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kicka55

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  1. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: i7 6700K | GPU: 1080 | RAM: 16 GB DDR3 Hey guys, so building a fairing can be a nightmare if you want to be precise with it. It seems like the control gizmo remembers your last action and repeats it when you do something else. Like when I pull the gizmo apart for more width and then pull it up, it still increases width by one increment. This also prevents interstage fairings it seems. I can create an Apollo style interstage fairing but it is very tricky. You have to remember that it will snap one increment further when you press check so you have to take that into account. Make a slightly larger fairing than needed and then it will snap to the right size after. undefined - Imgur.mp4
  2. Much great stuff here BUT please give us an option to tone down the blue haze a bit (Especially up close and below the craft when flying high). I like a more contrasty look of the game from before but with haze in the distance. Alternatively a contrast and saturation slider could maybe do. Similar to what we get with TUFX on KSP1. Thank you! PS. This also has benefits for video because YouTube does not like low contrast video. You get all sorts of really bad compression artefacts. And doing post processing after the fact ruins the UI. In this day and age looking good on video / stream is as important as ingame. If you need an example for a highly YouTube optimized color profile check GoPro colors.
  3. We've seen some For Science! gameplay footage floating around YouTube that was presented at the creator event. Why wasn't that gameplay sneak peak shared with the entire community? Will that still happen?
  4. Here an advice as a long Kerbal early access supporter: Don't release the update 2 days before Christmas.
  5. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: i7 6700K | GPU: 1080 | RAM: 16 GB DDR3 When you build a plane and try to use control surfaces as flaps by just deploying them, they deploy in opposite directions and you can't make them deploy otherwise because if you invert one, both invert. So the workaround is to break the symmetry. Can be considered a bug I think.
  6. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: i7 6700K | GPU: 1080 | RAM: 16 GB DDR3 Reproduction: Build any craft and fly it outside of Kerbin's sphere of influence. Ideally a close flyby around the sun. Try to thrust while using time warp. Not worky! Evidence: i.imgur.com/2QJg5bA.mp4 Included Attachments: .ipsImage { width: 900px !important; }
  7. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: i7 6700K | GPU: 1080 | RAM: 16 GB DDR3 Some unintentional mishap led to me floating above the surface of the Mun with just one landing leg. Suddenly, I noticed this weird behavior: When I keep opening and closing the landing leg using the G hotkey and the leg pops into place, the vehicle gets a small bump of rotation. I mean I'm not a physics expert but I think that shouldn't happen. And then, after the craft did a 180, it reverses direction!! That's when I knew something's strange in the neighbourhood! We gonna call: bug busters! Video Evidence: https://i.imgur.com/WVGJGVV.mp4 edit: I now tested it with all landing legs and wheels and it affects all except the small wheel LY-10. Not sure if it's not affecting it at all or if it's just too little for my big craft.
  8. That's exactly what happens in timewarp. Vehicles pass through each other and even through planets sometimes. If someone mods anything it's considered a cheat so people can cheat mod anything anyways. They can simply turn all rigidity up to max in the config for that matter to have 0 wobble.
  9. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: i7 6700K | GPU: 1080 | RAM: 16 GB DDR3 Pretty simple issue that could be purpose. However, I find it very annoying having to empty every single fuel tank I copy when I only use them for structural purposes. i.imgur.com/LNlMdMB.mp4 Included Attachments: tankbug.mp4
  10. Nothing ever is easy but they already have this function for timewarp. In timewarp the craft changes from physics simulated to non physical. Even with engines on now in KSP2. In KSP1 they only managed that with physical timewarp - which does not exist in KSP2 anymore in space (only in atmosphere).
  11. You could do this with treating the craft as 1 part or something. Don't need to simulate all parts when you're not actively playing it. I assume solar and heat play a role in that too but there have to be workarounds to not strain the PC too much.
  12. Bug? The stock small nose cone (for the smallest plane tanks) does not work with this mod. It doesn't get the appearance slider. Restock collision?
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