-
Posts
219 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by Carraux
-
-
46 minutes ago, AtomicTech said:
HYPE!
Nice!
-
6 hours ago, Vl3d said:
Hear me: KSP 2 is now in a better playable state and more fun than what KSP 1 was in it's early stages. It's not the game that's changed, it's you. So allow people starting out to enjoy this game and stop discouraging new players from trying it out.
I hear you, but I do not agree with you.
And stop blaming the gamers, it's not their fault.
-
37 minutes ago, Periple said:
I find that unlikely. They have a pretty big team and they’ve got to be working on something. If not the roadmap items, then what?
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. -
46 minutes ago, Royalswissarmyknife said:
Science is most likely just going to be Ksp-1 science with different experiments.
if they had an amazing or at least a somewhat better system they would have said SOMETHING other then showing off one of the new science parts.
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.
-
7 hours ago, GGG-GoodGuyGreg said:
The only recent example is how a lot of people, including me, literally begged them to put together a public bug tracker so we can finally understand what they are working on and how they prioritize bug fixes in future patches. They said hold your horses, we can't just do one, it would be difficult to pull, and so on. And in the end they finally done it after it took way more convincing than it should have took for such a fundamental feature for a game that's an EA.
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).
-
13 hours ago, bcink said:
Give. Us. Modding. Ability.
Get over your games' status and your dreams and what you expected and give modding.
You literally have nothing else to lose at this point.
I second that. Release the modding API please.
-
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".
-
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.
-
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...
-
On 3/3/2023 at 11:28 PM, Domonian said:
Any fix for decouplers getting stuck on stuff? I can't get a rover to the Mun because I'm not very good at building rockets and my "solutions" all end up having a decoupler get stuck on an engine bell or something and causing issues.
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)
-
3 hours ago, Sea_Kerman said:
they don't, they just make fuel crossfeed weird so your lower stages drain it
Ah, I see. Thank you.
-
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.
-
20 hours ago, fpb105 said:
Try putting the decouple and engine start in different stages, I had a simialr problem and that fixed it.
Yes, confirmed.
-
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.
-
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)
-
3 hours ago, Sea_Kerman said:
It’s because you have a landing leg attached
Why do landing legs decrease fuel??
-
Well, at least we can see that Starship exists. And it flew already (albeit not orbital).
KSP2? Not even actual game footage...
-
So far, KSP 2 is indistinguishable from vaporware.
-
10 hours ago, metacognate said:
TaleWorlds Entertainment did the same thing with Mount&Blade. They promised all future content for early adopters...and then were acquired by a new publisher who scrapped that promise, added one word to the name of the game - the SAME game - and started charging for all new content again. Sad to see the same thing happen to KSP.
It's like selling someone unlimited sandwiches for life, and then a few years later saying "No, we don't make sandwiches anymore, we only make hoagies" just to get out of it.
At the very least it should be steeply discounted for the people who made all prior development possible.Free access to all future contents of KSP 1. But we are talking of KSP 2. It's a different game, not an update.
-
On 2/4/2022 at 10:47 PM, modus said:
No, they're still there.
You can make the stock ports behave like the konstruction ports by uncommenting some sections in the ConstructionPorts.cfg, which you can find under 'patches' in the Konstruction folder.
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). -
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.
-
2 hours ago, SilverlightPony said:
Bought.
I especially liked the SFX for the unplanned premature booster seperation.
-
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?
-
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)
Reentry Heating Effects with Chris 'Mortoc' Mortonson - KSP 2 Dev Chat
in Dev Chats
Posted
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?