uglyduckling81
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Spacecraft Engineer
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K.E.R.B. Report Update
uglyduckling81 replied to Dakota's topic in KSP2 Suggestions and Development Discussion
I don't see anything being simplified. I just see a lot missing features. Nothing in the gameplay so far is easier due to simplification that I can see. I'd say the game as a whole is harder to play because it is so barebones and featureless. I'd say based on what I've seen so far is the game is aiming to be a slightly better looking KSP1 with a slightly bigger scope of play options. None of which have been realised besides slightly better graphics. I'd say that the entirety of KSP2 could of been an expansion pack which introduced a second star system and a colony builder system, plus a graphics overhaul. Perhaps using Blackracks Visual Mods as an example. -
Poor FPS, simple fix!?
uglyduckling81 replied to malleybo's topic in KSP2 Suggestions and Development Discussion
Easiest fix is just to buy a more powerful PC. Get a 4090 and your FPS will stay pretty high. it will still be terrible compared to what you should be expecting to get but you can buy yourself out of this awful technical debt the game has. -
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: I7 12700F | GPU: RTX 4090 | RAM: 32GB DDR4 3200mhz After adjusting the stabilisation winglets or control surfaces sizes, the launch button becomes unresponsive. Can be worked around by waiting a long time. Sometimes allows launch again. alternative option is to save craft, exit VAB and reload craft directly to launch site.
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Map & Tracking Station Can't create a maneuver node within another SOI
uglyduckling81 replied to Emmdh3's question in Map & Tracking
Not only this but when I click time warp to SOI change the game time warps but fails to stop when it gets to the mun. It means it speeds up time warp and then flashes past before I realise it’s not stopping. So not only am I unable to set a manoeuvre mode in different SOI, I have to baby the time warp as well. -
The problem with the base game system is as soon as you have level 3 base you have essentially unlimited range, so the only point to a network is to give coverage when your on the backside of a planet. Remote Tech was really meant to be played with KoS. You would script events so the loss of signal or signal delay didn't matter. It was complicated though. I watched Mike Aben use it back in the day. Made the game very realistic. I couldn't figure out the coding myself.
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Bug Status [10/23]
uglyduckling81 replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
Way bigger than any rocket. Completely stable. Edit: I tried several times to make the picture work. Oh well https://static.wikia.nocookie.net/skyscrapershighrise-buildings/images/2/21/Sydney_Tower.png/revision/latest?cb=20160225193945 -
Bug Status [10/23]
uglyduckling81 replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
No it doesn't. It still looks a bit too wobbly. At least it's playable though. -
This sounds awesome but unlikely to be in the base game. Sounds like a Satellite mod to me similar to the one we had in KSP1. The science over time is definitely the way to go as well. It's like that in Karbalism and is a far better system than base KSP science collection. Hopefully the game gets part failure as well.
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They won't do it. The game already runs at 15FPS on a 4090. They can't afford to implement any more visual effects unless they sort out the horrendous performance of the game first.
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