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LameLefty

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Everything posted by LameLefty

  1. This has been occurring since launch and not fixed in Patch 1. See my bug report related to my Joel return trajectory the other evening. Last night, I loaded a save from before that burn, recreated it, and the same bug persists with v0.1.1
  2. I would prefer the bar be accompanied or replaced by a numeric countdown of the dV remaining to add. Right now I’m just sort of playing a rhythm game for the end of each burn. A bit like Rock Band trying to hit that last drum beat of the song, lol. I’d rather see the numbers, please.
  3. A "Don't Show This Again" checkbox would be appreciated for this.
  4. Yeah the burn timer seems pretty accurate and usable now. I also noticed a low-volume beep - beep -beep tone with the countdown dots. I'd actually prefer those to be louder - perhaps a volume setting or toggle for that would be useful?
  5. Unfortunately, this does not appear to have been corrected in Patch 1. I loaded up the save I made prior to executing this Jool escape burn and once again, after completing the burn showing a nice near-Kerbin approach at the completion of the burn, once outside Jool's SOI the actual solar orbit trajectory was wildly different than predicted. Once again, it took nearly 1,000 m/s to get a proper Kerbin close approach and intercept. Fortunately, with the fixes patched conics inside SOI's, I was at least able to make some nice small mid-course burns to get a good close approach and not have to spend thousands more meters per second to achieve an entry and recovery, unlike the other night's attempt.
  6. First crewed expedition to Ike, and the first landing. Also discovered (A) an annoying regression that the timewarp bar isn't hidden with the rest of the UI when pressing F2; and (B) the Kerbals on EVA still cause some really weird physics glitches. Still had a fun evening playing though. I also really do like the new "crew portrait" for the probe core on my transfer stage, lol.
  7. This was a feature in KSP1 (added rather late but still …) so hopefully it will be brought to KSP2 as well eventually.
  8. I decided to take a break from work and ran up to my gaming PC to start the download rather than waiting but thanks anyway.
  9. Yep, the release notes were posted at or shortly before the top of the (previous) hour and the Steam Public depot was updated then too, I’m away from my PC right now - how big is the patch?
  10. IYKYK If not, you’re relatively new to KSP.
  11. This post from last night just got “unhidden” on the forums:’
  12. One of the Discord moderators just made a pinned post: “Patch coming out today. Time has not been announced.”
  13. One sign indicating it’s still today (besides the posts in the dev_tracker channel on the IG Discord) - none of the Steam depots have been updated since yesterday. Usually, every weekday for the past 3 weeks, several development and playtest/release test branches have been updated by now in the mornings, and sometimes throughout the day. I suspect they’ve given the developers a day or two off to rest pending the release of today’s patch.
  14. If they fixed the bugs Nate’s post almost two weeks ago said were fixed already, those will be significant by any measure.
  15. Use Steam to back up you game files to a new directory, then just keep running that version by launching the executable directly, not through Steam.
  16. It’s in the dev_tracker channel in the Information section near the top.
  17. From some of the videos I’ve seen from Matt Lowne and Scott Manley, I *think* it’s a bug currently that we can’t, and it was a regression from something else that got changed right before the ESA demonstration play sessions. I really hope it’s fixed tomorrow.
  18. ABrit has updated his Transfer Calculator to correct the incorrect return angle arithmetic, added a Close control widget to the UI, and a couple other things. I haven't had the chance to test the new version though. https://github.com/ABritInSpace/TransferCalculator-KSP2/releases/tag/0.1.5
  19. Even if you use SAS and reaction wheels for all your attitude-control needs, you still need RCS to manage your alignment with the target vehicle's docking port and the control the closure rates. Works fine in that regard, just like it always has in KSP1.
  20. And I'd argue that it does chat great - IF you are on a server with less than some undefined critical mass of people actively posting at the same time. Bonus points if the server members aren't behaving like over-caffeinated 12 year olds with the attention span of your garden variety squirrel. It's not conversation - it's stream of consciousness blather on most large servers.
  21. Maybe the devs should have just left KSP in the past, and in the hands of modders plus occasionally recompiling against the newest dev tools and libraries, and built a gamed called Kerbal Interstellar Program instead, focusing on the advanced tech, the resource systems and colonization tech, rather than building on (rebuilt) bones of the past? I mean, SimCity begat SimEarth, SimAnt and half a dozen more games before morphing into The Sims. The Sims doesn't start presenting the user with a regional tile map and require them to lay out their residential, industrial and commercial zones, their sewer and water lines, nor do sims risk a volcano eruption or an attack from Godzilla out of the bay ...
  22. Yeah, I like the porkchop plots of the dV required, but since we're currently constrained to plot and actually fly our departure burns manually like ham-fisted maroons rather than the sleek, green, highly-advanced civilized space pilots we'd like to pretend to be, the basic plot in Olex's site works well. Or at least, it WOULD work well if the bug affecting trajectory plots that leave the current SOI gets fixed (hoping for tomorrow on that one). I note too that the site you link directly credits Olex's site as his inspiration.
  23. Someone up-thread said they found something that looks like it in the game files but I have not tried to confirm.
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