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RaBDawG

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Everything posted by RaBDawG

  1. Got, it that was from Steam not discord.
  2. So it is shuttered? KSP2 twitter handle tweeted they are Hard at Work.
  3. Nate just released a upcoming update on Steam on 04/25: Hello! It’s been a while! I know that many of you have been wondering about the status of KSP2, so I thought I’d give you an update on how things are going. We have an incremental update on the way! The v0.2.2.0 update will address a number of common user experience issues, some of which have been causing frustration for quite a while. In many cases, a thing that was reported as a single bug (Delta-V calculations being incorrect, or trajectory lines being broken) were actually half a dozen or more closely related bugs. We identified a series of issues that we believed were negatively impacting moment-to-moment gameplay and the first-time user experience, and we dug deep into those bug clusters to make meaningful improvements. Some of those issues include: Parachutes don’t deploy reliably (doubly true when fairings are in the mix) Fairings don’t protect their contents from heating Trajectory lines in the map view sometimes disappear (often related to erroneous designation of craft as “landed” when in flight) Landed vehicles fall through terrain during time warp Maneuver nodes refuse to allow the player to plan beyond the calculated Delta-V allowance, which in many cases is an incorrect value We’ve submitted changes to address a number of these issues – in the case of the last one, we’ll just be letting you plan beyond your current dV allowance while we continue to improve our Delta-V accuracy over the longer term (there’s a very challenging set of problems to solve in the pursuit of accurate Delta-V projections for every possible vehicle that a player can make, so this is something we’ll likely be refining for quite a while). For this update, we’ve also prioritized a new kind of issue: in some cases, the first-time user experience is undermined by a failure of the UI to clearly communicate how to progress between phases of gameplay – put simply, we sometimes put new players in a position where they don’t know what they’re supposed to do next. We’ve received a huge quantity of very helpful user feedback in this area since the For Science! Update. For example, since most of us are seasoned KSP veterans, it never occurred to us that we hadn’t fully communicated that “revert to VAB” is a very different thing from “return to VAB.” We received a rash of bug reports from people who were confused about having lost progress after completing their missions and reverting to VAB. Yikes! Similarly, the lack of a clear call to action when a vehicle can be recovered frequently left new players staring at a landed vehicle and not knowing there were more steps to follow. We’ve made some UI changes to address issues like this, and we think the flow has improved as a result. Another usability issue that even catches me out on occasion -- trying to do illegal actions (for example, parachute deployment) while in time warp states other than 1x. In fact, we believe quite a few bug reports we’ve gotten about actions being broken have actually been the result of people attempting to do things under time warp that weren’t allowed. This is an area of ongoing work for us – not only do we need to do a better job of communicating to the player when they’re warping, but we also need to make clear what actions are and are not allowed under both physics and on-rails time warp. We’ve made some small UI changes to increase the player’s awareness of their time warp state, and we’re looking forward to seeing if those changes feel good to you. I know we talk a lot about the value of Early Access, but this is a great example of how your reporting helps us target our efforts. We still haven’t nailed down the exact date for this update, but we’ll notify you here once we’re on final approach. Most of our team continues to be pointed squarely at the Colonies update. We’re making a lot of progress this month on colony founding, the colony assembly experience, and colony gameplay mechanics. There are lots of interesting problems to solve here – some are super obvious (colony parts exist at a wide range of scales, and the Base Assembly Editor – the colony version of a VAB - needs to feel equally good when you’re connecting a small truss or a giant hab module). Other issues – for example, how vehicles interact with colonies on both the systems and physics levels – come with a lot of edge cases that need to be satisfied. We remain very excited about the ways colony gameplay will move KSP2 into completely new territory, and we’re definitely eager to see what our legendarily creative players do with these new systems. In parallel with our colony work, we’re continuing to find significant opportunities to improve performance and stability. We just made a change to PQS decals that got us huge memory usage improvements – mostly VRAM (this one is still being tested, so it won’t go into the v0.2.2.0 update – but I was just so excited about the improvement that I had to share): And of course, while all this work is going on, Ghassen Lahmar (aka Blackrack) continues to make big strides with clouds. Here’s a peek at some of the improvements he’s working on today (yep, that’s multiple layers)! And because the VFX team can’t ever stop making things better, they’ve begun an overhaul of exhaust plumes to bring them more in line with reality (which thankfully is also quite beautiful): Thanks as always for sticking with us as we work through each challenge – we couldn’t be more grateful to have your support as we move toward the Colonies era!
  4. Serious Question. I bet he would. Can we ask him on Twitter? He is a huge fan of KSP1.
  5. Lol. It's insane to even say out loud.
  6. Right after?! My brother in Christ, this game is over a year old LOL.
  7. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Winsows 10 | CPU: AMD Ryzen 9 5900X 12-Core Processor 3.70 GHz | GPU: AMD Ryzen 9 5900X 12-Core Processor 3.70 GHz | RAM: 32GB Is this a Bug or by design? I can't even click on Minmus to target it because my probe that is in orbit's icon is 5x the size of minmus on map. Included Attachments: .ipsImage { width: 900px !important; }
  8. Like we predicted they are going to drop this right before Christmas and go AWOL for 3 weeks with bugs galore.
  9. I expect a ton of bugs, issues, and liquided of fan base while the entire Dev team is off for a 3 weeks for the holidays. Lol. I wouldn't get your hopes up.
  10. Please give me one example from the past 9 months why anyone should "have faith" as it pertains to the development of this game.
  11. 10 days until December and no new teaser videos of the science update? I know we are all assuming the update comes out like Dec 20th not early Dec with this studios track record on updates so far, but why have they not shown any new videos of the new content and reentry heating, etc since Nate's speech? You'd think they would want to drum up excitement for it since it supposed to be the "turning point". Just seems odd......
  12. Almost a full calendar Year before the FIRST roadmap item. LOL.
  13. None of that is happening until at least 2025 lol
  14. 6 weeks for just this? sigh. Bug Fixes Flight & Map Added input binding for toggling freecam in flight Added NavBall texture color changes based on velocity state Improved orbits decaying when vessels are not applying any thrust Fixed: Airbrakes respond to roll inputs Fixed: Camera orientation flips 180 degrees after switching to flight from map Fixed: Normal SAS orientation maneuver burn at periapsis is inaccurate Fixed: Kerbals eject with extra velocity when EVA'd from Grumble Seats while in space flight Fixed: Dates don't start on Year 1 Day 1 Fixed: Activate/deactivate action button for engines gets out of sync Fixed: Alternators produce power when engines are off Fixed: Animated engine gimbal forces are incorrect after reverting Fixed: Animated gimbals don't function when offscreen (when in map or offscreen during flight) Fixed: AP and PE markers of inactive vehicle in orbit stay on screen after switching focus to a landed vehicle within the Tracking Station Fixed: Action vessel can be controlled while in the Tracking Station Fixed: Camera zooms in and out when scrolling in some flight apps Fixed: Cargo bay aero shielding sometimes leaves contained parts out of collider checks Fixed: Errors generated when launching a vessel with a fairing Fixed: Hibernate in timewarp doesn't work properly for probes Fixed: Mouse look does not stay active when pressing Tab in flight Fixed: Probe cores stop consuming electricity after being decoupled Fixed: RCS blocks don't work in fine control mode Fixed: RCS thrusters remain on when switching away from a vessel Fixed: SAS and throttle sometimes reset when decoupling stages Fixed: SAS mode buttons do not always register clicks Fixed: Timewarp overshoots when crossing SOI boundary, causing orbit to change Optimizations Added LODs to some KSC buildings Added LODs to spotlight shadows at KSC Cleaned up code and UI to improve performance of some windows Improved performance when hovering over items in the parts picker UI Improved UI performance when adding or removing stages in the VAB Improved VAB framerate by optimizing part bounds calculations Massively improved speed of PAM deployment/closure Optimized code in the sonic boom system preventing unnecessary calls Optimized terrain shader by removing expensive and infrequently-used features Optimized undo and redo actions in the VAB to reduce update delays Saving & Loading Fixed: Error generated and failure to load when attempting to load a game with a crash-landed vessel Fixed: Error spam while loading a game with a vessel orbiting Kerbol Parts & Stock Vessels Adjusted colliders for all landing gear parts so they are more accurately selectable/highlightable Fixed: LY-60 landing gear sometimes flips when extended Fixed: Rovemax M1 twitches back and forth at the suspension when off the ground in flight Increased fairing maximum length for AE-FF000, AE-FF125, AE-FF250, AE-FF375, and AE-FF500 parts Updated drag cube for the HS-I Deluxe Inflatable Heat Shield so that it properly changes when deployed and retracted Updated the side count of the RF-AD-L 800 fuel tank to better match like-sized parts Updated the side count of the RS-AD 800 fuel tank to better match like-sized parts UI / UX Fixed: Flight UI flickers when using an AMD GPU Adjusted interactable area on scrollbars Improved how loading tips are displayed to show more of them Updated fairing editor icons to improve legibility Fixed: HUD issue that occurred when scaled to 50% Fixed: Holding click and dragging some buttons can cause the wrong visual state to display Fixed: Only one celestial body name can be pinned at a time in the Tracking Station Fixed: Part description does not expand when pressing Shift in the part picker Fixed: Save window in the VAB can be dragged horizontally Fixed: Tracking Station load screen remains visible when transitioning from Training Center Construction Fixed: Center of Thrust, Center of Mass, and Center of Pressure markers appear when there's no vessel in the VAB Fixed: The player is unable to change symmetry modes while holding the first part of a strut or fuel line. It is now only locked when holding the second part. Fixed: When Alt-copying a subassembly with wings, the copy has one of the wings flipped upside down Fixed: Camera panning orientation does not update when toggling vehicle orientation modes in the VAB Fixed: Engine shrouds are generated incorrectly when stack attaching a non-root engine above other parts Fixed: Current anchor point and potential anchor points are not differentiated in the VAB Fixed: Fuel bar is sometimes empty when loading a vessel in the VAB Fixed: Undo removes the held part Fixed: VAB and anchor points appear when they should not Fixed: Parts Manager shows the pod icon for all categories Reduced delay for disappearance of fairing and wing edit buttons when cursor has moved away from procedural part Fixed: New workspace not resetting history snapshots for the Undo tool Removed duplicate history snapshots for the Undo tool for compound parts Fixed: Part of the LY-35 Landing Gear shakes uncontrollably when placed in the VAB Fixed: Base size of TOOB-375 adjustable tube causes stacked tubes below to generate the wrong size fairing in the VAB Fixed: RF-AD-B 400 does not create a copy of the part when node attaching a part EVA Fixed: Jetpack cannot be used on previously EVA'd Kerbals when EVAing a new Kerbal
  15. NO Reentry Heating, Wobbly Rocket fix, Orbital decay fix, or roadmap content. Like what man? Its been over 6 months, lol. How is this remotely acceptable for a $50 game?
  16. Lol… sigh. We still don’t have Heat and it’s August. And no roadmap content yet.
  17. I have never been so disappointed in anything in my life.
  18. Did this dude seriously just say they are taking vacation lol? WHAT HA, so no more hotfixes and you are all taking a vacation for the summer? JFC.
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