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KSP2 Release Notes
Everything posted by MechBFP
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I am sure @Dakotahas their hands full but here is another can of worms.
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Patches aren’t going to magically be ready for release just because you want them to be. They aren’t going to up end their entire development process because a random forum user wants them to.
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There are bugs right now with drag being excess on some parts and fairings not working at all if some parts are placed under them. So that is likely a huge reason. Fly the same ship in KSP with no fairing and you will see similar results.
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Alternatively you can reduce the gimbal range on those engines to prevent SAS from over correcting.
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What engine are you using? I don't have any issues with SAS holding just fine on the crafts I have made.
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Do you not frame limit?
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Steam should technically be archiving reviews then during major revisions as EA progresses if that is actually how they view it. But of course they don’t, so clearly their actions don’t meet their words.
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Can you private message me your ship? Press CTRL+C in the VAB and then you can paste it to me. I would like to try it and see if I have the same results.
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Automated testing for a video game (other than for very specific use cases) is a bit of a fools-errand because video games simply don't sell for the kinda $$$ that would justify it from a cost or time perspective.
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Weekly Challenge #2 - Air Launch to Orbit
MechBFP replied to Intercept Games's topic in Challenges & Mission Ideas
I would have to do the Val level goal in KSP1 at the moment. The others are (painfully) doable in KSP2. -
Mk16-XL Parachute Erroneously marked as Small (SM)
MechBFP replied to franklyn constantine's topic in v0.1.2
That is technically correct. Even though it goes on medium size ships, the parachute itself is still in the small category because it goes on 1.25m attachment points. This is why the Mk16 is marked as extra-small instead of small as well. -
Congrats, you caught them red handed having lofty goals. Shameful.
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So why did you bring it up in the first place?
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Tada https://forum.kerbalspaceprogram.com/index.php?/forum/110-dev-diaries/
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Yes I can confirm this happened to me as well and it was because of time warp being activated.
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I think it does somewhat come down to ship building. After all my hours in KSP1 I have an intuitive sense of what will be stable and what won’t, with and without struts, and I haven’t had any issues either with wobbly ships or planes or anything. The problem is that with the state the game is in right now, most people are simply going to shout “BUG!” even if the issue was 100% not a bug but because of a poor design. Now whether or not some of the consequences of a poor design should be in the game is an entirely different discussions. However until the game gets more stable I think it will be difficult for most users to differentiate the difference between what is a bug and what is intentional.
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I believe the main cause of this issue is if you set your max debris in settings to 0. Kerbals are considered Debris, so if that is set to zero then Kerbals can't EVA.
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After 50 hours played, I've decided the game is currently unplayable
MechBFP replied to twich22's topic in KSP2 Discussion
Ya pretty much. Is it technically playable? Yes Is it something you can sit down with an enjoy for a few hours and come out of feeling relaxed? No, definitely not. -
It is certainly a possibility that will be the case. Only time will tell how much of the jank will remain.
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Yup 100% this. Everything sounds great on paper until it is implemented. At least in this case they are dealing with similar issues instead of brand new ones they would be clueless on.
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Try closing and re-opening Steam.
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It will randomly start working again. No need to delete files.
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Everything hinges on the first update. Fingers crossed! [discussion]
MechBFP replied to TheArturro's topic in KSP2 Discussion
I am curious if some of the ways the game does things now was done on purpose, or if it was done just to get the game into a “shippable” state on the 24th. You can browse the bug reports forum for those that have been digging through the game files and it sounds like a number of things were implemented in a very hacky manner without apparent consideration for the consequences later on. If these solutions were just tossed together in order to get the game out the door, but they are actively working on what their real solution is behind the scenes, then I think the game will be okay. If those hacky solutions were always the intended target, then I have far less confidence in the end goal being reached. -
This is because the camera is being set to "Auto:Orbital". Press the V key to change the camera as a work around.