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Sans

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  1. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 7 5800X | GPU: AMD Radeon RX 5700 XT | RAM: 16GB Severity: Variable. Depending of the player experience and actual situation, this bug can be trivial or a hellscape. Frequency: Once Same as the first report. My lander take off from Minmus Monument crater and there are no orbital lines. I managed to get it in orbit manually anyway. Quicksaving and Quickloading doesn't help. Restarting the game doesn't help. The game consider the vessel to be Landed and not orbiting/flying
  2. Nate explained in KSP 2 Feature video that we would go and create a new KSC. I believe CommNet will certainly go from this extraterrestrial KSC. Tho it seems logic to have a signal back to kerbin, otherwise the tech unlocked in other interstellar system would be unusable on Kerbol (if we forgot the fact that we'll need exotic ressources to build them back on kerbol)
  3. Could we have a gallery with all the parts ? I like seing parts before installing a mod. Even tho I already installed it
  4. I really prefer the pixelated art syle to the old UI shown in eraly dev, I said it, I think it. As other said, fonts being aligned, more visible (by disabling anti-aliasing or bilinear filtering) and the UI less cluttered, is a 100% go for me
  5. This knowledge base is open to contribution/suggestion This thread is a knowledge repository of everything that come out about and at the time of For Science! update. Many informations are scattered across posts, sneakpeek, discord messages, YouTube videos, etc... This is very confusing for people that just come around infrequently. For better understanding, I invite you to go check everything said in KSP2 Announcement, KSP2 Dev Updates, KERB and and Youtube's Dev Chat For Science! update "For Science!" is the next update (0.2) of Kerbal Space Program 2 and the first milestone update of the published roadmap. It will be released the 19th December 2023 and will features science gathering and tech tree progression. A lot of bugs are also indeed fixed for the release. Exploration Mode It is the Science game mode equivalent from KSP 1. No Vessel coins, only science points to gather and spend in the R&D building to acquire new technologies. Future milestones update will allow for colonies settlement, ressource gathering and utilization. Game save are therefore meant to be compatible with future updates. Science parts and gathering. There are 9 science parts for For Science! update. Most of them are situational and will require you to be in a specific state to work. There is the magnetometer, an atmospheric survey device, an underwater chamber, a "lab" with a greenhouse, two goo-based device, a robotic arm, a science jr XS bay and a cute camera. Science gathering is very different from Kerbal Space Program 1. During "Science and Tech Tree - KSP 2 Dev Chats", we learned that the science experiments are split between Samples and Data. Data can be transmitted, while samples have to be returned to the KSC (we don't know if colonies will be able to give science from samples). Experiments now have Data Size, and a duration. Even if not said, this approach is heavily similar to the Kerbalism KSP 1 mod. We don't know if the duration of the experiment is based on the animation, or if science parts will take longer to collect the science points. Biomes Biomes are making their way back into the game as a way to create distinct zone of interest, in which you can find science point or simply chill about. Mission Control The Mission control give you missions with science rewards. Not a lot have been discussed about it, but we believe missions are meant to push you further and further into Kerbol exploration. R&D & Tech Tree Research & Development building will permit you to spend your science points in acquiring new technologies. Exactly like KSP 1, however the Tech Tree is very different. As explained by Tom "FRRRIIIDDDAAAAAYYY" Vinita, the goal of the tech tree has been to drive newcomers and average players to discover new gameplay facets through technologies. A tiering system has been opted. Each tier has its own supposed destination target, and we can safely assume that these destinations have a balanced science reward for people to progress through the Tech Tree. There is only 4 tiers by now but the last dev chat let us suppose there will be tier 5 & 6 in the future (certainly for interstellar travel, as tier 4 supposed target is Eeloo, the last planet of Kerbol) Here's are high resolution screenshots of the tech tree: Anomalies/Discoverables These are what we called "easter eggs" on KSP 1. There are around 20 in-game (as of 0.1.5) and a dozen will be added. These locations will give you specific science points Colonies Colonies is the next milestone update and should come up relatively quickly (less than 10 months), following Nate's statement in Matt's interview at Space creator day. Colonies can be constructed after unlocking the corresponding technology. It'll be located at Tier 4. Due to the different variants of colonies we've seen in screenshots, tom vinita's quote: "we have plans for Tier 6", the knowledge that colonies will have more advanced parts unlockable over time, and following some game datamining, many suppose that colonies size and capabilities will be split into different technologies, in different tiers. Nothing is confirmed tho. A supposed early/mid tier 4 colony: A supposed Tier 5/6 colony: Additional informations This section is a collection of features or informations that are not major. Terrain Rendering improvements According to Dakota (Community Manager) there has been some new terrain rendering improvements: Buoyancy and Boat Dock We should expect better buoyancy in For Science! release. And a new boat dock have been added to the KSC Re-entry with Charring effects Already spoked about in a Dev Chat and in FS! announcement, Re-entry is coming in KSP 2. Moreover, heat shield now have charring effects, you'll see your heat shield becoming darker and darker, the longer you are burning in the atmosphere. We don't know if the charring shader is based on the amount of ablator. Tier leveling Tier leveling is the proposed idea of obtaining gain of performance/efficiency on certain parts if you unlock a tech tier. Official response from the team: Difficulty Settings You'll be able to choose in the difficulty settings: - The starting science points (0 by default) - Science Rewards percentage - Mission rewards percentage Wobbly rocket & Bugs fixes Announced during the Space Creator Day, For Science! will implement an autostrut-like short-term mitigation to the wobbly rockets issues. Please note that this is a short-term mitigation and is likely to be deleted in favor of a long-term solution over the course of the Interstellar release (as the actual solution will need improvements in order for Interstellar size vehicle to be fully simulated). You can learn more about autostrut in KSP2 and other bug fixes in the latest KERB:
  6. I doubt it is 10 min before the planned update release. But is it shipped a week before the update? In other words: How much time between the compilation of the game and shipping it to the public ? I hope devs could give an answer but anyone sharing its thoughts is appreciated
  7. epic fail, i forgot to switch to december on my calendar
  8. This is a theory I shared on the discord and because I can't be wrong because I'm always right, I share it with you too KSP2 EA released the 24th february 2023. February is the 2nd month of the year, and guess what ? KSP 2 is the 2nd KSP Game! Makes perfect sense it is released in february. Now why is it released the 24th? Well, Early Access = beginning, beginning = initial departure, and initial departure = Initial Crew !! "Jebediah", "Bill", "Bob", "Valentina", if you add the number of characters in each of these names you obtain 24! Coincidence? I DONT THINK SO! If we then follow the beautiful logic of letters, "For Science!" is composed of 12 characters (including the whitespace), December is the 12th and last month of the year! so it makes perfect sense that For Science! is released in December. Look at the Roadmap. First Science feature is called "Science Gathering" and is composed of 17 characters (with the whitespace). The 17th december 2023... is a Friday! Here we go folks, For Science! will release the 17th december 2023 :kerbalklueless: Sry for the spelling mistakes, I'm still learning english.
  9. I'm not this type of person. I really like kerbal style and it doesn't bother me. It's just the static aspect that visually stress me, I don't get the impression of speed. But I've take a look at the dev chat video and it looks better, so i hope that until the next update the shader is improved
  10. I so much agree. I've said it on the discord. The reentry effect is so cartoonish, air should flow around, not just ignite and stay there
  11. My deer Eugen Pru, Don't you know Squad isn't developing KSP 2 ?
  12. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 7 5800X | GPU: AMD Radeon RX 5700 XT | RAM: 16GB Severity: Low Frequency: Always Launchpad coutdown's music and animation start when the stage keybind is pressed. Taking the inquisitor rover (with no stages and therefore grey countdown button) on the launchpad and pressing [Space] start the music and water flow. This is in contradiction with the gray button clearly indicating there are no stages to go with. Included Attachments: 2023-11-0616-23-00.mp4
  13. On azerty we can very easily type : é è | ç à ` £ ¤ €. Letters needed in French, Spanish and Italian On qwerty that would be kind of... annoying
  14. Hey, I filed this bug report but since its not really a bug, I post it here too. Physical Keys is a feature of Unity that translate other keyboads layout as QWERTY International one, based on the physical layout of the keyboard. Example: On an azerty keyboard, pressing [A] as an input, will be translated as [Q]. While most of world use QWERTY keyboard, some countries in europe are using AZERTY, or QWERTZ ones. This makes it very difficult, sometimes impossible, to use camera keybinds (on the numpad) and the hidden ones (for the VAB). Ths is very frustrating as resetting the keybinds actually set the qwerty counterpart and not the actual key pressed. Moreover, I have to try and guess where is the keybind supposed to be
  15. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 7 5800X | GPU: AMD Radeon RX 5700 XT | RAM: 16GB Severity: High Frequency: Happened once Happened when I revert to VAB from the flight shown in another bug report The video shows the game blocked inside VAB. When going to launchpad it immediately give crash report instead of switching scene. I tried loading Revert Launch, but it ultimately took a long time to go back in the VAB with the flight control. Included Attachments: scenedontchange.mp4
  16. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 7 5800X | GPU: AMD Radeon RX 5700 XT | RAM: 16GB Severity: Low Frequency: Always Switching vessel focus before the end of the countdown does not launch the rocket. You need to focus back on the rocket for it to launch. Music and effects are therefore displaced. Included Attachments: 2023-11-0515-01-26.mp4
  17. edited the bug report. thx for notifying. Also yeah it's very bothering me too. I'm like pretty sure its just an option on Unity's Input manager.
  18. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 7 5800X | GPU: AMD Radeon RX 5700 XT | RAM: 16GB Severity: Low Frequency: Consistent | Always In the app bar section, icons light (indicating if the window is opened) update only when the mouse is entering or exiting the zone. Two bugs are therefore present; - Keeping the mouse on the icon while it is closing keep the light on - Closing the window and quickly flee out of the zone let the icon's light on, until the mouse reenter the zone to update it. Suggestion: The lights' fade out animation seems to be the same as the window's one. Seperate these two might correct the behavior. Included Attachments: appiconslightdontupdatecorrectly.mp4
  19. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 7 5800X | GPU: AMD Radeon RX5700XT 8GB | RAM: 16GB 3200 MHz Severity: Medium (feature not working as expected) Frequency: Always Azerty keyboards are translated like qwerty keyboards. Some default keybinds (and also the hidden ones like Ctrl-A in the VAB) are therefore placed somewhere else and resetting it in the settings just print the qwerty key instead of the one pressed on the keyboard. Example: [M] is the default keybind for Map View. On azerty keyboards, [M] don't work and you have to press [,]. Example: While resetting Map View keybind in the settings, pressing [M] on the azerty keyboard register [;]. Same for pitch, pressing [Z S] register [W S] The screenshot given below shows Toggle Map View bind to [;], while I pressed [M] on the keyboard Suggestion: Disable [Phyiscal Keys] option in Unity's input manager, if enabled. Included Attachments:
  20. my mouse is broken and I can't buy a new one right now. I was using + and - to zoom on KSP 1 and it did the job. But these keybinds aren't there yet on KSP 2
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