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RedderThanMisty

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  1. Will we also be seeing a return of the Tiered KSC upgrades (eventually) like in KSP1? One reason why I never really played the science mode, and instead just went to career, is because it just felt wierd launching basic, jerry-rigged rockets on pads that look like they were built for interplanetary missions. And now, with ksp2's new artstyle going with essentially riveted tin cans for early-game parts, the disparity between a proffessional launch complex, and early bargain-binned rockets feels even greater. Lastly, if Tiered KSC buildings are to make a return, then #Bringbackthebarn
  2. I've found this happening too. A good workaround for now is to use trim controls to balance out the roll. You can do this by pressing alt+[opposite direction of roll], and for the rest of the flight, it will permanently apply a tiny offset to counteract your initial roll. Because the trim is miniscule in its increments, you'll have to tap it a few times to get it just right. Mr Manley detailing this feature https://youtube.com/clip/Ugkx1GWTdng1DzGhyxhV_LWQKztd1Q3U9rH9
  3. Looking forward to the dev diary on orbital decay (if dev diaries about bugs are continuing of course)
  4. The EVA parachute model already exists in the game's files, so most likely. It's also featured in the launch trailer too. The question in that case is when?
  5. Found this in the patch notes: My guess is that they're still optimising cloud rendering for when the camera is above the cloud layer. Until then, improved performance on the ground, and pre-patch performance (plus pqs improvements) during high altitude flight. For me, yes. You can zoom out in KSC to get an orbital camera view of the complex, and the framerate drops quite a bit if the camera goes into or above the clouds. I'm on a Gtx 1080 and Ryzen 5 3600
  6. While the game already includes randomly generated hairstyles, skin colours, glasses, and eyeball sizes, expanding this system to allow for comprehensive customization beyond just suit colours would greatly enhance our connection to the little green kerbanauts and their missions. Drawing inspiration from the discontinued kerbalizer game, we would be able to create or modify unique Kerbals with distinct facial features, hairstyles, and outfits & accessories that they would wear when idle (in the astronaut complex, colony habs, or floating around on a space-station).
  7. In KSP1, and earlier builds of KSP2, a good rule of thumb for me is that even for interplanetary returns, a periapsis of 35km, over double your altitude, is enough to slow down quickly without either burning up or skipping off the atmosphere. Getting to space from 15km in an unpowered vehicle should be impossible, unless you have alot of momentum already pointing in that direction instead of towards the ground.
  8. A video of the phenomena was posted in another bug report here. It's pretty much exactly what I experienced, but to a lesser extreme (he didn't get suborbital again).
  9. I encountered the bug on all three of the flights I've attempted in this update. Each were new vehicles made in a new campaign after installing 0.1.3.0 I hope this makes it to a hotfix instead of the new extended update cycle, bc it looks to be a pretty game-breaking regression.
  10. Having the exact same issue here. I was flying in a standard mk1 command pod with a parachute and heatshield, Launch seemed alright, but re-entry, coming in at about 2km/s was very janky. Pod always wanted to lean heavily towards one side, even with SAS. Then it started changing trajectory as if it was a high performance glider, adjusting course at 20g towards the opposite direction of wherever the nose was pointed. Then I pointed the nose down, and it flung me up on a sub orbital trajectory 90km in altitude all the way up from 1km, and on the way back down, it briefly slowed down in the upper atmosphere (according to the speedometer atleast), before accelerating to about 1km/s as I hit the ground.
  11. Performance seems much improved, on Medium settings with a GTX 1080, I was getting about 50fps on launchpad and 144 in space & vab. I did notice the framerate dropped by quite a bit when looking at the clouds from above however. For example, in the KSC menu, scrolling out to get an orbital camera view, framerate was about 50fps, but when I raised the camera above the cloud layer, it dropped to 30-40fps. Similar situation during launch where the framerate would dip for a moment between getting through the cloud layer and LOD replacing the volumetrics with 2d textures. Having the same issue here. Was flying in a standard mk1 command pod with a parachute and heatshield, Launch seemed alright, but re-entry, coming in at about 500m/s was very janky. For starters, the pod always wanted to lean heavily towards one side, even with SAS. Then it started changing trajectory as if it was a high performance glider, adjusting course at 20g towards the opposite direction of wherever the nose was pointed. Then I pointed the nose down, and it flung me up on a sub orbital trajectory 90km in altitude, and on the way back down, it briefly slowed down in the upper atmosphere, before accellerating to about 1km/s as I hit the ground. 0.2.0.0 Though, we dont know how many updates until 0.2.0.0, my estimate would be for the update after 0.1.5.0
  12. Same here, often I'm left guessing whether I'm approaching a clockwise orbit or not, I didn't even notice that the ripples were in different directions too.
  13. Implement a new driving control mode that switches WASD from Pitch/Yaw to WheelDrive/Yaw. Currently, reaction wheels on small rovers will still try to pitch when driving forward, causing the craft to flip over. (And leaving unicycles virtually useless) The secondary control system I'm proposing would have the reaction control system disabled or put on standard stability assist and refuse input from W&S keys, while still allowing for A&D to turn. This control system could also automatically revert to the primary control system if the rover is detected to have left the ground, re-enabling pitch controls.
  14. Loving the new UI features with Patch 1, though would it be possible to add a range of colourblind variants in the accessability menu? I ask this because I've noticed some points in the UI where identifying colours can help reduce the amount of faffing about, yet it is harder to do so for people like myself. For an example, In the manouver node editor, the Pro/Retrograde and Radial In/Out nodes look virtually identical at first glance, and has led to me on occasion making some really botched trajectory plans. https://imgur.com/a/QOMaQM0
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