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8-bit Kerbalnaut
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I've got two sides/takes on all of this. On the one side, Steam's policy on EA games is their policy, and they should not be the one to suffer. If you are wanting a refund, I'd honestly think a Class Action Lawsuit against Take Two would be the proper avenue to pursue. Not sure of how threatened Take Two would be in a legal sense, but, I think that would be the better way of approaching it. On the other side, I think Steam needs to change some of its marketing, refund policies, and policies around Early Access games in general. I really only started using Steam 5 or 6 years ago, and I started using it to simply, finally purchase KSP1 since I had only been a infrequent demo user player up to that point. Flash forward to where Steam is now, a giant mega a company with all the games and Steam Deck, etc, and they seem like they could be better run. There is a huge upswing though in the number of games in Early Access, and where that becomes a problem is, Steam does A LOT of "marketing" of these types of games on their site. What I would love to see happen around EA games on Steam is 2 or 3 fold. At a minimum, if you go to Steam's store page, they should limit the pushing of games that are in EA mode. Make it only shown as a separate Featured Category, instead of for example, showing me 30 space related games that are on sale and 25% of them are EA games. It would also be better if they had more restrictions on who can sell EA games and how long a game can remain in EA. Big publishers like a Take Two or Rockstar really should not be able to remain in EA Mode for "years." Smaller publishers maybe should be a little more restricted on how many or how often they can publish games in EA mode. The final thing would be, again put some policies in place regarding EA pricing and refunds. Maybe larger companies can charge more, but also maybe said larger studio only gets 50% of their cut up front, and if they don't meet the requirements to come out of EA mode in the set timeframe, Steam users are eligible for a 50% refund if they are over Steams other 14 day, 2 hour game time limits. Seems like this would solve a lot of issues.
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 22H2 | CPU: 13th Gen Intel(R) Core(TM) i7-13700HX 2.10 GHz | GPU: NVIDIA GeForce RTX 4070 | RAM: 16GB When attempting to use Toggle action within Custom Action Groups, many Toggle actions fail to work. What has been noticed when Part Manager is opened, when pressing the appropriate Custom Action Group Hotkey, you can see the the action "flash," and the part Status gets stuck on "Working." If I manually extend/retract/deactivate engine, it will go to the correct state until you try to change the state with one of the broken custom actions. This was initially discovered in a modded installation, however, mods were disabled and the issue still persists. Below is a quick list of what I have tested so far: Working: Wheesley engine - Cycle mode works Panther engine - Cycle mode works HG-5 antenna - Toggle Antenna works DTS-M1 antenna - Toggle Antenna works Not-working Wheesley engine - Toggle Engine does not work Panther engine - Toggle Engine does not work SP-4L solar panel - Toggle Panels does not work LT-1 Walleroo landing leg - Toggle Leg does not work I have also seen the landing legs "flip out" occasionally when not working. They will spring open and partially be extended, but the animation and drawing of them is not correct. The lower strut portion will be standing straight up and not connected to the upper strut portion. I have also seen the solar panels become frozen, where they are no longer able to be extended or retracted, even when manually going to the part and not using the action group hotkey. Attached video shows part manager, a craft that was created to show different parts having the issue, and then shows me attempting to press hotkey 4 to toggle the landing legs. You can see the Status hang on working, and you can see the "Leg Extended" field briefly flash like it is trying to change it from off to on (or on to off). In this video, you can see the landing legs glitching as well as described above as "flipping out." Included Attachments: KerbalSpaceProgram22023-12-3114-45-35.mp4
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Renamed file to winhttp.dll.temp and saw the same issues. Here is what I tested, what what worked, and what did not work: Working: Wheesley engine - Cycle mode works Panther engine - Cycle mode works HG-5 antenna - Toggle Antenna works DTS-M1 antenna - Toggle Antenna works Not-working Wheesley engine - Toggle Engine does not work Panther engine - Toggle Engine does not work SP-4L solar panel - Toggle Panels does not work LT-1 Walleroo landing leg - Toggle Leg does not work In each instance where this doesn't work, if I have the Part Manager for that part opened, I can see the appropriate button "flash" and the status instant goes to Moving and stays there. If I manually extend/retract/deactivate engine, it will go to the correct state until you try to change the state with one of the broken custom actions. I have seen the landing legs "flip out" occasionally when not working. They will spring open and partially be extended, but the animation and drawing of them is not correct. The lower strut portion will be standing straight up and not connected to the upper strut portion. I attempted to get a screenshot of this, but the game froze at this point.
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I have very few mods installed for KSP2: UTIK for KSP2 Configuration Manager Space Warp Custom Flags What I am seeing in Exploration Mode (haven't tested to see if it occurs in other mode as well) is that after setting a Custom Action Group, if the Toggle action is used, it fails 80-100% of the time. The only Toggle that I have seen work on a limited basis is Toggle for antenna. Solar panels, landing struts/legs, jet engines, and jet engine mode toggles have all failed for me using Toggle custom action group. This evening I tested the SP-4L solar panel, with an action group set to Toggle Extend/Retract. The action group failed 100% of the time. If I changed it to an action group to Extend, and a separate action group to retract, that worked 100% of the time. What I have noticed for solar panels and landing legs, if I use a Toggle action and it doesn't work, if I look in Parts Manager, the part is listed as a Status of Moving, and it appears to get stuck in that state and never starts the actual Toggle action. Anyone else seeing something similar?
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How do you change flags?
djr5899 replied to djr5899's topic in KSP2 Gameplay Questions and Tutorials
Um, yeah...guess I totally misread that. LOL I'd still like to know if it is possible to change flags in the game, whether on your craft or flags that are planted. -
I am not seeing anywhere to change or add flags to vehicles? I do not see my agency flag showing on any of my rockets. I have a mission to plant a flag with a picture of a mare on it, but I cannot find any way to change the flags that would go on a ship or that you would plant on the ground. I managed to plant a flag on the Mun, but it was my agency flag. Right clicking or clicking the flag did not appear to give me options to change the flag.
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Am I missing something, or is there no "vehicle summary" in KSP2? What I mean by this is, in original KSP Engineer Report, I could see how much Electric Charge, Mono Prop, Liquid Fuel, etc I had on board. I don't seem to be able to see a summary of these components in KSP2. Through Part Manager, if I drill into each part individually I will see what I have, but, that's going to get quite tedious on large vessels. The issue came up for me as I was attempting to transmit science, it used up all my electric charge. I wanted to see how much charge I had in total, and saw no way to do this...whether in the VAB or in the middle of a flight.
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Played the game for the first time since launch week. Build a simple rocket with chute, pod, fuel and terrier, fuel and swivel, and a SRB. Launched rocket, achieved orbit, burned for return to Kerbin. Parachute "opened" but nothing came out. As my chute "opened," my pod now at around 1500 meters, did a weird curved 180 as if it was a plane gliding in a different direction. Chute never opened. Pod crashed into the ocean. The end. May give it another shot, or may put it back on the shelf until another update or 5.
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First, thanks for moving this and sorry for posting in the wrong place. Been a long time since I've posted and didn't even realize I put it in KSP2 forum and not the original. After taking a look at this thread....yeah, I don't know HOW it got that way, but one of my ports was indeed upside down. Thanks!
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I've been taking a new foray into trying to build some space stations, and the performance of Clamp-O-Tron Senior Docking ports is ruining the fun. Are these things known to not behave properly? I keep sitting here bouncing off the docking port and it will not connect. I've cranked up the Docking acquire force on both ports to 200%. There is actually ZERO snap or force behind them trying to pull to each other. I cannot be the slightest millimeter off or these things will not dock, and at this point, I'm not sure that I can even get them to dock if I am dead-on to a billionth of a degree off. Am I doing something wrong? I've docked Jrs and mid-sized Clamp-O-Trons hundreds of times in the game with no issues. I've reloaded half a dozen times, adjusted the angle, tried to use one ship to "knock" the smaller portion into alignment. I will say that the smaller ship is just a piece of station, with no mono-thrusters on it, which makes it a bit more difficult, however, I am still not seeing any docking acquire force even if it is cranked to 200% on both ends.
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First mission out of the gate, I made a craft and landed it on Mun. The craft did not have enough delta-V to return. I quit the game. That was about an hour of gameplay early in the morning. This afternoon, I tested out some of the pre-built craft in the game. I found that, the Kerbal cameraman needs some major work. As pressing the arrow keys does some weird panning that eventually caused me to lose the ability to zoom back into my spacecraft, causing landing to be next to impossible. No crash with parts separation, just, crash, fireball, no pieces of wreckage. OK then. Tested the equivalent of the early Flea rocket with Bob. It landed in the ocean. It didn't float on top of the water. I accidently sent Bob on EVA while looking for the recover button besides the one in the pause menu. My ship sunk somewhere out of sight while Bob was launched about 10 meters into the air with his super buoyancy. Built another rocket, went into orbit, oddly curious that a Terrier engine in a stock craft threw me on a trajectory out of Kerbin SOI that I couldn't recover from. Sent Val on a spacewalk. When she let go of the ship, she began weird spinning maneuver, and none of the RCS controls acted as I expected. Val tumbled off into space. I "reverted" to VAB, and the game said nope, try again. I reverted to Launch, which didn't return Val. It gave me a different rocket, that now showed no stages and no resources (no fuel, no electric, etc) with Bartholomew Kerbin sitting in the empty craft, looking as puzzled as I was. I slowly backed out of the game. On a positive note, my RTX 2060 card seemed to run the game just fine. My old laptop struggled much more to run KSP1 (I used to have to pan the camera up to show as few details as possible to get an acceptable launch framerate). For now, performance seems just fine. But the camera is bad. Some of the controls seem cludgy if you are a long-time player. Later I'll try an actual Mun or Minmus landing and return and a few other things.
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The way I look at it (and I started playing KSP1 very late into the process), it's following a very similar track to the original. There were tons of minor releases before it ever got to a 1.0 version. Yes, it maybe has a bigger price tag (don't recall what the original paid price was for KSP, maybe $20), but to update the graphical effort alone is going to take a lot more capital than the team had when they were working on KSP1. Games are expensive these days. Anything XBox or Playstation usually starts at $60-70 these days, and many of those games are starting to micro-transaction players to death. If you don't like the cost, don't buy it. If you don't like the state it is in now, don't buy it. Wait until it's more developed...or don't. The decision is yours. Eventually, it will be at a 1.0 state or better. The die-hards are going to buy it now no matter what. I'm not a KSP die-hard, and I'm still buying it. I know there will be bugs, but I've played this game more than the rest of my entire Steam library combined. Do what's best for you.
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I am excited to eventually be able to visit different space systems. I am excited for new parts, custom paint jobs, new interfaces. I'm also excited to see how long it takes me to surpass my 1500 hours (per Steam) of original KSP gameplay.
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Up until the last 1-2 years, I really stunk at building rockets that good, efficient delta-V usage. I'm still not great at it, but for this play through I built an unmanned lander final stage, and then built my booster. The setup ended up with around 14,000 total delta-V, which in theory should be good enough to visit every planet/moon except Jool (and be REALLY close with a tiny bit to spare for Eve). Now, I'm also not the most efficient flyer. I'm looking to see if I can build another craft that gets me a little more dV, but I went into this thinking I would probably need to setup some fuel mining somewhere in the Jool System to finish that off...even knowing from others that I cannot "actually" land on Jool.