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Gurkonier

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Everything posted by Gurkonier

  1. Had this with an Mk 3 Pod. But i didn't have an engine mount upside down, but an interstage fairing. At reentry the capsule had little to no drag and i crashed into the ground with over 600 m/s Minmus.json
  2. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 7 7800x3d | GPU: NVIDIA Geforce RTX 4080 | RAM: DDR5-6000 64 GB I've designed a launch vehicle to send a probe into deep space, which seems to leave the Kerbol SOI. But on the map it shows the orbit as a straight line going to the exit of the SOI. If i try to create maneuver nodes by clicking the line, the popup seems to show the correct position on the invisible real orbit. Tried to show that in the screenshots. I have gone into an LKO and planned a maneuver with all the remaining fuel to fly prograde to kerbin's orbit. Burned all my fuel i had, including the probes fuel and after exiting Kerbins SOI, i saw the orbital line, as seen in the screenshots. Screenshot Series Included Attachments: Probes.json
  3. Again a really nice update and again great performance improvements. Now I can play fluently on high settings. I'm very excited for the For Science! Update.
  4. Somehow the issue went away, after reinstalling the game again this day.
  5. Thank you so much! This hotfix finally fixed my issue with orbital decays. Now I can get into a stable low orbit around mun and minmus. (Not tested with other celestial bodies) This was a game breaking bug for me, and it is finally fixed. I'm excited for future updates. I know there are many out there, who think KSP 2 has failed, but I think you're going in the right direction and i'm very hopeful for the future of KSP 2.
  6. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 7 3700X | GPU: AMD Radeon RX 5700 XT | RAM: 32 GB DDR4-3600 I am missing any environmental prop in the game. There are no trees at the KSC and no ground scatter at Mun, Minmus and Duna. (The bodies I've landed so far) Previously a GTX 1070 was installed, but I don't remember, whether the bug already existed back then. Resolution steps I took so far: Try different settings for Environment Props, Environment Props Density, Environment Props Draw Distance. Try to restart the game, between changing these settings. Start a new save game. Reinstall the game. Reinstall the game and completely remove any file in the LocalLow Folder. Installed the newest driver. Included Attachments: Settings.json
  7. Nice work. But sadly, this problem wasn't improved in any way for me. I still have the same problem of decaying orbits at the same rate, as before. I still can't put any probe in orbit around Mun or Minmus, because they will collide with the surface at the next revolution. This is still a game breaking bug for me.
  8. I like the new more transparent communication style. I like to be involved in the progress developing the game. Communicating also delays or things, that didn't go as planned is a completely normal thing and only shows, that the whole team is as human (and kerbal) as everyone else. Then i'm even more excited to hear, when the team finally resolved an issue, which was very difficult to fix before. Thanks, keep up the great work!
  9. Thanks for your hard work. I've tested 1.3.0 for 10 minutes and i see a massive improvement in performance, despite only marginal increase in fps (I think fps is only a tiny aspect of performance measurement). Good job! It doesn't make it only (more) "playable" for me, but actually smooth. I hope the orbital decay bug will be fixed in 1.4.0, because this is one major point hindering me to play the game more often. But again, thanks to all of you! Keep up your great work!
  10. Hi Nate, you've said, that the current game has a much bigger scope than the planned release in 2020. How much does the game differ to the originally planned version? And what are the differences? Thanks to all of you! You've done an amazing job and the great first patch proves it.
  11. The landing gear deployed sideways, after a suborbital flight from the KSC to the eastern continent. After i reload the savegame it was normal again. It was not only a visual bug, the landing gear also caused a lateral movement and swung the plane around. KSP Version: 0.1.0.0.20892 Operating System: Windows 11 CPU: Ryzen 7 3700x GPU: Nvidia GTX 1070 RAM: 32GB DDR4
  12. The Orbit changes dramatically around the mun, without any input. I've turned SAS and RCS off and ensured, that all engines are deactivated, but my periapsis decreased about 3km in 1 minute. This was in an 11km circular orbit. At higher altitudes the effect becomes less significant changing only by a few meters.
  13. First of all, beside of many problems, i have a great first experience with KSP 2. I like the concept of workspaces, but i have some problems and suggestions for the current workspace system: Autosaves clutter the workspace ui First of all, everytime an autosave is created, it will be saved as a new workspace, which gets very annoying. Maybe autosaves could be shown in a dropdown menu to declutter the ui. Saving system inconsistent When saving a vehicle name and a workspace name, you see all your vehicles, but not the workspaces. And if you save another vehicle in the same workspace, the previous vehicle will be overridden. Also you can't load those vehicles shown in the saving ui, but only the workspaces. I don't know, if this is intended or a bug, but it feels very inconsistent. Edit: Clarification: While saving, you see vehicles listed by their vehicle name. For all workspaces, but only one from each. While loading, you see only workspaces with their respective names. Loading: Workspace takes up a lot of space I'm not 100% sure how i will use the workspace system, but for now i'm likely to save many crafts in seperate workspace files. Because of this it would be nice, if they get much more compact. The idea of an image from the workspace is nice, but i think it would be fine, if it's smaller. Also there is a lot of dead space. There are many playstyles. Maybe some have only a few workspaces, which works for them more like folders, collecting all vehicles of the same type. Other ones might use them only for big projects and want to save normal vehicles in separate files. The system should support both playstyles. Subassemblies I know the workspace concept is a replacement for subassemblies and you can merge two workspaces together. But is there a way to copy only one vessel from one assembly to another? Let's say i have a workspace with all my launch vehicles and a workspace with all my probes. How do i copy a probe to the launch vehicle workspace, to launch it into space? I'm very excited to see how the game develops in the coming months.
  14. I'm excited about to see how this game will develop over the coming years.
  15. It seems like, there could be an editor in the game. At least there was a menu point "Create Planets" in the debug menu shown by EJ_SA.
  16. Point for you. I hope they will implement it. It was a suggestion, because the rockets in the current footage are a bit too wobbly for me. I wouldn't expect much wobble for three stages stacked on top of each other. The engineers at Kerbin would design decouplers to withstand those loads.
  17. For me the challenge was never making my rockets unwobbly, but to bring my kerbals safe to difficult planets/moons and back, also using life support. This makes ships way bigger, so i used Joint Reinforcement and added struts only to critical sections of my motherships. It makes smaller rockets also prettier for me, without all those struts. That is my playstyle. Adding a setting, that could do this, wouldn't hurt and if you don't want to change this, you can leave it as it is.
  18. Maybe there should be a Noodly Setting in the Difficulty Settings, so everyone can adjust it, how they want. Or more serious: Joint Strength
  19. I will buy it, even if my GTX 1070 detonates on launching the game.
  20. Seems like the atmospheric scattering and the clouds are hiding them. Especially the new maneuvering system. And i'm very excited to see, how much bigger the ships can be performance wise.
  21. Nate Simpson said in an interview, that KSP 2 will be as challenging as the original. They only add new elements, such as the animated tutorials, which make it easier for new players to get into the game.
  22. And i the biggest improvement will be the new architecture of the game, which should allow us to build structures as big as the ones shown in the trailer. At least Nate Simpson said that they will work fine with an average pc. This will enable new possibilities for players and for modders. Imagine trying to build the interstellar ship with the shipyard in KSP 1. Edit: You actually don't need to imagine that. ShadowZone tried that in his trailer remake and it didn't work at all.
  23. I used to put three even spaced in an orbit. But more recently i built a satellite centrifuge, where i put a bunch of relay satellites on, rotate it fast enough and decouple them. The chaos does the rest. You only need enough satellites, so the chance is high enough, that there will always be a relay in sight. Doing this with a resonant orbit is much more time consuming. (at least for me, because i can't sleep well, if the orbits are not within a tolerance of 10m) Edit: Then, in the most cases the spent stages with relay antennas thing is enough for moons.
  24. I think it will be more like minecraft multiplayer. You can host a multiplayer game locally, or host a server. And all with your own rules.
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