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Everything posted by Biggen
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I'm working on this mission now. Using f8 cheat menu to teleport me to Tylo so I can test lander design. It's a PITA for sure but fun as well. I can already tell this is a two craft mission. One to push the lander there and then another craft to rendezvous and pick them up to return them to Kerbin.
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My concern is that bugs need to have priority at this point. Parachutes not deploying, VAB dV sillyness with staging, maneuver lines disappearing, etc... all need to be fixed before they push new content. Coming from KSP1, I had a good handle on what I was doing even with the bugs in KSP2. But if I was a new player, I would have put in for a refund pretty quickly.
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Ah ok. I didn’t even see that little disclaimer. I’ll give that a try. Thanks!
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Yeah I have the threads followed. I dunno.
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I must be dense. I still dont get bell notifications for content (threads) I’m following when a new post appears. I have to hit the “unread threads” at the top to browse all the new stuff that was posted since I was last here. I only get bell notifications if someone liked my post or quoted me. Strange.
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Thanks for this. One thing. Install from Ckan in step 1 above should say “Community fixes”, right? Life hacks is a separate mod, right?
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Great! Yup, I installed it today and, man, it sure does make life easier warping to SOIs and seeing a more contrasty trajectory line. Thanks for this!
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@munix Have to force install with CKAN since its showing only as being compatible with KSP2 0.2.0.
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How do I get bell notifications for threads I follow? I don’t want email notifications. I just want the bell icon at the top to let me know a thread I follow has a new reply even if that reply doesn’t quote me or like anything I’ve said.
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I agree. The tech tree needs some work. We have the same size parts strewn around all the tiers. There also isn’t a way to search the tech tree so I have no idea where parts are even located that I need. If one unlocks medium size engines, then adapters and fairings that fit medium sized engines should all be located in that same tier.
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Awesome! I’ll update and give this a whirl!
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I have to say that I can’t play KSP2 without this mod. You guys have done a terrific job! Awesome guys! If I close out the node editor with the orbit details folded out, will the mod remember it was folded out when I open the mod editor the next time or does it have to be manually clicked to fold it out every time I want to see that information?
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Duna aerocapture not possible without shielding?
Biggen replied to Biggen's topic in KSP2 Gameplay Questions and Tutorials
Ah ok. I didn't realize shields were needed. So use to doing this with KSP1. -
Launch Window Planner not working for KSP2?
Biggen replied to KincaidFrankMF's topic in KSP2 Discussion
Here is what I use. I just look at the transfer window angles on the left side of the image. That seems to work. Direct link: https://postimg.cc/njmWrJdz -
Im confused why need to play science mode if their goal is exploration on their own terms. Isn’t that what sandbox is for? I enjoy having goals to work for. Sandbox isn’t my thing but I’m not complaining it’s part of the game.
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First mission to Duna to investigate the monument. In KSP1 aerocapture from Kerbin was fairly easy on Duna with a PE of around ~15km - 20km with no heat shielding. Just point the engines retrograde and hold on. However, just tried this at 25km and my Poodle engine exploded. Tried again at 30km with the same results. Ended up giving up and burning retrograde to capture. I know they keep tweaking heat effects but has anyone done a successful aerocapture on Duna with no heat shields?
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Release KSP2 Release Notes - Update v0.2.1.0
Biggen replied to Intercept Games's topic in KSP2 Dev Updates
Returned from Minimus today and staged my chutes before I entered Kerbin atmosphere. What is funny is they deployed non-inflated waaaay too high (like 30,000km) and I still had flame effects on the capsule. I thought for sure they were going to rip off but they held up and inflated at 1km like normal. I do think chutes are bugged but there does seem to be ways to work around them. There is still a plethora of bugs though. Landing gear don't always extend, trajectory lines go missing when playing with maneuver nodes, VAB symmetry doesn't always work as intended, etc... I wasn't here for the release a year ago. Looks like they have squashed a mountain of bugs since then but they still have a looooong way to go. -
Release KSP2 Release Notes - Update v0.2.1.0
Biggen replied to Intercept Games's topic in KSP2 Dev Updates
Radial chutes seem to work better for me. I also make sure not to time warp through the opening. Also, opening them a few thousand feet AGL also seems to help them deploy. If I don't do any of these three things, chutes won't deploy/open at all. -
Intercept Games Official Discord is Now Live!
Biggen replied to Ghostii_Space's topic in Announcements
Discord invitation doesn't work. -
Waited a year to pick this up hoping most bugs had been fixed. So far having fun but Maneuver Nodes still need work! How does one see the PE when creating a Maneuver Node. I have an intercept with Mun but I have no idea how close I'll pass to its surface. Is there a mod that will allow this? Edit: Oh I see. I can hover my mouse over it and it shows the PE. Ok, I can work with that. Nodes still seem a bit "fiddly" though. Is there a mod for KSP 2 that allows more fine tune control like the mods we had in KSP1?
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Has anyone noticed that staging "disappears" on the left side of the screen after using this mod even with unstaged stages? I was coming back from Eeloo after using five warp and when I got close to Kerbin I went to stage my reentry capsule and that's when I noticed the entire stage tree on the left was gone. I had right click my decoupler to detach. My parachute stage was also missing. I had to manually right click each one and then click deploy. This was the first time using Better Time Warp. I'm going to do another quick mission and see if I can duplicate the issue again. If so, I'll post a log.
