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Everything posted by Rakete
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@Knight of St John Another hint for optimization: The poodle engine (two bell-variant) shows inside of the engine bells white centers... they don't match to visuals of the other vacuum engines, which don't have these sharp contrasted white insides while burning. Maybe you want to optimize this in your next iteration as well ? Just a proposal by a fan of your great work :-)
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On the ignition flash: You are right: If it would also burn greenish on low thrust it would not be realistic. Maybe it will become possible with waterfall-framework updates in the future. But it's not so important. It was just an idea. Oh I'm really looking forward to perfomance-upgraded rapier plumes. Then I can revive my bigger SSTOs, which I mothballed due to poor performance with waterfall (Yes, your plumes won in a priority comparison between using the big SSTOs with 20 Rapiers vs. using waterfall. - So good are your plumes! :-) ) Is there any E.T.A on a update? (Yes, I really really like it. Please don't feel put under pressure... for me waterfall itself & the configset of plumes are the best mods, i've seen so far for ksp. An I hope someday Waterfall will enable ways to fit SRBs with smoke trails and nice waterfallized plumes as well... Ah okay. Didn't know, that the plumes if the titan 2 are almost light-less. Yes, the Chinese rockets nowadays have nice plumes. Great show, when they lift off.
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Ah okay... that's sad but understandable. But great job on the liquid-driven engines. I love them. Everyone! (Just a bit of inspiration for you: in real life some engines give a little green burn at ignition due to hypergolic ignition fuels... see SpaceX's upper stage... not a complaint, just an inspiration). On the Rapiers: You plan on updating the config on them? In terms of performance or new visual design? The strange effects on a runway run with the rapiers appear just for parts of seconds. No smoke particles. They are more strange white-ish reflections of exhaust gases even in front of the vessel or beneath it (ahead of engines). The only happen in the middle of a acceleration run... but it's just a minor problem. It does only happen with the rapiers. I can reproduce them on every of my rapier driven SSTOs. I wouldn't consider the rapier plumes badly designed. In fact, i love their visuals/coloring etc. . What will you improve/redesign? And a thought on the bobcat and the other hypergolic engines, They could be a little bit brighter & and a little bit more dense. Just a little bit. Again: No complaint, just inspiration.
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Can we get plumes for SRBs, the match to the widening of the plume of Liquid Engines due to decreasing atmospheric pressure? I'd love to see that.
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Good to know for sharing craft files with friends, who play vanilla ksp... Thx. So the missing Waterfall should not make the craftfile broken in anyway?...
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Exactly this message. The craft will just work fine (in case i want to play, and Waterfall should initially be not compatible to Ksp 1.12 or 1.13 in a few months...) ? Will then the standard plumes kick in?
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Not quite... i did a back to back comparison with / without waterfall on my system (i7 9700K (new last year), 32 Gig Ram (new last year), old Gtx 1060). Without is not as choppy. But the effects are so great, that I accept the choppiness (only other mods: Eve Redux & Spectra). But if it can be a bit more optimized and streamlined, i would really appriciate it. But i noticed something other: vehicles created with waterfall will not load in an install without waterfall without dropping a warning message: but saving again (without waterfall seems to fix the craft file. Not sure, what waterfall writes into the craft file, as vehicles saved without installed waterfall into a waterfallized KSP install shows the nice plumes as well... so seemingly no reason to write some waterfall-things into the craft file...
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@Knight of St John Can you also make some waterfall plumes for SRBs, so that they match the look to liquidfuel engines in terms of widening of the plume with decreasing atmospheric pressure? I'd love to see that. I think I found a bug. Either in the config by @Knight of St John or in Waterfall itself. @Nertea : The Rapier Engines produce while starting a vessel on the run way strange wind-like reflexes around the vessel. Tested it with 4 Vessels. I coundn't screenshot it, cause these wind-like reflexes are to fast for me to capture. Also: the effect of the rapiers are very heavy load on the fps. 20 + x Rapiers really pull down the FPS-rate (no other mods installed - fps drops only, when rapiers are active)... (please don't understand as complaint but as useful input for you for further improvement) Apart from the above mentioned: This is the greatest mod, I've ever seen. Thanks Nertea und Knight. You did a great (!!!!!!) job.
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Hello Matt,
In one of your latest videos (the one with the ssto carrying two mini sats to orbit) you use a nice mod, that gives the rapiers a nice plume. You called it "wutible mod" or something like that. I can't find it due to my wrong spelling as a not-native-speaker. Can you tell me where to get it and whats the correct spelling?
Also: what other visual mods have you installed? I never saw clouds in such a great visual effect as in your video. What did you install from where and how did you configure it? I'm no expert in KSP-Modding.
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You are right. Wrong place. The initial question was addressed to Matt, that's why the topic stranded here. :-) (sorry, Matt!) I thought he'd answer. I didn't expect to summon more guys nor did I expect the thing to develop into a conversation. (sorry again!) But thanks to you all.
And thanks to Matt for his videos. They are really inspiring.
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I do like your new SSTO design @Matt Lowne. However, I think it could really useful as an MK3 or MK2 size SSTO, But thoses storage bays could store small landers for gilly, pol, bop, or eeloo. The SSTO has a lot and lot of potential. It just needs to be um. Cultivated? The right way.
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So.... 1.12 with bugfixes... when?
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1.12 somewhere around the corner with bugfixes? Still frustrated about the current state of KSP in terms of bugs. Mostly about the visual bugs. (Yeah, i'm the kind of guy that is really frustrated by visual bugs)
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Thats why some people play vanilla.
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Not everyone likes fiddeling with mods. Mods to circumvent bugs in the basegame? Thats rubbish. A game must bring a certain quality by itself. I dont like installing mods, as fiddling with all the cross effects and cross dependencies is just to much stress. I like to have a game, that works out of the box. This is not IKEA. This is a videogame.
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So I'm still on a full stop on playing KSP, as playing with rockets without nice plume is not satisfying. It took so long to release this 1.11.2 and the fix list is so short?! That's a bad joke, eh?! Further visual bugs as the halfway opened housings of the 1x6 and 2x3 retractable solarpanels aren't fixed either... another visual immersion breaker leading to a full stop in playing the game. Disappointed. Please dear devs, please fix the accumulated (and highly upvoted !) visual annoyances like: https://bugs.kerbalspaceprogram.com/issues/27233 or https://bugs.kerbalspaceprogram.com/issues/26879 and all the other visuals bugs... they really break the immersion and stop people like me from playing! And for visual annoyances there are no work arounds. They just keep annoying us and break our immersion.
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Nope, didn't have this issue in the last launches. Maybe I should mention, that I play KSP in vanilla. Maybe it's a new bug since 1.11? I haven't launched a single rocket since then, as i was more into planes with propellers and helicopters ans spaceplanes in the last weeks. But as up to and including 1.10.1 I did not have the issue which you described.
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Hard to say, these are the worst bugs. Haven't experienced one of them. For me it's the visual bugs , which disrupt my immersion most. "Worst" is never a objective criteria.
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7-8 Weeks till 1.12? I highly doubt this. I would not expect 1.12 before the end of july.
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I wish for a 1.11.2 release. Will we get one, if we beg politely?!
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Yeah, nowadays everythings matures in customer's hands due to rushed releases, driven by the guys in suits - the management. But even if the consequences are not as servere as an accident in a car. Imagine your entertainment system stops working after an update, or the air condition can't heat anymore, due to software bugs due to lack of testing. Result: The customer is annoyed. Will he buy your brand again? Will he tell others how good your brand is? Will he use the services, which you offer around your product? You get it. If the brand I am working for would offer such buggy car systems and visual annoyances, devs like me would be fired. Have you ever had any visual bugs on car entertainment or your chassis and have to accept it? No? Right. Especially visual things are severe to many customers, directly followed by functional bugs. Nobody wants an ac system, that does not heat your car in winter. How long would you accept this status until fix? Is your solution downgrading to an older model of your favourite brand, with less features? It is the dev's/management's decision, how many features should be introduced in each increment and how many are manageable in terms of keeping the bug level low - not the customer's. I think, KSP is at a point, where several bugfix loops are desperately needed. I would suggest: -Some bugfixloops without feature increments - as soon as possible. -bundle the upcomming features in a paid DLC to finance proper testing and bugfixing. -try to work through the huge amount of well documented bugs and glitches.
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It did what !? If I park a heavy ssto on the runway it still drifts so somewhere even with activated brakes. And yes. I don't want to revert to older versions as they lack many nice features. What is the point in bugfixing, when the answer is: go play an older version. Doesn't make sense, eh? I think a product should develop to less bugs, not to a piling up amount due to introducing x (afterwards well documented and reported) bugs while fixing only y bugs with x > y. Yeah I know, I'm putting pressure on the devs by writing this. But that's what a customers expects. And this is what we in the car developement have to bear in mind too. If each of our model upgrades made things more buggy, we would get in serious trouble with our bosses.
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Yeah, but i updated my vehicle/lifter/ssto arsenal to new standards already... they won't run on older game versions.
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Yeah, nobody reads the credits. Anywhere. Sorry to say so. But I will take a look, when I start KSP again. Probably after the next bugfix, as the situation is currently very buggy and doesn't delivery satisfying rocketry with real potent kawoosh-engines. Yeah NDAs are pure fun - it kinda feels like being secret agent. Have some on my own job.
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Alright. I didn't know your job splits. I just saw, that some bugs are assigned to you, so I thought it would be a nice idea to give you a ping. :-) It didn't mean to put pressure on you. I just wanted to make it clearer, that visual bugs are also relevant, even if they not prohibit progression in a direct way. At the moment there are some bugs of this visual kind accumulated, and i think, it would be nice to take a look at the visuals in the QA-loops.
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New visual bug found since 1.11.1 Bug #27233: Stock Engine Plume broken since 1.11.1 - Kerbal Space Program - Squad Bugtracker Engine exhaust does not match current engine throttle even if the thrustlimiter is set to 100%. See Picture: Broken Engine Plume KSP 1.11.1 - Imgur The exhaust is far to less for 100% Throttle and thrust limiter on 100%. @ the fabulous community here: Please add some evidence pictures to the ticket. @TriggerAu @Just Jim Can you please adress all the cumulated visual bugs in the next update please. Such as the one mentioned above, or for example this one: Bug #26879: Graphic Bug: housing of the SP-L 1x6 and or the SP-W 3x2 appears half opened - Kerbal Space Program - Squad Bugtracker There are some more. The visual bugs are really a bummer to satisfying gameplay. Engines need (!!!) a full exhaust plume to be satisfying to the player experience. Rockets without the nice exhaust are like soft parts of the human body under certain circumstances: not satisfying. You get what I mean At the moment, that I am at a point where I stop playing due to the cumulated visual bugs. They really disturb my gameplay experience - more than little functional bugs.
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@TriggerAu Thanks for your Post on the patching strategy. Can we expect a 1.11.2 in order to get some more fixes before the development train moves on to whole new features in 1.12 ?! Thanks in advance.
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