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KSP2 Release Notes
Everything posted by Scarecrow71
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Reported Version: v0.1.3.2 (latest) | Mods: See video; I brought up the list of mods while the game was running to show that I do have them installed. | Can replicate without mods? Yes OS: Windows 11 (10.0.22621) 64bit | CPU: AMD Ryzen 9 3900 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 2060 SUPER (8019MB) | RAM: 32680 OS: Windows 11 (10.0.22621) 64bit CPU: AMD Ryzen 9 3900 12-Core Processor (24) RAM: 32680 GPU: NVIDIA GeForce RTX 2060 SUPER (8019MB) SM: 50 (Direct3D 11.0 [level 11.1]) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGB64, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8, ARGBInt, RGInt, RInt, BGRA32, RGB111110Float, RG32, RGBAUShort, RG16, BGRA10101010_XR, BGR101010_XR, R16 KSP2 Version: 0.1.3.2 As you'll see in the below video, when picking up struts or fuel lines, the symmetry button greys out and I cannot change the symmetry and/or number of struts/fuel lines with the part held. Either by hitting X on the keyboard or clicking on the button on the panel. I can change it before picking up the part, but not with the part picked up. And these are the only 2 parts I have found that are not functioning correctly. To be fair, I do have a mod installed that changes the number of symmetrical parts you can place, which may entirely be the cause of this. But I just feel this needs to be reported for posterity. The log file: https://drive.google.com/file/d/1baBTThsYIcw5BoxvadEtTd-NHqyciaEy/view?usp=sharing And, as promised, a video showing the behavior: Although the video was created to show what happens even with a new game, the actual bug itself happens at 4:48...ish.
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Pardon the intrusion, but I must say that you, dear sir, are banned. And, in the event you either don't understand, or you refuse to understand, I can put it in multiple languages. Vous êtes banni. Estás prohibido. Вы заблокированы. 你被禁止了。 Du bist verbannt. I could go on, but you can't even read this due to being banned.
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LETS COUNT! (Lets see if we can reach 100,000 Posts!)
Scarecrow71 replied to Dr. Kerbal's topic in Forum Games!
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Drag-Inducing Kapybara
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So close...and yet, so far. Where is @adsii1970?
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Include one with every purchase of a jeb plushie.
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LETS COUNT! (Lets see if we can reach 100,000 Posts!)
Scarecrow71 replied to Dr. Kerbal's topic in Forum Games!
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Yep. Perhaps @AlamoVampire?
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Now we just need to be able to bring these up in game...
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Release KSP2 Release Notes - Hotfix v0.1.3.2
Scarecrow71 replied to Intercept Games's topic in KSP2 Dev Updates
And I can absolutely confirm that the SOI change issue IS FIXED! I just loaded a game I created way back in 0.1.1 where I headed to Duna, and had it saved in LDO. Created a trajectory to get back to Kerbin - from the correct position, burning retrograde to Duna's orbit - and it worked! Trajectory was calculated properly, did the burn (and a few thoughts on that below), and then warped to get out of Duna's orbit. Trajectory stayed where it was supposed to stay, and I was able to get back to Kerbin in this particular save. Woot! Now, the burn. I have been playing a lot of KSP1 lately, so I wasn't paying attention to the fact that the countdown timer on the maneuver node thing is countdown to when you are supposed to start the burn. I checked how long the burn was supposed to take (42 total seconds), and when the countdown timer got to 21 seconds (half of the total burn time), I started the burn. And that worked far better than at any point where I've followed the timer the way it is currently designed. I think I'm going to keep doing that. Thank you, @Intercept Games for getting this one fixed! Major props!- 79 replies
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Release KSP2 Release Notes - Hotfix v0.1.3.2
Scarecrow71 replied to Intercept Games's topic in KSP2 Dev Updates
I think I may actually lose my mind! I have to go check this out now! -
The better question: Will you believe people who are currently unhappy now who claim to be happy later if development does progress?
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LETS COUNT! (Lets see if we can reach 100,000 Posts!)
Scarecrow71 replied to Dr. Kerbal's topic in Forum Games!
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10/10 A real Calvin and Hobbes fan. I am apparently a 0/10, as @JNSQFan acknowledged being ninja'ed but then didn't actually edit to acknowledge me.
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As one of the people who launch through Epic, I can say that the only reason I have launched the game recently was to: Check performance due to the latest patch. Which has had ZERO effect on me. I am still at 20ish FPS (AMD Ryzen 9, 32 GB of RAM, GeForce RTX Super 2060). The performance updates may have had an impact on high-end gear, but for us low- to mid-range guys, nothing. Still shoddy performance on the ground, and no noticeable increase in flight. Make sure my mod still works in 0.1.3. Which it does. And honestly, should be a core feature. You can cycle through all the planets and moons in KSP1 core; why can you not do this in core in KSP2? I'm not even a C coder, for pete's sake. Because I cannot go interplanetary without fighting the game, to attempt to craft a plane. Which, thanks to procedural wings/control surfaces, failed miserably. Sorry (not sorry), but I'm one of those people who, at least for wings, needs standard sizes already planned out for me. All told, I'm feeling "meh" about the $50. It's not like that $50 is going to break me (and if it would, I've got bigger problems than spending $50 on an EA game), so that's not the issue here. I have landed on Mun, and Minmus, and Duna, and Dres. So yes, I HAVE fought against the code and done stuff. However, those bugs make the game too difficult to deal with, so I'm holding off on playing until things get better. But if this title gets cancelled due to [insert whatever reason you wish], it will simply be a reminder to never again purchase an EA title. This is only the second one I've ever bought, and it really is trending towards the reason why I decided never again after the first one. And the slowed cadence of updates, coupled with the now lack of responses from the team (per Nate's last dev update, which appears to be the last one for who-knows-how-long), is not leaving me feeling good about the future of the title. I'm seriously hoping they prove me wrong.
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9/10. A legend in his own mind.
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LETS COUNT! (Lets see if we can reach 100,000 Posts!)
Scarecrow71 replied to Dr. Kerbal's topic in Forum Games!
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I am not happy with the state of the game. But the biggest disappointment of your life? I mean, do you even own the game yet? I agree that the game isn't what it should be. But if this is the biggest disappointment you have ever faced, your life to this point has been pretty damned charmed.
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LETS COUNT! (Lets see if we can reach 100,000 Posts!)
Scarecrow71 replied to Dr. Kerbal's topic in Forum Games!
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You completely ignored this part of my post: I am aware of Nate's entire statement, and I even acknowledged that.
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Except that you still need to know what to do. Which a lot of people don't. And it's insulting to call them computer illiterate simply because they don't know what to do to get the most out of their machine. It's the same as being told that you are vehicle illiterate simply because you haven't fine tuned your car to get the best gas mileage out of it.
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I'd like you to tell me how I'm misrepresenting what Nate said...when he literally said: I literally could not paint the picture any more clear than this. Nate is on record here as saying that it's part of the fun of KSP, and it's part of the Kerbal DNA, to have wobble. As far as listening to the community? We've spoken. The majority of posts that I have seen (and keep in mind what I'm saying there because what I have seen may not necessarily be what the entirety of the community believes) states that wobble is not fun, it should not be in the game, and it should be tweaked so that while it still exists in some form, it should not make the game unplayable simply because we don't have 10,000 struts attached to a single radial engine. Now, before you go off and accuse me of cherry-picking certain things in his response: yes, I am aware of his statement that the team shares the view that this is an issue. Yes, I am aware that he states it's on the top ten. And yes, I'm aware that they continue to say they are looking at things. However, with all of this known, the community itself has a fix/workaround for this: update the physics JSON file and change the value for JOINT_RIGIDTY so that rockets no longer wobble (or so the wobble is far less than it is now). If the community can figure this out, why the frak can't the devs just implement that? Why do we have to continue to update the file through every patch/hotfix/game update? They are looking at fixing it...but the community literally handed them a short-term solution that they won't use? Again, where is my misrepresentation? I've given you the facts, and @PDCWolf has given you the straight-out thread from Steam. How are we misrepresenting things here?
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It's still being discussed because Nate's argument is, and has been, and continues to be, that rocket wobble is both fun AND simply a part of the Kerbal experience. In spite of the complaints about it, that's the stance he has taken on this. Please don't ask me to go hunt down his actual quote; it's been stated here in this thread enough times.