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RaBDawG

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Posts posted by RaBDawG

  1. 2 minutes ago, Fizzlebop Smith said:

    There are several thread discussing variations of speculation & fact. 

    Also.. typically avoid copy & paste from discord if you could. Due to the way this forum takes that paste.. it captures the background & dark theme users on the forum see nothing at all in your post.

     

    The post you pasted predates the announcement of lay offs.

    Essentially.. no one really know.

    About 10 different theories

    Got, it that was from Steam not discord.

  2. 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):

    af78a961933687d624f0a885859c62839ca9689e.png
    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)!

    cea3aba87da13a2f6428d7ceced87bf529d0c792.png
    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):

    e102dda845485815180d126a66979e7ebb102f40.png
    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!

  3. 19 minutes ago, Stephensan said:

    jZYc0SM.png

     

    just a small thing dakota has done this week alone, communication requires more people a decent talk today with them on discord (dakota and darrin) they wish to have more CM's to help workload but he would rather have the resources spent elsewhere.

    CHYfX9k.png

    and finally, dakota somewhat ratio of workload he has to do until April 1st (then it MIGHT change)

    jaMWWhc.png

     

    hopefully there will be less stuff on dakotas plate when mike is back..

     

     

    also

     

    Just because dakota said he is working on it doesn't mean its coming soon

    just shows what is needed for a single person in a week, and there is more that is missing from that list.

    8lF0ccV.png

    qduzZ6z.png

     

    why none of this was in dev tracker...

    z5vNXFy.png

     

    and finally dakota said he will do this once in a while telling what he did that week

    4kdkcW1.png

     

    increased communication

     

    Found Dakota's burner :0)

  4. On 2/9/2024 at 2:19 AM, blanoun said:

    I'm really annoyed at all the people saying 'ksp2 is trash', 'oh this update might've saved it', 'the games broken'.  What do you think KSP1 was like right after it was released.  It doesn't matter what type of game it is, the developers need time to develop the game, and a game of KSP2's scope is not something you can do overnight, so stop criticizing everything.

    Can I get an "Amen" please.

    Right after?!  My brother in Christ, this game is over a year old LOL.

  5. 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 | RAM32GB

    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:

  6. 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. 

    On 11/18/2023 at 11:35 PM, Emanuel01 said:

    I’m optimistic. Expecting a healthy turning point in most of community opinion towards the game.
    I’m actually having fun with the 1.5 update and feeling that the number one issue with the game now is lack of content. For Science! will come in the right time.

    If I come on the forums in a month from now and it’s boiling with comments such as “this is how the EA should be released on day one”, then I’ll be happy to know that the game is on the right track.

     

     

    Lol.  I wouldn't get your hopes up.

  7. 19 hours ago, Buzz313th said:

    Really?  

    They already posted "For Science Sneak Peaks" of landscapes, rocks, rocks, craters, Kerbal Hairstyles, a floating kerbal near a dock, more landscapes, great looking dirt textures, grass and trees, a few illustrations of ships and  kerbals on fire...   Darn, if that doesn't just scream "For Science" gameplay features and functionality...     We don't need a video to prove to us that progress has been made.

     

    Have some faith pal...

    And change that negative attitude.   

    Take a deep breath and.........  just have another look at these screenshots.  They should paint a perfect picture of what to expect..

     

    Please give me one example from the past 9 months why anyone should "have faith" as it pertains to the development of this game.

  8. 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......

  9. On 11/14/2023 at 12:45 PM, ConsoleCoder said:

    Just the other day, I made this space station! I call it the "Kerbin Orbital Station", and it's a modular space station in low Kerbin orbit. I plan to add more modules to it, especially after the "For science!" update comes out. I did have a modular station before this, but I accidentally deleted the save file. This makes the Kerbin Orbital Station the first mission ever launched in my new save. I also may or may not have stranded Jeb in a would-be space station module, if I remembered to add RCS. Now there's a module floating around, slowly getting farther from the space station. Planning a mission to recover Jeb, or I can just load a previous save. 

     

     

    Orbital period: 33 minutes and 6 seconds

    Periapsis altitude: 94,590 meters

    Apoapsis altitude: 118,965 meters

    Average altitude: 106777.5 meters

    Periapsis speed: 2275 m/s

    Apoapsis speed: 2197 m/s

    Average speed: 2236 m/s

    Circumference of orbit: 4440820 meters

    Orbit: Prograde relative to Kerbin’s rotation

    Monopropellant: 36 tons out of 36.3 tons left

    Xenon: 0.12 tons out of 0.12 tons left

    Electric charge: Max charge of 63633

    Crew: 23 kerbals

    Max crew: 39 (39 seats in the station)

    Direction: Orbiting eastward

    Motion across Kerbin’s sky: West to east when viewed from the surface

    Inclination: 0°

    Highest G force ever experienced: 5.5g (Experienced during station launch)

    Highest altitude ever achieved: 119 km

    Total distance traveled: 2113 megameters (2213 million meters)

    It has been in orbit for about 44 days since it was launched.

    Main color: Light blue

    Accent color: Dark blue

     

    image-3.pngimage-2.pngimage-1.png

    Update: I added a new module to the Kerbin Orbital Station. This module includes some crew capsules, along with a cargo bay. I sent Jebediah with the space station by shoving a tiny rocket in the cargo bay so he could see the station, and then I de-orbited him to return back to Kerbin.

    image-12.pngimage-15.pngimage-16.pngimage-7.pngimage-8.pngimage-10.png

    Good luck docking with it.

  10. 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
  11. On 8/28/2023 at 7:34 PM, RayneCloud said:

    The delay in communication here on the forums, and the focus on other platforms first again, as well as not hearing from Nate for nearly two months is very disappointing  and disconcerting. Also, the fact that we're now  nearing 6 months post launch and we're still no closer to any understanding of science mode, new parts, and the rest of promised features has actually made even me question what's going on. This isn't a good luck, 6 months later and we've still not seen a fully delivered major update. This is just, really disappointing. Instead of a Q&A, can we please have a more concrete more full update from Nate please @Dakota?

    Welcome to the party.

  12. 5 hours ago, RocketRockington said:

    Agreed.  This game would be so much better if I'd never played a game with modern graphics in the last 10 years, and also had a new computer from 5 years in the future, and also had the patience of a saint to ignore the bugs, hadn't seen any of the hype from the last 3 years, and definitely had never, ever played modded KSP1.   I'd be super happy and supportive.

    LOL.  TRUTH.

  13. On 6/30/2023 at 4:55 PM, Nate Simpson said:

    image.png

    Good afternoon, intrepid Kerbonauts!

    Lots of stuff to talk about today! As many of you know, a couple of new bugs were introduced with last week’s v0.1.3.0 patch. The most significant of these bugs relates to a loss of atmospheric drag (and physics in general) when capsules are decoupled. For the first time ever, we issued a hotfix to correct that issue yesterday morning.

    Yesterday’s v0.1.3.1 hotfix also contained a fix for a VAB bug in which fairing editor UI elements were drawing on top of one another.

    We discovered after yesterday’s hotfix that people were unable to launch the game outside of the Private Division launcher. This was not intentional, and has been fixed — due to a configuration error on our end, we accidentally included Steam’s built-in DRM. KSP2 is DRM-free, just like KSP1. The fixed update was pushed to Steam this morning. Sorry for the headache!

    We’re testing a second hotfix (timing TBD) that corrects the blurry navball issue. And because we’re sneaky little devils, we’re also doing some testing around a fix for the SOI transition trajectory bug. If these fixes prove stable and low-risk, we’ll release a second hotfix. Fingers crossed! The work that’s gone into the SOI transition issue — number 2 on our top-ten most wanted bugs list — deserves a special mention. Engineers David Tregoning, Mark Jones, and Shalma Wegsman put in colossal efforts to both track down the cause of the issue and to craft a solution. This one has been a long time coming, and it’s great to be able to knock such a big item off the list.

    The credit for the fast turnaround on all the latest fixes goes to a well-coordinated joint effort between engineers, production, and QA. We’re still learning as we go, but things are feeling good.

    Bugs: The Next Generation

    Based on the Bug Reports subforum, these are the community’s 10 most-upvoted bugs:

    1. Orbital Decay [25 votes]
    2. Incorrect Maneuver on Inclination Change [10 votes]
    3. Cannot Change Craft/Vessel Name in Tracking Station [9 votes]
    4. AIRBRAKES Deploying on Roll [9 votes]
    5. Camera Resets Position Map View [8 votes]
    6. Graphic Glitches on AMD [8 votes]
    7. Engine Sound Effects Not Playing [7 votes]
    8. Cannot Change Symmetry While Holding Strut [7 votes]
    9. Center of Mass/Thrust/Pressure Vectors sitting on VAB Floor [6 votes]
    10. UI Artifacting [6 votes]

    Note: Navball Blurry [18 votes] and SOI Trajectory Line Issues [18 votes] have been left out of the above list since we're considering them for the second hotfix.

    Thank you to everyone who took the time to submit bugs in the subforum. Even if you don’t have a new issue to report, your upvotes help us determine the relative priority of the bugs that have already been posted. While we investigate the bugs above, two other non-feature items also feature in our top ten:

    • Rockets are still too wobbly
    • SAS causes runaway pitch oscillation for aircraft in flight

    Lots to do! Thanks again for submitting such detailed and well-documented bug reports. It’s going to be a busy month!

    Art Director Kristina Ness AMA

    Did you catch our Art Director’s AMA yesterday? She was asked lots of interesting questions, many of which ranged well beyond the domain of art. She gave fantastic and detailed answers, and if you missed the stream, it’s definitely worth watching here. With the help of streaming-wizard Dakota, she even got to show off some visuals as well! You can find a transcript of the AMA here as well. Thanks, Ness!

    KSP2 Steam Sale

    This is the second week of Private Division’s 20% off sale for KSP2, which ends on July 13th. If you’ve got any friends who you think might enjoy the last little bit of heat-free reentry during Early Access, now’s a great time to tell them about the sale!

    Weekly Challenge

    Last week’s Jool 5 challenge produced some of the coolest, most ambitious craft designs we’ve seen in KSP2. Check out this absolute unit from DarlesChickens:

    image.png

    Or this beauty from Razorback:
    image.png

    And here’s a unique one from Tr1gonometry:
    image.png

    We know that in the Wobbly Rocket Era, missions of this kind can be extra challenging. Kudos to everybody who braved the bugs and slipped the surly bonds of Kerbin regardless!

    This week’s challenge? You’re putting on an air show! Build a maneuverable stunt plane and show off your fancy flying skills. Buzz the tower! Under the bridge! Do some barrel rolls! To get specific:

    • Primary goal: Fly an inside loop, an Immelmann turn, and a split-s turn
    • Secondary goal: Fly an outside loop, a barrel roll, and a hammerhead stall turn
    • Jeb-level goal: Fly under the R&D Bridge as fast as you can
    • Val-level goal: Fly under the parking garage bridges (from the water), under the R&D bridge, and then back through the parking bridges
    • Tim C-level goal: Fly a loop arouund the R&D bridge so that you pass under it twice in one maneuver

    Don’t forget to wear your G-suit — you’re about generate some wing loads that’ll make your crew chief very grumpy! While your screenshots are always welcome, video capture will be the best way to show off your maneuvering prowess. Good luck!

    Summer Changes

    Now that summer’s here, with all its vacation-related comings and goings, I’ll be letting other parts of our team handle forum posting for a while. In the coming month, you’ll still see the following on the forums:

    • Bug report updates
    • More AMAs
    • Challenges

    In addition, we’ll be uploading more gameplay clips to our social channels.

    I’ll still be lurking both here and on Discord, so you’ll see me in the comments from time to time. We’ve got a lot of good momentum coming off the last update and we’re already making great headway on the next one. I’m looking forward to sharing our progress with you soon.

    Did this dude seriously just say they are taking vacation lol?  WHAT

    On 6/30/2023 at 5:21 PM, Dakota said:

    Hah, I brought this up when we were trying to figure out the title for this one. "Hotfix Summer" is just a joke related to the phrase "hotgirl summer," and does not imply that additional hotfixes are coming past the second one mentioned above.

    Development will continue even without the weekly "upnates," so the hope is that the next one of these you see from Nate will have lots of new and exciting things to talk about.

    HA, so no more hotfixes and you are all taking a vacation for the summer?  JFC.

  14. On 6/27/2023 at 6:55 PM, Intercept Games said:

    KSP2 v0.1.3.1 Hotfix Release Notes

    Bug Fixes 

    Flight

    UI/UX

     

    SUBMITTING BUG REPORTS AND FEEDBACK

    If you'd like to provide feedback about this build, there are many different ways to do so:

    Submit Feedback through the Game Launcher

    Suggest a Change on the Forums

    Join us on Discord to discuss potential changes

    Bug reports should be shared to:

    KSP Forums Bug Reports

    :1437623226_rocket_1f680(3): <-- This rocket denotes an issue or change that community members directly helped by sharing or suggesting it to our dev team. Thanks to all of you who send in bug reports and suggestions!

    THATS IT?!

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