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Anth

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  1. This information is found via the following link and is possibly what caused the problem. Update was on the 24th around the time the people started complaining about the issue. https://steamdb.info/app/220200/history/
  2. At first I just assumed this was a steam problem, however with 1.12.4 coming out shortly this might be due to someone adjusting the steam side for its release. The people having the problem only applied to KSP. Work Arounds: Uninstall steam and reinstall (drastic thing to do with all the other games already connected) Create a shortcut directly to the PC executable which is KSP_x64.exe bypassing steam completely. Bug Report with Screenshots: https://bugs.kerbalspaceprogram.com/issues/28670 Note: It didn't affect me. Mine is working correctly
  3. True I guess. Launch into space before the transfer window when the weather is better.
  4. Kind of like the old Simcity disasters that could be unleashed on the city? maybe.... In real life of course. in KSP2 or KSP1 I would rather launch whenever I want though.
  5. Yeah this is the one from above. No idea how the light passes through the clouds from this perspective. Still amazing looking from above though. Weather could make for too much complexity but more than that I don't want to be scrubbing launches in KSP2.
  6. Of course. Its the sun through the clouds like in the video that I don't think I have seen in KSP2 videos. I saw dense cloud in one of the KSP2 videos but it was well above the surface and another that the rocket passed through clouds that weren't interacting with the sun like that. Agreed. Its a progression of development, incremental changes in the direction of what they want the end product to look like which only some of what we have seen might be considered finished.
  7. @blackrackThey look amazing especially the way the sun affects them . And the blue sky. Incredible. I haven't seen KSP2 clouds that look this good yet.
  8. According to your posts we might be missing a few from KSP2 1.0
  9. What planets stated before the early access that were going to be added? Ovin and Gurdamma (debdeb system) Was that it? Was there one with a binary star system or was that Ovin? Or was that two planets orbiting each other? Anything on the roadmap they have shown us for early access is for 1.0. I am not sure why they would indicate otherwise.
  10. Yeah it doesn't clarify if that applies to the smaller parts that we already on KSP1 or its just in regard to colony parts.
  11. US$100? Some developers are putting up the price a bit but that's way too high. I am in New Zealand where the standard price for a new standard PC game is usually up to NZ$100 (US$60 currently = NZ$103.2 according to google) So if KSP2 was US$100 then that would currently make it NZ$172 here. There is no standard game that is that high in this country. Not even console games
  12. I was talking about the ones that are in KSP1 not colony parts. I don't think we will see the ones you have shown for quite a while.
  13. I bet KSP2 early access will have way less bugs but $50 is for early access anyway. A real comparison of KSP1 to KSP2 probably wont be right until KSP2 hits 1.0 which has a price tag of $60. Though that might change who knows I am not sure if KSP2 will even have drills and ISRUs to start with based on what the roadmap talks about.
  14. Lets see. What other bugs are still in KSP1 that makes KSP2 a better option: EVA construction problems when trying to move a wheel where the wheel will sink into the ground A Kerbal when using its parachute but is in a command chair will flip the craft around and around Rover fixing contracts with wheels tilted out in a way that they don't work at all (they need to be orientated up and down for them to work correctly) Some parts in symmetry not changing their settings together in scene when they should Intercepts changing when under timewarp Finishing a maneuver that doesn't actually end up in the same place as the maneuver node (like a course correction from solar orbit to a planetary encounter) Ground Anchor doesn't actually work. A crash to desktop when in an orbit outside the Jool planets (but still in Jool orbit) Losing intercepts with crafts when trying to rendezvous with a craft in solar orbit Losing intercepts with asteroids when trying to rendezvous Intercepts flickering all over the place or giving a false intercept all together Tutorial that doesn't work correctly after one of the engines was revamped Flags that aren't supposed to have colliders do have colliders A weird bug that causes parts to disappear in the editor (SPH/VAB) Permanently lowered performance after launching into space for the first time. (might apply to any planet but I noticed and retested it multiple times from Kerbin to Kerbin Orbit) Kerbals who go on EVA on the side of a capsule (or ladder) who are in contact with a part of the craft cause the craft to start spinning. (phantom force) Physwarp causes gravity to increase. Ore Drilling/Processing crafts exploding when they lose power while the craft is in the dark and loses electrical charge when using timewarp (due to a heat problem) Pistons losing EC will unlock even when they were supposed to lock at times and will just move freely even when EC is reestablished until they are forcefully adjusted As of 1.8 if KSP is a clean install there will Shadow banding across the ground (its really obvious when moving around the KSC in scene) The spherical tanks fuel vs the oscar tanks is wrong vs the volume Duplication bug with EVA construction containers Multiple Kerbals in a scene together will cause performance to tank. sometimes fuel transfer doesn't work (though it isn't quite as bad as it used to be) Robotic drift causing pristine part locations to change on timewarp and saving the game warping crafts (partial fix in 1.12.3 with locking) The MK2 lander can sometimes evaing the kerbal with the wrong hatch is blocked sending the kerbal flying into the air EVA construction with click through issues from one part to another
  15. KSP1 is a mess. It has the following issues at the minimum Badly Optimized (look at large explosions. the game pausing to consider what just happened before explosions happen) Kraken Strikes which is when the game blows up a craft in weird ways for no reason (as well as other spectacular glitches) A really REALLY bad memory leak that gets worse and worse each time the game loads the known universe which happens a lot like the following: when launching, when loading a scene, when reverting to launch, when going to KSC screen etc etc etc. Above memory leak makes the game take longer and longer to load the bigger the save file is There's a memory leak when more complicated crafts explode. On undocking from a craft to launch straight up from the ground the game sometimes will stay in a landed state which really screws up the game A lot of the free updates have bugs that were never fixed especially the maneuver mode function that is riddled with them that were never fixed (look at phase angle which never worked) 1.12 introduced a friction problem with wheels and landing legs, so landing legs will slide when there's no obvious way to stop them. I would have to go look at the bug tracker for others but there are LOTS of bugs in KSP1. TONS of them. The main pressure on Intercept Games is for high quality. A relatively bug free KSP is what I care about and I think a lot of other people want the same thing. For me the success of KSP2 depends on it being a high quality product with few bugs before anything else.
  16. As @Deddly stated it is already in KSP and has been in KSP since at least 1.2.2. NathanKell probably put it into KSP a very long time ago when he was still working for Squad. To get to the point of the screenshot I have shown do the following: Alt F12 to get up the debug menu or cheat menu (if that doesnt work use Ctrl Alt F12 as nvidia's app called Geforce Experience changes it to this) Click on Physics on the left Click on Aero Tick Display Aero Data GUI
  17. Wow. Interesting to see the origin of something that in my mind has always been in the game. Good that aeroGUI was added. It still comes in useful at times. NathanKell must have put it into stock. I miss him being on the main KSP team.
  18. I don't think the management (or whatever the company that owned Squad) expected to ever do DLCs. T2 bought the KSP IP and they got the DLCs created, probably as a probe to see what the current KSP player base interest and numbers was.
  19. Now that we know that Early Access is coming up it feels a bit limiting on what will be shown before release. Personally I want/need the debug menu for testing KSP2. I don't want to have to go all the way to Eve to test a craft each time. A debug menu like KSP1 would allow us to help with the early access phase so I am assuming it already exists. Transporting to eve instantly using something like Set Position (or even better a craft loader directly from the debug menu would be great) so we can test water, wheels on eve vs Kerbin vs other planets etc would be a huge help.
  20. The parts/bases examples that they have shown us so far look to be pretty amazing but yeah there's nothing about the game play except for Kerbal reproduction and that a VAB can be created and different sized buildings for resource production. It will be interesting how it all works. But it will be more interesting how they keep us having fun using the colony system.
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