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KSP2 Release Notes
Everything posted by Rakete
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So... how many upvotes does it take in the bug tracker. Some of my filed tickets have 8 or more upvotes and no fix.
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- some reassembly required
- 1.11.1
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Can we please get another bug fix? A 1.11.2 ?
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- some reassembly required
- 1.11.1
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Okay, i checked... the hatches are still halfway opened. https://bugs.kerbalspaceprogram.com/issues/26879 is not fixed, not even looked at. Why not? Fixing these kind of visual anoyances is more important, than introducing lighthousings in white. Sorry, but this visual bug really bothers me. Sorry to say so.
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So no fix for the partially opened hatches of the 1x6 and 3x2 solarpanels? Or did I overlook them?! This bug really bothered me visually.
- 203 replies
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- some reassembly required
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Do the devs or their community managers read this thread? Would be nice to get some feedback instead of silence and than: "Tadaaaa! Here's your fix. But it's small, but hey: You may tell us your fix wishes for the next major version in autumn" or so...
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I think, it would be good, if squad would communicate more openly about E.T.A. on 1.11.1 and fix content to be expected. At the moment, the game is in a state that really really REALLY needs a whole bunch of fixes. Whole bugfixing orgies are required ...
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Yeah, the always active landing lights bother me too. It looks hilarious if they shine through the wings of my spaceplanes, when the gears are retracted. I think we should get a .1 and a .2 and .3 version in order to fix a whole bunch of the most annoying bugs. I'd prefer bugfixing instead of whole new features. Maybe 1.12 should only contain some few new parts (Space station parts would be nice!) and a huuuuuge list of fixes. At the moment I stopped playing due to annoyance caused by bugs.
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But honestly: The amount of bugs in KSP and the amount of fixes is quite good, if you compare it e.g. with Elite Dangerous, where bugfixing policy is outright a real mess with returning bugs, that should have been fixed (The release of the new fleet carriers took 9 patches over 8 months and they are more broken than ever before). And most bugs don't ever get a look by the devs, as they need 10 or more confirmations and aren't even then set to the confirmed status by the bug managers. The issue tracker there is a real mess, too. Back to KSP: But the fix for 1.11 is really needed. Soon. And well packed with fixes. Apart from really really annoying visual disturbances like halfway opened housings of the retracted 2x3 and 1x6 solar panels (they really bother me visually) or the flags tipping over (making every landing not getting the satisfying plant the flag moment), there are many annoying gameplay issues, that really really get on my nerves: e.g. the orbital changes when a Kerbal is on a ladder or hatch on EVA.
- 381 replies
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I'm waiting for 1.11.1. I'm at a point, where I'm a bit frustrated by some bugs. E.g. the halfway opened hatches of the housing of the 1x6 and 3x2 solarpanels upon loading of the vehicle. It's immersion breaking for me and my fleet of spaceplanes. Or the flags tipping over, or the change of orbit , if a kerbal is on a ladder on EVA. Hope the update comes soon.
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Any E.T.A. on 1.11.1 ?! *Looking to the calender and the filled up bugtracker* Bugfixes required to enjoy the update 1.11. Actually it's a bit meeeeeeh.
- 381 replies
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Hopefully very soon. And hopefully well stuffed with a whole bunch bugfixes and snacks. Please.
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Fine-tuned my astronaut training machine ("The puke machine" or "Puke-o-matic 2021"). Jeb loves the ride, but Bill and Bob don't, unless you promiss to give them a bunch of snacks after the training. And Dr. Rodney McKerman refused completely to take seat in the machine. He says, he's to intelligent to risk his precious brain in this torture thingy... After that he ran away and pulled out some Jell-O, while watching the other Kerbals doing the ride... Maybe he ate their jelly, too ?! (Nice tactics, Rodney.... tzzz!) The batteries beneath the seat are only counterweight to the kerbal. All rotation axises can be activated separately via AG 1-3. Speed control is done by main throttle and a set of characteristic curves in KAL-Controller beneath the seat. Different rotation axises have slightly different speed curves to enable the rotation angles to shift over time between all the axises - to make the movement a bit more unpredictable to the body. Here the training system is activated.... Moar speed = moar wheeeeeeeeeeeeee !!!
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Ksp today: Tuned my Colossos Mk I: a 52 Kerbal-transportplane, powered by two Goliaths. (Really a boring subsonic plane... meeh) And: Made a 1st attempt on construction of my new Damocles Mk I: A Goliath-powered transporter with 4 SRB-powered Missiles (Rocket science on SRB-impacts on mountains of snacks - molten caramell, yummie !!!) on deployable hinges. But unfortunatly the plane has yet still some stability issues upon deployment of the missilestarters on the hinges in the pre-launch sequence, as the missiles have guidance wings and mess up the center of lift, as soon as the freight department opens. But it's on a good way. More fine tuning required... - no mods -
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What kind of launch vehicles do you like to use?
Rakete replied to skrpt kddz's topic in KSP1 Discussion
Mostly single-use multistage rocket based lifters for freight... because it's convinient... And Spaceplanes for crew transfer... Because I have a fleet of them. (I currently play Science Mode.) -
Isn't the game all about starts and landings ?! Just askin'...
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This eva construction radius should ONLY be tied to the respective Kerbal - not any rootpart. Why? Cause it's the kerbal, who's constructing and it has nothing to do with any root part. Do the devs read this discussion threat ?!
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Would be nice to see 1.11.1 soon and consecutively some 1.11.2 and .3 in order to fix all the prominent issues, instead of already programming 1.12.0
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Exactly my observation. Yeah, it's sad, that the engine does not draw profit of huge RAMs like my 32GB. At some point it gets stuttering and needs a restart.
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Thats 's exactly what I did (counterrotating props). But getting a stable flight ahead is kinda difficult. But I added a Juno secondary propulsion system today. It helps. I'm still figuring about a easy way of control (what on which button, ... which controls can be accumulated and so on)
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Ksp today: still fighting with my 1st helicopter construction. But I will defeat the aerodynamics... I shall win. :-D... it's kinda more difficult than expected... yeah, I'm more the plane&rockets-guy...
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I know this behavior. I play vanilla Ksp on a 32 gig machine with a 9700K. At some point i have to close the game and restart, as the game gets reaaaaaaal sloooooooooow and stuttering. And at this Point ksp doesn't even use 8 Gig RAM. Somehow it seems to clutter up its allocated memory and does neither allocate more nor cleans up old garbage. It's not a fault of my machine, as it happens only in Ksp and not in other RAM-hungry applications.
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... and more than 8-way symmetry in stock... without doing strange glitches...
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I've got a question on the speed topic. I've built this, not for challenge but for fun. At first I had 24 Blades on each pair of counterrotating rotor on each side. (So in total 96 blades). And this resulted in a slow speed of around 170 m/s. But after reducing to only 8 blades per rotor (In total 32 blades) the speed increased to 240m/s (235 m/s fully kerbaled). Why is it this way? I don't understand, how less blades make the plane go faster (as ksp does not simulate air turbulences near the blades) I thought: moar propeller blades = moaaaar power!... but apparently, it's not... And secondly: How can I get this plane go faster, apart from go-faster-lighting-stripes from 1.11 ;-) . Rotation and bladepitch are already controlled and fully maxed out in their influence. Is it only a matter of drag /mass reducing, or is there any magic i've overlooked. (SAS is needed, as it must compensate for some nasty torque on the x- and z-axis.) As I said, it's not a challenge plane, it's a retro-looking kerbal transporter. But going faster is an idea that's tickeling me.