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KSP2 Release Notes
Everything posted by Anth
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Any chance that we can fix opening the maneuver node dropping data from view before the first update? (right click sticky intercepts/PE/AP etc)
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The launcher can be bypassed like the KSP1 launcher can be bypassed. I haven't had any issues with the launcher for KSP2 except that it wastes time being loaded. True. I copied KSP2 to my other older computer so I could performance test it (two steam apps can see each other and will block another game playing)
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I dont care that steam can see me playing. I just wanted a direct download so I could collect all the updates that KSP2 will have.
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I wanted a direct download so I bought directly from the PD Store (it said Direct Download) but instead they sent me an email with a steam key. So its really just Steam or Epic. I wasn't happy about it but at least it ended up on my second choice.
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This... Select the root part of the craft and Ctrl C (Copy) will copy the craft file into the clipboard You can also then paste that into another save that has an empty VAB
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KSP2 Version: 0.1.0.0.20892 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB It's a small issue but let's say that was a command pod being upside down every time it was taken from the parts menu... For a plane it needs to be rotated 90 degrees every time it's taken from the parts menu. Video Evidence: https://youtu.be/fBzGamd-juI
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KSP2 Version: 0.1.0.0.20892 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Current Behavior: As long as a craft is close to the KSC and the camera is looking at it the CPU will be close to maximum. Sorry I don't have any AMD screenshots. I only have intel CPUs. Following Screenshot shows CPU maxing out: This screenshot shows CPU out of render range of the KSC:
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KSP2 Version: 0.1.0.0.20892 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Expected Behavior: That the countdown starts from the time it will take to get to the Maneuver Node. So 3 Years would countdown to Zero ticking down through the Years and Days Hours and Minutes and Seconds until it reaches Zero. Observed Behavior: The countdown never is above 6 hours. It counts down from 5:59 down to 0 and then starts at 5:59 again and down to 0. It could be 1000 Years away from the Maneuver node and it would never display above 6 hours. Video Evidence: Watch the mouse pointer in the video for where I mean. Will need to up the quality to see it clearly.
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This screenshot shows a craft on the runway on Kerbin with the ability to recover the craft in the menu: This screenshot shows the lack of being able to recover on Eve in the menu. KSP 1 had only the ability to recover on Kerbin so I assume it's true of KSP2 as well (at least until colonies comes out maybe) So I think its Paige that is the problem and the menus seem to indicate that.
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KSP2 Version: 0.1.0.0.20892 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB There are three things happening: 1. Pixelation 2. Flickering in the pixelation 3. A kind of light shadow that is affected by the camera angle that covers from the left of the screen to the right. Video Evidence: Note quality might need to be increased to see it clearly
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KSP2 Version: 0.1.0.0.20892 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB These 2 Screenshots and a website for transfer windows below should clarify the problem. The following shows KSP2 the day a save has first been started which starts Year 0 Day 0. The following shows KSP1 the day a save has first being started which starts Year 1 Day 1. Look to the following website: https://alexmoon.github.io/ksp/#/Kerbin/90/Duna/90/false/ballistic/false/1/1 This calculates transfer windows for KSP1. It works off the KSP universe starting at Year 1 Day 1. I attempted to do a maneuver from Kerbin orbit to Duna orbit on the date specified on that website and it failed because its 1 year and 1 day off. I corrected for KSP2's error and it worked. This isn't a debate about if 2000 was the beginning of the 21st century if anyone wants to argue that point. This is about the first day of a universe that materialized out of thin air one day
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KSP2 Version: 0.1.0.0.20892 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Expected Behavior: Look at the KSP1 Video below. Observed Behavior: The Orbital Info doesn't account for the Years and Days Steps to Replicate: Get into orbit and then extend the AP until it's over 6 hours. Screenshot of problem in KSP2: Video of how KSP1 does it within Kerbins SOI: https://youtu.be/y-sPE58TNIU Save File from the Screenshot: https://www.dropbox.com/sh/bnclgljjpbunuul/AAAHEolhGaKqZ6Lj2Xlmswy_a?dl=0
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KSP2 Version: 0.1.0.0.20892 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB How KSP1 does it: https://www.youtube.com/watch?v=03QODlQXYxE&t=10s How KSP2 orbital data is being hidden: https://youtu.be/J-yWXUzjN-c Additional Information: This issue makes anything to do with a maneuver node very difficult to do.
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KSP2 Version: 0.1.0.0.20892 Operating System: Windows 10 CPU+GPU: i9 9900K+3070ti Explanation of what is going on: KSP2 has two F9 Keybinds when it should have 1. The following screenshot shows there is two key binds for the same key. One for pressing (tapping) and one for holding down. This screenshot is from the accessibility tab that should be able to switch the F9 from Hold to Press(tap) if desired. Expected Behavior: By default the F9 should be a hold down key to prevent accidently loading a quicksave but the player should beable to set it to Press (tap) in the accessibility options if they so desire. There should only be one keybind that applies directly to the F9 key in the first screenshot. Observed Behavior: The Press F9 key ignores the hold down option entirely and would regardless of if the hold down key option worked or not because the Press (tap) key bind would always override the holding down of the key. I then did further testing The Hold Down F9 simply doesn't work at all. The F9 only works when Pressed (tapped) which is not how it should work by default. How to test: Rebind the Press F9 to the - sign on the numeric key pad on the very right if you have such a keyboard Rebind the Hold down F9 to the + sign on the numeric key pad on the very right if you have such a keyboard Apply Settings Test The - key will work. The + key is non responsive regardless of what the accessibility setting is.
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KSP2 Version: 0.1.0.0.20892 Operating System: Windows 10 CPU+GPU: i9 9900K+3070ti Expected Behavior: That a rocket gets past 20000m and doesnt explode Observed Behavior: That a rocket explodes if it has a physicless part that is radially attached to another physicless part like a vernor to a vernor or vernor to rcs ball etc etc Steps to Replicate: Launch the rocket that can be downloaded via the dropbox link below. Get to over 20000m and the rocket will explode as well as parts will be seen flying all over the place in some cases. Go back to the VAB and remove the radially attached part and relaunch to see the rocket get past 20000 fine. More Information: This doesn't happen if a normal part is surface attached to a physicless part. Video Proof: https://youtu.be/UkzfPQj4sDM Craft Files: https://www.dropbox.com/sh/ahwkwqo52dtnku7/AAAanoL3seZP2oB8gstPROUYa?dl=0
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The amount of time I spent on bug reports on KSP1 was from a few hours to a few months (for the more interesting ones). But I knew if a bug had already been reported I would just interact with that posted bug report and not make a new one. The feedback system on the PDLauncher and the Intercept Games discord just isn't the place for serious bug monitoring for us the public to interact with.
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The controls in the editor should be a carbon copy of the original.
Anth replied to Azimech's topic in KSP2 Discussion
The gizmo would be better the way it was in KSP1. Also the SPH in KSP1 was better mostly because we could move whereever we liked within the hangar when the VAB had us rotating around the craft which was very restrictive. The VAB in KSP2 is ok for normal crafts...maybe. But what happens when we are making huge crafts that cover a lot of area?