60fps or anything like that, just how smoothly it feels and runs while playing without even displaying specific FPS ( which is the important part ), and so far no problems ( yet ) Going to start making larger craft, a Mun orbiter, and later today a Mun lander. So far so good, sound is off the charts good, graphics are better than I expected, and I am learning in the VAB but getting used to the parts manager so wont complain about that yet, I think I am actually starting to like that. The one thing I would like addressed at some point is the resolution for screen size. My screen is 5120 x 1440 and it would be nice if that was an option in settings.
  21. Ok, downloaded and installed, and made my first craft and got to orbit first time. easy stuff of course of course for now. just getting used to the UI and controls and such
  22. Downloading now, I could not be more pleased. I am expecting a buggy, unoptimized, frustrating start, bring it on! I could not be happier to be involved in the early days of what I expect will become the greatest game I will ever have. ( IM getting old, 67 years here )
  23. Thank you, we are so excited. Can hardly wait to start our journey with KSP 2
  24. From Steam: Hey Kerbonauts, KSP Community Lead Michael Loreno here. I’ve connected with multiple teams within Intercept after ingesting feedback from the community and I’d like to address some of the concerns that are circulating regarding KSP 2 performance and min spec. First and foremost, we need to apologize for how the initial rollout of the hardware specs communication went. It was confusing and distressful for many of you, and we’re here to provide clarity. TLDR: The game is certainly playable on machines below our min spec, but because no two people play the game exactly the same way (and because a physics sandbox game of this kind creates literally limitless potential for players to build anything and go anywhere), it’s very challenging to predict the experience that any particular player will have on day 1. We’ve chosen to be conservative for the time being, in order to manage player expectations. We will update these spec recommendations as the game evolves. Below is an updated graphic for recommended hardware specs: I’d like to provide some details here about how we arrived at those specs and what we’re currently doing to improve them. To address those who are worried that this spec will never change: KSP2’s performance is not set in stone. The game is undergoing continuous optimization, and performance will improve over the course of Early Access. We’ll do our best to communicate when future updates contain meaningful performance improvements, so watch this space. Our determination of minimum and recommended specs for day 1 is based on our best understanding of what machinery will provide the best experience across the widest possible range of gameplay scenarios. In general, every feature goes through the following steps: Get it working Get it stable Get it performant Get it moddable As you may have already gathered, different features are living in different stages on this list right now. We’re confident that the game is now fun and full-featured enough to share with the public, but we are entering Early Access with the expectation that the community understands that this is a game in active development. That means that some features may be present in non-optimized forms in order to unblock other features or areas of gameplay that we want people to be able to experience today. Over the course of Early Access, you will see many features make their way from step 1 through step 4. Here's what our engineers are working on right now to improve performance during Early Access: Terrain optimization. The current terrain implementation meets our main goal of displaying multiple octaves of detail at all altitudes, and across multiple biome types. We are now hard at work on a deep overhaul of this system that will not only further improve terrain fidelity and variety, but that will do so more efficiently. Fuel flow/Resource system optimization. Some of you may have noticed that adding a high number of engines noticeably impacts framerate. This has to do with CPU-intensive fuel flow and Delta-V update calculations that are exacerbated when multiple engines are pulling from a common fuel source. The current system is both working and stable, but there is clearly room for performance improvement. We are re-evaluating this system to improve its scalability. As we move forward into Early Access, we expect to receive lots of feedback from our players, not only about the overall quality of their play experiences, but about whether their goals are being served by our game as it runs on their hardware. This input will give us a much better picture of how we’re tracking relative to the needs of our community. With that, keep sending over the feedback, and thanks for helping us make this game as great as it can be! sorry had trouble copying that, too excited
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