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JoeSchmuckatelli
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KSP2 Release Notes
Everything posted by JoeSchmuckatelli
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A week in... 10% still playing
JoeSchmuckatelli replied to JoeSchmuckatelli's topic in KSP2 Discussion
Yeah, sadly the big improvement in frames won't show up till the PQS merge is complete, but things like having higher part craft should be mitigated by the short term updates. That said, I am definitely getting better frames in the vicinity of KSC. Nothing huge but going from 12 FPS to 17 is a large percentage increase. -
That picture is so Kerbal; there's a freaking tractor-trailer FEET away from the rocket, and it's launching from what looks like a built-up area in a warehouse parking lot!
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What resolution are you playing at? Because I think the Burn Timer is perfectly sized; although I would like to be able to move it a bit down. Main UI thing I want to do is shrink the NavBall by 25%. Probably some of the others as well - but I'm on a 32 inch 4k. Navball is HUGE.
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Ferried a couple of SpaceFrogs out to Duna - marking this as twice as many trips outside the Kerbin SOI as my entire KSP career. (The burn timer is awesome!)
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I've tested burn under warp as well. Timer is working great! Good job Dev Team! -- This is something I never knew I wanted in KSP - but what a QOL improvement! @Dakota -- Let the team know they've accomplished one milestone: A guy who only left Kerbin's SOI twice in all the years I played KSP... has now doubled that number with KSP2 in 60 hours. The addition of the Burn Timer and the way the game is working post-patch is very 'Duffer' friendly! I'm predicting KSP2 players leaving the SOI and getting out to the other good stuff will blow away KSP's numbers.
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Hey - I'm thinking now it was a bug. I closed the game for a while, took a break, and then came back and loaded a save. So - now I'm seeing what I had hoped to see. Beautiful orange line through the SOI of Duna. Much better. I think I also stumbled upon a different bug: If you're trying to get interplanetary, but your orbital path plan takes you through the Mun's SOI, the escape Kerbin SOI blue whammies show up - but there is (or at least, was) no continuing orbital path into the rest of the solar system. Meaning, when you zoom out to where you can see the planets - your path stops at the 'Exiting Kerbin SOI' whammie.
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KSP2 uploading through network a lot
JoeSchmuckatelli replied to paintsincode's topic in KSP2 Discussion
That is interesting. I wondered what possible good the Launcher Report Feature was doing given that we're only allowed to write text and send Jpgs. i.e. without crash logs or data, it's just anecdotal info. Wish I'd known a while ago! Good to see the team is getting actionable data. -
A week in... 10% still playing
JoeSchmuckatelli replied to JoeSchmuckatelli's topic in KSP2 Discussion
We are back up to 10%. Evening of the patch. I'm happy with it enough to predict that we don't get as precipitous of a drop this week; meaning I think people who were really frustrated, but also really interested who dropped for a while may stick. If the second patch is at all as comprehensive as this one was... I'd actually think we'd start seeing the numbers creep upward as EA gets rolling. (Still calling this Beta-ish at this point. Last few weeks felt like an Alpha more than anything. But while I'm finding a lot of bugs still, frustration is WAY down). -
How's that award-winning copy treating you?
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Is there a way to turn off the "Important Health Warning"?
JoeSchmuckatelli replied to schlosrat's topic in KSP2 Discussion
Way too long! Maybe a 'First time' you have to see it - but subsequent loads it can be skipped? -
It's no secret that throughout my KSP years, I basically played around the Muns and rarely ventured to the other planets. Consequently, I'm very unfamiliar with the behavior of the MNs when trying to get an interplanetary intercept. (Edit: Basic question is - am I seeing something wrong with the game, or is there a gap in my knowledge?) Prior to the patch - I was able to 'muscle' a ship into an intercept with Duna and capture. I'm trying to recreate that. Except elegantly. Earlier today I ran a Mun run - the MN did everything I expected. As soon as I got an encounter, it not only showed the PE in the Mun's orbit, I could also see the blue disks of where I was entering the SOI and the orange orbital path curving around the Mun. (Much nicer than pre-patch, where I never saw the orbital path until I had a MN placed at PE with a plan to circularize - then and only then did the orange circle appear - never a curved orange line). So - now that I'm trying for Duna - all I get is "Entering SOI". No PE. No lines around the planet. No Blue Whammies (or whatever they are called) around Duna. Here's what I'm talking about with Mun Capture: the lines were great. Made it easy for me. But this Duna run looks totally different. So what I don't know is... Is this an error with the way the game is working, or just something I don't yet understand about the game / orbital mechanics?
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I regularly had trouble following the Burn Timer over the last few weeks. Not today. I've tested it in Flight View, Map View and (intentionally) switching back and forth between the two. This thing is 'All Systems Go." Case in point: set up a MN to circularize an orbit at 85,000m with an ascent stage Mammoth II. Ran the burn exactly as the Timer suggested. Perfect. Edit: I have also tested the Burn Timer doing a warp while burning. Had a 6 minute burn lined up - and did not want to sit and stare at the computer for the whole thing. Used the warp buttons at the bottom and, again shifted in and out of Flight/Map view. The burn was spot on (or rather, the timer was!) burn starts around 3:30
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Do Not Revert to VAB from the VAB unless you want to Alt Tab out and shut down the game. This is a companion report to this one: Link Problem starts when you cannot close a window/pop-up like Color Manager or Wing Shape. Then when you hit ESC you have the option to Revert to VAB.
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That top picture is EXACTLY what I tried to describe. My game froze and I had to restart and rebuild the plane... the problem did not repeat itself (different build). But yeah, that plane you built is very similar to the one I built - and the wings did exactly what I wrote about. Not sure there is. There also used to be an "Advanced Controls" section (IIRC) and I could not find it.
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Ask the Mods questions about the Forums!
JoeSchmuckatelli replied to Dman979's topic in Kerbal Network
How do we add tags or otherwise distinguish Post Patch Bug Reports or create threads that relate specifically to this iteration of the EA? -
I have this weird feeling that the build we're on is uncannily similar to what the ESA people got to play. The pre launch videos show a similar Maneuver Node and the Notification spam bug that was seen then is back - which I never saw over these last three weeks. Not really complaining. This is a better build and definitely feels more Beta than Alpha.
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The patch comes with lots of QOL improvements. I'd say it's looking a lot more "Beta" now than "Alpha". Still - I am finding LOTS of bugs - just not as awful as before. The team did a really good job with this patch. But I reiterate my advice - if you're not willing to be a bug hunter... I'd still wait a bit. Definitely moving in the right direction!
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I made a multi-wing plane - using a short wing segment between the main body and a run of cylindrical fuel cans, engines and intakes, with the main wings attached to those. Body-wing-external engine assembly-wing. On loading to the runway - whenever I hit the S or D key - the inside short wing segment control surfaces went the opposite direction of the longer main wing surfaces. Press S - the inside went up and the outside went down. Press D - the opposite happens. Anyone else seeing this? Also - is there a way to invert control authority in VAB? If so, I can't find it.