WelshSteW
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KSP2 Release Notes
Everything posted by WelshSteW
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Yeah, this is along the lines of the post I made in the hotfix topic.
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You guys need to work on your procedures. The game was released as EA way too early*, and had some pretty major bugs. Problem #1 The patches released fixed some bugs, but introduced a few more as well. Problem #2 The hotfix released to fix some of the issues introduced by the patch has DRM enabled. Problem #3 It seems like you guys are running things on a wing and a prayer. If I, or anyone else, worked like this, we'd be facing disciplinaries . It seems amazingly unprofessional. It seems like every week my expectation that this game will actually get finished takes a big hit. It really hurts to see something you love being treated so badly. *this is painful to write considering the time it actually took to get to EA, Maybe that should actually be Problem #1 ?!
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Calvinball? More like Spherical Hydrogen Tank-Ball!
WelshSteW replied to Nate Simpson's topic in KSP2 Dev Updates
They just posted it it, then removed it. Title was "happy friday the v0130th" If it's ready now, post it now! -
Release KSP2 Release Notes - Update v0.1.3.0
WelshSteW replied to Intercept Games's topic in KSP2 Dev Updates
When is SCIENCE going to be in the game, rough guess? 0.1.4.0? 0.1.5.0? 0.2.0.0? -
Calvinball? More like Spherical Hydrogen Tank-Ball!
WelshSteW replied to Nate Simpson's topic in KSP2 Dev Updates
Meh, I can't be bothered with this anymore. I won't be playing until science is done. -
Wait, what? I thought this was the science update?? Awww man. Why did I think this was science? Now I'm all disappointed and grumpy!
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I'm really looking forward to this update. I expect it to mark the change from me dipping into the game every now and then, to actually playing it 'properly'. Science mode was my preferred choice in KSP1, so having it in KSP2 is something I'm really excited about.
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I mean, there's probably going to be a post today, so maybe wait and see?
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You tried, that's all you can do, right?
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Where did I say there was anything wrong with it? I said we'd have it to look forward to, I was being positive.
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It is a good idea, and just in case you didn't know, there's already at least one mod that can do it.
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This says to me that we're going to have lots of DLC to look forward to once the game is 'finished'.
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Turns out I didn't miss anything, really
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It's 8:30pm in the UK, guess I won't be hearing any news tonight
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Science is going to add a lot to the game for me. Having something to do other than 'have a look around' will be massive.
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What do you expect from the Science Update?
WelshSteW replied to GGG-GoodGuyGreg's topic in KSP2 Discussion
The bare minimum would be an anomoly detector, just to help guide exploration a little bit. -
I think a problem with more free-form building like the suggestions above, is how the game would handle connection nodes, symmetry... If you ever tried putting things onto the Mk3 stuff using symmetry (in KSP1), you'd know that some of the things end up floating around the surface, rather than actually being attached, while some get embedded in the surface. It'd also make it harder to make your ship flyable. For exmaple, the direction of the thrust really needs to line up with the centre of mass, and it's going to be more difficult getting things like that right if you're able to create all sorts of shapes and sizes of ship? You'd end up with ships spinning out of control as soon as you try and throttle up. But, if those things could be solved, it'd be brilliant. You could make some really good looking stuff.
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You can Copy vehicles in to Text Editors...
WelshSteW replied to RayneCloud's topic in The KSP2 Spacecraft Exchange
That's brilliant, especially copying the text and creating the vehicle -
The sound is fantastic. I know it's been said before, but still. It deserves to be said over and over imo. It's excellent. Other things I like - the countdown for manovoures. Makes it a bit easier to get the timing right. the speed of the scene changes. this has improved massively compared to KSP1. the in flight UI layout. I like how everything is positioned. it just seems to make more sense. the launch sequence is nice. the video intro when you start the game the first time is brilliant.
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I built a rocketship, and I took it to Mun. I landed, had a look around, stranded one of the Kerbals there, and came back to Kerbin.
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I've discovered that I couldn't reboard a vessel more than once? I EVA'd, had a scoot around, reboarded. Then I took another Kerbal out on EVA, and when I went to get them back into the ship, it just wouldn't do it? I got to the door, the prompt came up onscreen (press B to baord), but no matter how many times I pressed B (or how hard ) they just wouldn't get into the ship.
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I'm sure I remember a post about how to report bugs, but I can't find it now Anyway, I got into orbit of Mun, and I must have been on the edge of a boundry, because I kept getting messages about the camera flicking between different views - it was like that for aaaaaaaaaaages.
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GAP - changing contract locations
WelshSteW replied to leroidangleterre's topic in KSP1 Mod Releases
I feel like I might be giving you some dodgy advice here, as I've never actually done it myself, but... Looking at some other contracts which involve visiting a specific place, you need to generate the waypoint, which it looks like you have. Then, you need a parameter in the contract that states you need to visit that waypoint. Something like - -
Buying it?!? I've entered three giveaways, I'm almost certain to be getting a copy for free!