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Everything posted by MechBFP
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That happens to me all the time. The steerable non-retractable plane wheel is immortal and will survive anything and the camera will always go to it. I agree though, that pop up window is counter productive. At least let the player watch what is happening. I am drawing a blank but the same kind of window that pops up in KSP1 works better for reasons I can’t think of.
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It’s a mystery to everyone.
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What, they can’t just remove the terrain?
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I just ran into this myself. I was very confused why my orbit was suddenly all the way out to Dres as soon as I left Duna's SOI.
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Camera Defaults to Orbital Every Time I Leave the VAB
MechBFP replied to whatsEJstandfor's topic in v0.1.0
It does this sometimes when going to the runway as well. Same thing showing Auto:Orbital and needing to press v to change to a workable camera. -
KSP Version: Initial version. Operating System and version: Windows 10 CPU and GPU models, any other system information which could be relevant: GTX 1070TI i7 -8700 @ 3.2GHz Description of the bug. The issue is that if you modify the shape of a wing so that the wing shape moves further towards the back of the craft then at some point the controls of the wings will become inverted for the pitch of the craft. In order to work around the issue you need to set the controls to "inverted" in the VAB. However if you do this, it also inverts the roll controls as well. While the roll controls being inverted as well is annoying, the bigger issues is that this in turn causes a positive feedback loop with SAS and your ship will do aileron rolls non stop as soon as it attempts to correct a roll. It seems that SAS does not realize the the roll controls are inverted and tries to correct the roll using the wrong direction. The only work around to the continuous roll is to disable SAS altogether and not use it. The work around for the initial inverted issue is to not change the shape of the procedural wings too much.
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On PC it is easy to do by selecting "Search In ->This Forum" when currently on the bug reports section. However the search is different on mobile and that option does not exist. Just an FYI to anyone else that stumbles across this.
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From the pinned topic in the KSP 2 Bug Reports sub forum. Unless I am missing something it is impossible to search a sub forum which makes searching for an existing bug nearly impossible ”Each bug report should have it's own thread in the Bug Reports forum. If you think you've found a bug, PLEASE check the forum to see if there is already a thread about it. Use the search function”
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Flying a plane, quick save. Later on quick load and the wings rip right off the plane every time I load. You can still control the wings with w, and s strangely enough but the rest of the craft becomes an uncontrolled missile. Eventually the camera gets too far away from both pieces of the craft. Click the EVA and the Kerbal hangs on for dear life no were near the door that he was supposed to come out of but surprisingly never gets thrown off. Jump off and determine the terminal velocity of a Kerbal is 180m/s, quit the game. Ya I’ve had just about enough of this for now.
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But as soon as you try to adjust the node, the pin goes away. It is impossible to both see the AP and/or PE and adjust a node at the same time.
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This (although it also needs to show the patched conics from entry to exit) for sure is an excellent addition. Also I like how the path your vehicle will take is shown as 1 solid line so you can see exactly how the gravity of another body is impacting your orbit, speed, etc. This is something that was not really possible to visualize in KSP1.
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I got it yesterday and I gave up trying to get to the Mun and back in one piece because of various game breaking bugs and other tedious things that I encountered in the 10 or so attempts I made. Attempt 1: Boosters shook themselves apart in standard KSP1 fashion. Cause was probably putting strut connection points too close to each other, or not enough struts were used. Attempt 2: Inability to slide boosters all the way up or down a radial decoupler in the VAB caused them to detach in such a way during staging that they fell into and broke the lower half of the ship. (The remaining half of the ship also glitched out at that point and became unusable because of other bugs.) Solution was needing to use the sub assembly to build the booster with the decoupler were I wanted it, then setting the decouplers as the root, and then attaching it. Attempt 3: While about to land on the Mun a bug with SAS and timewarp decided to put the craft into an uncontrollable spin which could not be recovered before crashing. Attempt 4: Landed on the Mun and Jeb planted a flag and then proceeded to become uncontrollable. After switching to the tracking station and back a couple times I was able to regain control, but then he could no longer enter the craft as the “B” button to board did nothing. Attempt 6: Reloading the game from attempt 5 just causes Jeb and the craft to fall through the ground to their doom. Attempt 7: While on route to the moon time warping caused the craft to get ripped in half Attempt 8: Same as attempt 7 Attempt 9: Same as attempt 7 but this time I figured out the cause was having SAS on when time warping. Attempt 10: After crashing into the Mun and loading a quick save the ship stayed in some sort of spaghettified shape with random bits floating everywhere and the stabilizers on the bottom of the rocket looking like they were crumpled up tin foil. It was as if it still though the ship had crashed. This also completely messed up the center of mass so I could no longer burn at greater than 30% thrust Attempt 11: The parachutes wouldn’t stage using spacebar while returning to Kerbin and I subsequently crashed into the ground. In all attempts the fuel cross feeding was also broken and as a result the upper stage always had to have fuel manually transferred into it once I noticed the bug. Saving and loading after every decouple event prevents the problem though (other than on initial take off it seems). In all cases I was using a ship made with 2.5m parts/engines/landing legs.
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In my case getting to the Mun and back in one piece was insanely difficult and took hours, and skill had nothing to do with it.
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Developer Reaction Times to Player Feedback
MechBFP replied to SkyFall2489's topic in Prelaunch KSP2 Discussion
That is going to be very variable depending on the issues. Critical and high issues will be patched relatively quickly, while anything lower will usually get pushed to a standard patch window. There may be exceptions to the rule as well if a low or medium issue is particularly annoying or common. -
I also have the same question/concern. Perhaps some of the underlying code is used for other components like colonies and it is a side effect of that not yet being finished so it never got to the optimization stage. I can’t blame them for focusing on the long term goal but perhaps this is an instance where a bit of rework later is called for.
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I’m excited for the potential factory/automation/transportation type of gameplay that has been hinted at.
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It sounds like it is going to be mostly around resource transportation/logistics rather than factory automation as @Master39allued to in his post. That does make sense to me given the scope/direction of the game. Although adding resource automation as well would a very fun idea to do for a mod.
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That’s not true at all. Many things have nothing to do with minimal specs. Although such feedback may be less prioritized at times.
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This is exactly the problem. They change it something else and then a different group of people complain how it is being condescending or boring or whatever for X reasons. While I get some people are going to react that way, they have a personal responsibility for their own feelings and it isn’t the developers fault if they can’t manage them.
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First impression from Scott Manley's gameplay video.
MechBFP replied to Tweeker's topic in Prelaunch KSP2 Discussion
The fact that you made your own thread instead of posting this in the dozen of existing one already answers the question I was going to ask. -
Rocket noodling? Oh gods, not again...
MechBFP replied to Jarin's topic in Prelaunch KSP2 Discussion
Autostrutting everything like the KJR mod has its own set of problems. Not as easily as simply making it a toggle. -
Nothing to discuss then.