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Vinhero100

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Posts posted by Vinhero100

  1. On 4/16/2024 at 11:32 AM, Quasar2007 said:

    Yeah, I'm still having the same issue in 0.2.1.0.

    The worst thing is that when I ask people on discord THEY DON'T HAVE ANY PROBLEM! 

    I have no idea why! :( 

    I think people just don't notice it lol, if you look at the KSP 2 screenshots channel on the discord the camera is never in orbital mode

  2. On 3/20/2024 at 11:45 PM, Why485 said:

    I know this isn't like, a game-breaking bug, but this is one of the most frustrating points of friction in KSP2 right now when it comes to just playing the game. You have to gimbal lock the camera downwards in order to see where you're going, where you've been, or anything else in the solar system.

    yea and it's a regression bug from one of the early patches (playtesting????). It's also easily noticeable since it just happens consistently, there's not even a case where the camera functions correctly. The devs have to (LITERALLY) be blind not to see this. Idk what they have been doing for the past year and I'm concerned bc they seem to be leaning more into content updates while this game still can be a buggy mess at times.

  3. On 2/6/2024 at 3:19 PM, Moosemint said:

    Reported Version: v0.2.1 (latest) | Mods: UITK for KSP2, BepInEx, Micro Engineer, Manuever Node Controller, Lux's Flames and Ornaments, Noed Manager, Wayfarer's Wings, Community Fixes, Flight Plan | Can replicate without mods? Yes 
    OS: Windows 10 | CPU: AMD Ryzen 9 300X 12-Core processor | GPU: NVIDIA GeForce RTX 2070 | RAM65536MB

     

    Only "Horizon Mode" camera view appears to work correctly - Celestrial camera appears to functional in the exact same way as "Horizon" does currently (Severity: Low, Frequency: High, constant without exception).

    No steps needed to replicate - simply begin a game, and place any vessel into orbit around any celestial body.

    Expected behaviours

    Horizon Camera view functions perfectly, placing the currently orbited celestial body "below" the active vessel. Works perfectly for launches and atmospheric flight, landings on celestial bodies, EVAs on celestial bodies, ect.

    Celestrial Camera View: I'm still new to KSP2, so still learning my way around. This is how I expect Celestial camera to work: the same as Orbital camera view from KSP1? Or at least, exhibit different behaviours than Horizon camera view. The camera should be orientated so all of the Kerbol System's planets are viewed on a horizontal plane, matching the same camera orientation as in the Map View. In Celestial mode (I assume),  from the point of view of a vessel on a perfectly equatorial orbit, the orbited celestial body will appear to move around the vessel horizontally (as with Orbital view). However, from the point of view of a vessel on a polar orbit, the orbited celestial body will appear to move around the vessel vertically.  

     

    Actual behaviours

    Horizon camera view appears to work perfectly, however Orbital camera and celestrial camera currently behave in the exact same way as Horizon camera does.  This occures regardless of vessel orientation. This can be quite disorientating for players coming from KSP1 (such as myself) or players expecting to see the solar system orientated to match any given planet's orbits around the sun. 

     

    In the attached video I demonstrate how Horizon and Celestial camera views appear to function in an identical way currently, and occasionally there are weird camera snaps when switching between camera modes - as though the camera almost behaves as expected, before reverting to copy the Horizon view. 

    Unclear if related:

    Automatic camera always seems to default to "Horizon" view.

    Chase, Body and Capture cameras also all seem to function in the exact same way, and I haven't been able to tell them apart.

     

     

     

    Included Attachments:

     

    HorizonandCelestialCameraBug.mp4

     

     

     

    glad other people are finally reporting this, its been a pretty obvious bug since one of the earlier patches but its never gotten fixed for some reason, and its super annoying!

  4. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes 
    OS: Windows 10 | CPU: Ryzen 5 5600x | GPU: RTX 3050 | RAM16GB

     

    I've noticed this bug since ~.1.3. (either .1.2 or .1.3, I can't remember exactly) This always happens, so it should be easy to replicate(?). The horizon and celestial cameras show the same camera angle. The horizon camera shows the planet you are orbiting/on below you, as it should, but the celestial camera does NOT show the planet off to the side while you are in orbit. Instead, it shows the planet below you just like with the horizon camera. Prior to one of the earlier patches the celestial camera behaved like how the orbital camera behaves in ksp1, so it would be great to get that functionality back. Thanks!

     

    -btw, great work with the For Science! update :)

     

    Included Attachments:

    KSP2CameraBugReportImage.jpg.47c7f4f53aa980df385878fb39b1544d.jpg

  5. 4 hours ago, Nate Simpson said:

    unexpected in-flight destruction of vehicles equipped with physicsless parts

    does this include the bugged unexpected destruction of vehicles when undocking, or is that a separate issue

  6. 3 hours ago, MARL_Mk1 said:

    I'm so hoping that we finally get Aero and Entry FX with this patch...

    PLEASE...

    I'd say almost definitely not, they'd definitely tell us this if they were including that in the patch. They didn't even hint at at for next patch either, so *maybe* the third patch or more likely later.

  7. 2 hours ago, Nate Simpson said:

    I think the plan is to release the patch notes on the day it goes out, but if I discover otherwise I'll update you here.

    awesome, hoping to see one of my biggest game breaking problems in there (undocking causing a mission failure)- and maybe the invisible trajectory line bug when entering the next SOI in the spacecraft's trajectory? but understandable if not. Thanks to you and the team for all of the hard work you've been doing since before/especially after release! I've had my fair share of frustrations with the first EA version of KSP 2. However, I trust that this game will be more than a worthy successor to KSP 1 when it gets to V1.0 :D

  8. Idk if I this has been asked before but I didn't see it on the roadmap, I feel that Gojira needs a option for a cargo bay that would open horizontally to allow us to land payloads on planets and lower them down with a crane of some sort. (I realize this is a pretty big request, but imo it defeats the purpose of landing Gojira's on planets for cargo missions if you can't unload the cargo)

  9. 1 minute ago, mcwaffles2003 said:

    Been playing a lot of RSS/RP-1 lately and the ability to save and merge different stages with greater ease would be unimaginably helpful. Hopefully there will also come a better way to organize separate sub assemblies as well.

    Just wish there was a way to organize and detail stages like "Booster", "Orbiter", "TLI", etc that could detail intended payloads and similar relevant factors.

    Technically this is all possible with the merge function but the saved craft list leaves a lot to be desired for when the list gets long.

    for rocket stages, why not use the subassembly tab on the left of the VAB GUI?

  10. 1 hour ago, Chilkoot said:

    I'm trying to get excited about this, Nate, but I don't think still more flights to Duna and Jool are going to motivate returning players.  I truly feel that rehashing the KSP 1 solar system as the starter zone was a design misstep, as we won't be blazing exciting new trails until very late in the progression tree.  Adding the original system as an interstellar destination would have been a fun homage and adventure, but each time I see these new models, all I can think is, "oh boy, Eloo... again."

    A possible compromise would be to offer a choice of two different starting zones to give returning players some interesting new destinations to shoot for right out of the gate.   I understand the difficulties in making something like this happen, but I think a lot of players are going to have a hard time finding anything special about yet another "first landing" on Mun.

    I think you're forgetting the fact that we can set up actual colonies on these planets now. In KSP 1 its "oh boy, I landed here, guess I'll leave now' and in KSP 2 it will be like "ok, I landed here, time to setup a huge independent colony on this planet with problems I have to solve in my own creative way". Besides, the whole game is getting a crazy graphics overhaul, so it won't feel like the same exact destination again. And if you want to start in a different system, mods will have you covered.

  11. 11 hours ago, jimmymcgoochie said:

    I don’t really see the point of adding black/wormholes to KSP2, the neighbouring solar systems will be a few light years away, not light millennia. Conventional (if fusion drives and metallic hydrogen torchships can be considered ‘conventional’ that is) sub-light travel will be more than enough to get there without a wormhole, and black holes would either end up being reskinned suns to do it quick and dirty, or take a huge amount of effort to make them look and behave right for the few people dumb enough to fly into one; either way, the dev effort should be focussed on the core game instead.

    no one said anything about wormholes, black holes and wormholes are 2 different things. Honestly I wouldn't mind if a black hole was a reskinned sun with super heavy gravity, and maybe an accretion disk like what they are doing with Ovin. I'm usually on team "dont expect too much from the devs, they shouldn't have to cater to every individual" but this seems like a cool idea.

  12. 21 hours ago, catloaf said:

    I'm pretty sure the largest comets do, as in they can be orbited but have so little gravity that there are no other effects although orbital velocity would be like 1 m/s, since these do have a decent fraction of gilly's mass. Although I do think that only the largest comets should have it. Also, in comets, I think they should appear around planets to simulate minor moons. Maybe 4 interstellar 5 medium and 8 small ones around Jool and 4 small ones around Eeloo (you have to give it more than Pluto to compensate for no Charon.) With gravity for the interstellar sized ones. Also, didn't Rosetta orbit a comet?

    I don't care about clouds of they improve the stock atmosphere and water shader. I mean the stock atmosphere and water shader are worse than the one in alpha Minecraft (the world's second worst water shader.)

    yea that's true. I joke about wanting clouds but in reality I rarely play with EVE, I mostly play with scatterer. It makes the oceans look so much better, and atmospheres dont look like dead textures around planets. 

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