Jump to content

JoeSchmuckatelli

Members
  • Posts

    6,298
  • Joined

  • Last visited

Everything posted by JoeSchmuckatelli

  1. Kerbal Space Program 2 Steam Charts · SteamDB I don't know if this is decent for an EA title - and I do know that there were other sources for the game... but it's a start. I get the feeling that a lot of people are holding off. I'd have encouraged them to participate in EA prior to launch. Now? It's probably best for really experienced players, those folks who enjoy bug hunting and Beta participation... and folks with good systems. Still - glad to see they've made their first mil!
  2. It's been a long time since I fired up KSP so I'm largely going off memory. 1. As far as I can remember, I had a habit of turning on SAS prior to launch - likely because it helped cure the wigglies and made the first part of takeoff easy. Always did that before hitting spacebar the first time. Apparently I cannot do that in KSP2. Does this affect anyone else? SAS controls do function once I have launched the craft - but not before. 2. Anyone got good advice for how to do efficient gravity turns in KSP2, given the rework of atmosphere, flight, etc? I'm getting to space just fine... but my turns are far from efficient. Appreciate any responses!
  3. Probably the solution. Having weird camera behavior in VAB anyway - so maybe I can do that just before launch. It's just weird.
  4. (Failed to record Audio ) 8/ I've been unable to recreate this with the same ship on the launchpad - but it happens every time I load the save. Using Part Manager to undock the two results in... I won't call it RUD - unless the D stands for 'Departure'. You will note there's no explosion. Both crafts just go off screen to the right, appear again on the left and zip away. Tracking station still shows a ship in orbit, but you can't select it.
  5. I've got a 3070 and am running at native 4k chosen from the Esc/Settings/Graphics 'Resolution' tab. Are you not seeing this in your 'Settings' tab?
  6. I tried clicking on Maneuver after Prograde wasn't working. That wasn't any better. It's almost like you have to turn the SAS off? Literally none of my planned maneuvers, timed with the burn timer, are coming out anywhere near where I hoped via the MN planning. Thankfully I know how to manually correct these things; but new players would just be frustrated!
  7. There was a lot of work done by the artists to make the rockets and explosions look good. But this pop-up (and especially it's immediacy) takes the Kerbal fun out of Epically Failing. Developer Insights 10 Developer Insights 2 The huge, screen hogging Flight Report is too big, too immediate and too opaque in my opinion. Anyone else bothered by this?
  8. Yeah, that's gonna be a problem. See, like, ya know, I like to watch the animations during the start of the burn and stage separation (if required) with the new engine start. But most of the time I'm watching map view with persistent (cough) AP/PE numbers. So, yeah.
  9. Why are they doing this... Looks wrong. I'd prefer the boosters to be closer to the pad vents.
  10. Another epic launch failure ruined by the IMMEDIATE Crash Report Window popping up and blocking my view of the explosion as it happens. So NOT Kerbal. Please delay, reduce or let me choose to hit ESC after a Boom! Retried. Honestly, I don't know what's happening. Another 'should be epic fail' but the entire craft just disappeared in a puff of smoke mid-flight. I knew it was going to be a bad flight from the moment it took off... and rather than exploding and separating into a bunch of pieces that scatter about the launch area - nothing epic happend. Just a puff of smoke and fire followed by Pretentious Kerman's Unnecessary Report.
  11. I might have to do that - but after reading @Draradech 's post above I need to go see if that is the source of my error
  12. I don't know if you caught Scott Manley's pre-launch ESA event video - but at one point he's pulling the nodes and it looks identical to the KSP node interface. Skinny lines and all. On my phone so I can't time link to his video. Looks like the fat line thing was added just before launch.
  13. That's interesting. I'll play with it later today! On that - I don't see how burn under warp will work - when every SAS prograde hold fails to do so under warp... And then at the end of the warp I watch the ship reorient. Easily tested in a circular orbit - just warp 1/4 of the orbit and if the system worked as advertised it should hold prograde through the entire warp. But it don't
  14. The team would really benefit from an ingame bug report feature - or something that lets players report a game-state instance, rather than relying on screen shots, videos and forum posts! I haven't had any crashes (one freeze, but no crashes) but I don't think they even have a crash dump file that could be attached to a bug report).
  15. Hey thanks - but I haven't grasped the intuitive part yet. My orbital testing has been far less than my just playing around with with Rovers and planes - but space travel hasn't been a great experience, overall. I've tried to like it (I certainly like the destination!) but the user experience has been frustrating. Let me explain where I am coming from and maybe you can help me make the necessary paradigm shift! My KSP habit has been to launch, manually do the gravity turn and get the craft to a speed that will result in an AP in space with a considerable horizontal velocity, set up a maneuver node at the AP and get a circularization solution, warp to an appropriate time then KSP the burn (half time calculation, etc). The advertised improved node for KSP2 (as I understand it) is that you are supposed to be able to rely on the timer, to start the burn at zero and then stop when it says to. Every burn I've done like this fails to result in what I've hoped to accomplish. So, either there is something wrong with the burn timer/node - or my understanding is way off. This has been true for circularization, Intercept, capture and landing. I've got enough experience with KSP that I can fix the errors - but they frustrate. Case in point - after manually getting a circular orbit, I spent a bunch of time fiddling with the maneuver node to get an Intercept with Minmus and finally with a good solution ran the burn as the timer told me to. Ended up with a Kerbin SOI escape velocity. Took several tries and some manual fudging (based on KSP experience) to resolve the problem and actually get a capture. Then that node, instead of giving me a PE at around the altitude planned gave me an impact path. Each time I have been able to manually fix it - but only because I have so many hours in KSP. As someone eager to introduce the game to new players - I just can't, yet. Would not be fair to them or the Dev team. So any help understanding what I'm missing would be appreciated!
  16. I am mostly enjoying it. I'm also trying to have a good attitude about the whole thing. I've been part of an Alpha and several Betas and have played and enjoyed other EA titles. My experience and instincts are to be patient and help the team identify stuff, enjoy the ride etc. But I'm finding so many things that don't work as advertised or that annoy me that I'm having to remind myself to be kind.
  17. That is a work around / gamification for experienced players. If you know you should burn at PE, then the node should be placed at PE. The timer should tell the player to start the burn so that the total burn will be centered on the node. (I was actually OK with the old workaround of halve the time and start the burn early - but the Dev team wanted to do away with that)
  18. I think it's gonna need some sort progression system to count as a Game. Otherwise it's just a sandbox /sim... And for me the fun part of KSP was the progression system, having to do more with less and then unlocking a few new tools. Those kinds of limitations drive creativity.
  19. Reading this, combined with my experience over the last two days, I just can't help but think this should be a Beta. They REALLY needed more time and people in the Beta if they actually had one.
×
×
  • Create New...