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Carraux

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Everything posted by Carraux

  1. Nice reentry effects. I think we will get these in the next update, but will we get the heating/reentry system too or just the effects?
  2. I hear you, but I do not agree with you. And stop blaming the gamers, it's not their fault.
  3. Sorry for the misunderstanding. Of course they are working on the items on the roadmap. But I doubt that that there is much progress - besides 3D art / part modelling - on the items beyond science (maybe excpet for multiplayer). I want to be wrong, btw.
  4. Besides science: Have they said, how colonies would really work? Or multiplayer? Or resource gathering? Many believe that all these parts are (almost) finished, that only the buggy state of the game prevents the developers from swiftly integrating these modules one by one. I, on the other hand, believe that they haven't even started yet. That's why we don't hear anything about it. We see the current state of development of the game. There is nothing more. That's all.
  5. Subnautica is a great example of how you can do this: Public bug tracker, public progress tracker, and in the game you simply it F8 for an ingame bug report (automatically makes screenshot, you can add text).
  6. I second that. Release the modding API please.
  7. Nate Simpson in May 2022: "We have made the difficult decision to move the release date of KSP 2 [...] We are building a game of tremendous technological complexity, and are taking this additional time to ensure we hit the quality and level of polish it deserves." So my guess is "canceled".
  8. Core mechanics are missing. I'm not talking about colonization or multiplayer. Core mechanics like thermals for example. And they come with grid fins. Or sun flares.
  9. For me it is not clear how the rocket orientation inside VAB translates to the launch pad. If I attach two solid boosters left + right and I launch the rocket, the boosters are up + down...
  10. I have this problem too when decoupler and engine are in the same stage. Try to put them into separate stages. Or decouple manually (right click)
  11. If I split my craft into two or more parts to insert new parts and recombining them afterwards, it messes up staging completely. And moving whole stages in the stage stack has no visual feedback. Wish: A "reset staging" button as in KSP 1.
  12. There is a confirmed bug, that when you put decoupler and engine into the same stage, the lower stage won't detach. Put them into seperate stages or decouple manually. And please don't crop your pictures.
  13. Confirmed, I have the same bug. Decoupler fairing will be jettisoned, engines fires but stages do not seperate- Workaround: Either put engine and decoupler in seperate stages or decouple manually (via right click on decoupler)
  14. Well, at least we can see that Starship exists. And it flew already (albeit not orbital). KSP2? Not even actual game footage...
  15. Free access to all future contents of KSP 1. But we are talking of KSP 2. It's a different game, not an update.
  16. Hmm... Neither "patches" nor "ConstructionPorts.cfg" are present in the current version? Am I missing something? Or is this feature now included? <edit> Oh, I see, I am on 1.10 (bcz of RSS/RO).
  17. B9 part switch kills my installation (fatal error, abort, blablabla). I tried installation via CKAN and manually with the b9 part switch version provided with this mod, but to no avail. Installation doc gives no hint how to cope with this and it seems, that I am not the only one having this problem. Is there an easy fix for this? Thanx in advance.
  18. Bought. I especially liked the SFX for the unplanned premature booster seperation.
  19. I have downloaded the latest version. It took me about 15min for the 7MB to download (I have a 50MB/s connection). CKAN ran for about another 15min for downloading the repository. Are there issues with traffic?
  20. Got the DLC this morning, as a mid April early adopter. Nice! Found the MEM, which is beautifully designed (imho), but it will place an awful shroud beneath it, no matter what part I attach. Unable to disable. Any help? Besides the nice design of the MEM, what I dislike is, that it has its own fuel tank. Placing a spark engine beneath it would be an ascend module with only two parts, but I would prefer to design it my way (for the very same reason I never use the TwinBoar thingy, because it is and engine *and* a fuel tank)
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