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KSP2 Release Notes
Everything posted by Bej Kerman
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No points where the sections could have been connected like large docking ports, just one solid structure from what I see. What happened to orbital VABs?
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Care to explain why you think this?
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I don't see how that's noteworthy.
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The mods can't do what correctly, again?
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Didn't the devs themselves say we were getting that level of precision?
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Concern about the level of terrain detail in KSP 2
Bej Kerman replied to wpetula's topic in Prelaunch KSP2 Discussion
That would be impossible and would leave you out of all the benefits you get from being able to start over, take a look back and see how everything went wrong with the first game.- 59 replies
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KSP2 Roadmap predicted dates?
Bej Kerman replied to savagekerbal's topic in Prelaunch KSP2 Discussion
Yeah. Honestly, flying rockets just doesn't feel good at the framerates KSP 1 offers. -
I don't understand how this hurts anyone. What is this based on?
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Please explain how it is unacceptable What difference would it make if Matt is just having a laugh?
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yes
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Oh, we get that a lot. Typically from people who don't factor in the new codebase, the optimization that the devs have painstakingly explained in their dev diaries, the basic QOL changes like improved maneuver nodes, etc.
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Doesn't change what I said. Atmospheric scattering exists in other screenshots as do many other things, so it must be running from the Unity editor.
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Just don't change the default settings unless you have a good reason to
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You're forgetting the answer that the devs already gave us; different builds of the game I also hear it was probably shot from the unity editor, another likely possibility.
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Without a screenshot of your craft to know what's wrong, I can't give you much advice. For the chutes problem, I suspect you're setting the deploy altitude to something too low. You want them to deploy above 1000m aka 1km.
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Please clarify?
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On that note, fins should automatically adjust when moving backwards. KSP 1 assumes you're moving forwards at all times, so trying to counter a spin with your fins when you're a backwards-flying booster stage causes you to spin faster, rendering SAS useless.
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I think we are familiar with their clouds already. KSP 2's clouds are better if anything. Their softness and look matches the art direction we've seen the devs establish
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This is such an inconsequential thing I can't bring myself to comment on it at all. The landing legs don't reach infinite compression and then explode, and that's what really matters
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Weird sstv noise in ksp
Bej Kerman replied to kspfreak's topic in KSP1 Technical Support (PC, modded installs)
I'm not accusing anyone of anything, but it's probably worth mentioning that the recent Petameter SSTV saga led to someone making a fake signal and posting it to the forum thread. Even after it was confirmed to be a rickroll, people still questioned its authenticity for a few posts before it was confirmed fake. This one sounds like the Duna SSTV signal and has the same reverb tail, but it's not out of the question someone ripped it from the game files and just added it to the video. Again, not accusing anyone, but given the timing I am somewhat skeptical. Chatterer can be set to make SSTV noises at regular intervals, but OP said they don't have it installed. -
This sort of sentence uses the word "celestial" to describe things on other planets, not necessarily a planet itself.
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Or they're just using test builds, as previously stated
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Weird sstv noise in ksp
Bej Kerman replied to kspfreak's topic in KSP1 Technical Support (PC, modded installs)
A. Probably Chatterer B. Can't say anything conclusive because you didn't show us what mods you have. Please attach a mods list to all modded install reports. -
A case for adding money to KSP2
Bej Kerman replied to Ryaja's topic in Prelaunch KSP2 Suggestions & Development Discussion
I can confidently say KSP 2 won't work like that.