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JoeSchmuckatelli
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KSP2 Release Notes
Everything posted by JoeSchmuckatelli
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I noticed this while trying to deploy some comm sats around EVE yesterday. A combination problem - when the "Observer Can't Leave Active Vessel" thing shows up... every pod you detach from your ship is just dead junk. The thing I've noticed is that upon separation, both ships revert to a 'dead stick' state. Neither craft has SAS or 'remembers' it's last instructions. For a ship with the engines off in orbit doing a gentle separation - that's fine. You can generally switch between the two craft and manually tell each one to set SAS or burn or whatever. To test this... I created an MLRS. Results were disappointing.
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Predicting the near and far future of KSP 2
JoeSchmuckatelli replied to Tazooka's topic in KSP2 Discussion
I hear you - a bunch of us spit balled the improvements we'd like to see last year. Doubt any of it will be in the game - but we gave it a try. Yes. They have been particularly cagy about what Science will bring. So many of us hope it is a real game changer. I'm just going off interviews where Nate referred to resource management and progression - and effectively the economy of the game isn't science points or money but building colonies and making fuel outposts and setting up automated resource runs. (You have to manually do each once) The thing is - Science gives Kerbals something to do besides plant flags and waddle at 3x. -
Predicting the near and far future of KSP 2
JoeSchmuckatelli replied to Tazooka's topic in KSP2 Discussion
I don't think they're going that route. My reading of the progression system is that it's tied to the resource extraction mini game. Science should help you identify the resources and anomalies, etc. But we are unlikely to get 'do a crew report on Minmus to unlock spaceplane landing gear'. -
Jool is on my to do list. I'll keep an eye out!
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My one trip to Eve worked well,with some eyeball adjustment and a mid course plane change. Would have to attempt more to be sure.
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Predicting the near and far future of KSP 2
JoeSchmuckatelli replied to Tazooka's topic in KSP2 Discussion
My opinion is that we moved from an Alpha state to a Beta state in one patch. I have a weird feeling that we are playing essentially the version that they let the ESA players access (compare MN style and yellow scrolling warning bug that were presented in the pre launch ESA vids with what we had during the first 3 weeks). We didn't have skinny, easy to use MNs, or the scrolling bug -but we have both now. Why we got what we got is beyond me. That said I think it will take more than one more patch to put us in the state I expected EA to be in when they described the Roadmap. So I'm guessing by the end of April we will be EA and only waiting for the work on the roadmap stages. Months ago I predicted Sandbox would only take 2-3 months and then Science would hit. I don't see any reason to change that... with the caveat of 2-3 months after it's in the EA state. I'd say 3-6 months later we get the next stage. MP? Waiting for Godot -
I think this will be something good to figure out. For now I'm defaulting to the numbers - but pre-patch that was the bad strategy. Thing is - it is so rare for them to be off this build I haven't spotted a trend.
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I'm not thinking about fuel types. I'm trying to figure out why the bar and the numbers would behave differently - only solution is that the timing of each is drawn from a different process. Like these are calculated differently for some reason
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Full disclosure - the more I play the more I find things that may indicate erratic behavior. Notably after separation of a stage, the bar and timer got misaligned. Wish we knew if they were drawing from different resources to show the respective data
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Do you get the 'blocked' message or EVA unavailable? Please explain in more detail how this occurs
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Have you been jumping and trying to time it? Or are your Kerbals clinging to a ladder or the door when the option to press b is available?
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Ask the Mods questions about the Forums!
JoeSchmuckatelli replied to Dman979's topic in Kerbal Network
FYI - something about these forums is causing Chrome for Android to freeze up on a regular basis. Doesn't happen on other sites or browsers - but it is regular. Don't know if it is related - but it is particularly noticeable if the thread has a Twitter link. Not required, just more frequent when a twit is on the page - although the Twitter related is different, also because it eventually resolves itself. The other freeze requires shutting down Chrome entirely -
Standard rover wheel does not seem to handle more than 21m/s
JoeSchmuckatelli replied to YoD's topic in v0.1.1
TR 4 pushed by rockets still has traction in the mountains at 35m/s. See my 'lots of wheels' thread -
Give it a bit. Post patch it is possible to enjoy the non buggy parts of the game - but there are a lot of things that are still buggy. If they are remotely as comprehensive in the second patch as the first - it should resemble what we expected EA to look like when they announced it
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Grin!
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@Nerdy_Mike and @Dakota-of any community feedback that gets elevated... This OP should be at the top.
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I'm calling this iteration of KSP2 a qualified "Beta" release. Quite a bit is working, there's still lots of bugs every time I play. However - enough is working that I can actually say "I'm playing KSP2". If the NEXT patch is anywhere near as comprehensive as the first? I'm likely declaring this train back on track (and worthy of the title of EA release).
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But fairly rugged:
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Observations on aero and part balance
JoeSchmuckatelli replied to Streetwind's topic in KSP2 Discussion
I just had an unexpectedly easy landing on EVE. Terminal velocity was such that when I discarded the lower stage at 1,000m (a couple of empty tanks, Poodles and an empty command pod) - the pod survived the impact. I figured the whole assembly would crater. Mind you - the lander was coming down at 9m/s under chutes, and my anemic under-powered retro rockets did not touch my speed at all - but the landing legs handled that impact as if that was the target speed. Definitely some things going on that are less than expected. -
Currently, it doesn't. I hit launch on a craft I'd built - drove it to a place, and planted a flag on top of the rover. This caused the game to glitch and freeze, so I had to shut down the game from the Desktop. Restart the game and Reload the save... My vehicle is incomplete. It's partly saved - but because I was still testing it I had not 'saved it' in the VAB. Used to not be a problem (AFAICR). So while this is likely a PBKAC issue... should the game save a copy of the craft on launch? Or should players have to remember to save just in case?