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Posts posted by Vl3d
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Solid patch!
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9 hours ago, DailyFrankPeter said:
This should be a menu option because people are completely polarized: some think pressing 1 button is too much, some believe we didn't need that button.
The issue is how pointless is having to remember to press the button when the devs actually try to make it flash and sound alerts for you to press it.
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How exactly does one use the coordinates provided?
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On 9/15/2023 at 2:13 AM, Lisias said:On 9/14/2023 at 6:12 PM, Vl3d said:
Then how was Unity making money for research and improvements?
They weren't. They laid off 600 of their workforce last may. There's no research anymore, and I doubt it will be any further development - I'm betting that whoever is left, will be only closing issues from now on.
Imagine this being a shock that they deleted 25% of employees after the developers' reaction to a an alternative business decision which was supposed to balance the books. This is all on the devs.
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1 minute ago, emerald said:
This get lost when switching back to normal mode when searching for the target again, and then the nodes stick that close together it's hard to pin one and actually see what's written there...
It disappears sometimes - when moving the maneuver node out of the encounter margins for example.
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I would be happy at least with the Rouge Planet.
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes
OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5I attached the craft file. Also there is an extra bug - if you stage the parachutes cover away after landing, the craft will not be "selected" anymore - then if you select Revert to VAB the game will freeze on the loading screen.
Please merge with:Included Attachments:
Boat-Parachute-Decoupler-Test.json
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It's transitioning from Surface to Orbital reference direction vector.
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After playing a lot, my conclusion is that the biggest innovation is the fact that the science parts force you to build unique craft adapted to their shape, size and weight.
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We need lockable assemblies and multiple named vehicles in workspaces.
Construction is really a torture when craft complexity increases and you have to start moving assemblies around. The stages get messed up every time.
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After a 120 hour campaign and probably 30-40 craft all over the Kerbol system it's really starting to slow down.. especially when time warping.
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It's orbital decay.
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It's actually this bad after decoupling the heat shield on Laythe. Also, the struts are invisible.
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11 minutes ago, JoeSchmuckatelli said:
I have not paid that close attention
What seemed odd to me was that I was coasting and below the altitude nothing seemed that hot but within a 60-65km band certain parts got hot when others did not
At what speed?
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9 hours ago, JoeSchmuckatelli said:
Anyone else noticing that the 60km range gets things extra hot?
At what speed?
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A quick fix:
-comms network (1.2) :: incomplete
-procedural fairings (1.0) :: KSP 2 fairings are terrible
-heatshields(1.0) :: bugged
-part tweakables (0.23) :: incomplete
-subassemblies (0.22) :: not importable as individual nameable group of parts
-anomalies/discoverables (BG) :: no interactable scatter -
SpoilerOn 1/4/2024 at 11:49 PM, Vl3d said:On 1/5/2024 at 4:48 AM, Vl3d said:
The saga continues...
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes
OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5Parts are misaligned after staging decoupler to jettison heat shield while suspended by parachutes - see video.
Included Attachments:
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3 hours ago, Pthigrivi said:
fly straight up and begin the gravity turn at 10k
This is correct. No turning more than 10 degrees before 10k. I would actually be conservative and say that you should not go more than 30 degrees before 20 km. Never aim for close to 70 km AP. You will burn at 60-70 km and 1800-1900 m/s.
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18 minutes ago, Dakitess said:
25° from vertical at 3500m, 45° from vertical at 8000-10000m, 70° from vertical at 25000-35000m. The very first 2 key points are essential, they can vary, a TWR = 2 will lead to something very aggressive with 45° as soon as you hit 3000m, especially for light sounding rocket, but for 1.4-1.6 TWR
This is not KSP 1 anymore. The heating and atmosphere has changed. If you go "25° from vertical at 3500m, 45° from vertical at 8000-10000m, 70° from vertical at 25000-35000m" you will burn up.
One Year of KSP2
in KSP2 Dev Updates
Posted
A bit late to the party, but I'm proud of my Dunk-it offshore mini-rig.