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Everything posted by Vl3d
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A bit late to the party, but I'm proud of my Dunk-it offshore mini-rig.
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https://www.pcgamer.com/this-game-wants-to-blend-survival-and-tycoon-games-in-a-race-to-build-a-moon-colony/
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Release KSP2 Release Notes - Update v0.2.1.0
Vl3d replied to Intercept Games's topic in KSP2 Dev Updates
Solid patch! -
Please also fix the pixelated icons and raw / thick lines. They look crisper and cleaner in KSP1. It's like they have a slight pleasant glow.
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[Minor SPOILERS] Anomaly Locations (Don't post images of the anomalies!)
Vl3d replied to Vl3d's topic in KSP2 Discussion
How exactly does one use the coordinates provided?- 64 replies
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They weren't. They laid off 600 of their workforce last may. There's no research anymore, and I doubt it will be any further development - I'm betting that whoever is left, will be only closing issues from now on. Imagine this being a shock that they deleted 25% of employees after the developers' reaction to a an alternative business decision which was supposed to balance the books. This is all on the devs.
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It disappears sometimes - when moving the maneuver node out of the encounter margins for example.
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 I attached the craft file. Also there is an extra bug - if you stage the parachutes cover away after landing, the craft will not be "selected" anymore - then if you select Revert to VAB the game will freeze on the loading screen. Please merge with: Included Attachments: Boat-Parachute-Decoupler-Test.json .ipsImage { width: 900px !important; }
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Science is pretty much stupid. Just get rid of it.
Vl3d replied to JoeSchmuckatelli's topic in KSP2 Discussion
After playing a lot, my conclusion is that the biggest innovation is the fact that the science parts force you to build unique craft adapted to their shape, size and weight. -
Workspaces and Ships - What am I missing?
Vl3d replied to JoeSchmuckatelli's topic in KSP2 Discussion
We need lockable assemblies and multiple named vehicles in workspaces. Construction is really a torture when craft complexity increases and you have to start moving assemblies around. The stages get messed up every time. -
Serious props on the performance improvements!
Vl3d replied to JoeSchmuckatelli's topic in KSP2 Discussion
After a 120 hour campaign and probably 30-40 craft all over the Kerbol system it's really starting to slow down.. especially when time warping. -
It's orbital decay.
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It's actually this bad after decoupling the heat shield on Laythe. Also, the struts are invisible.
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Stay away from Laythe, it's a death trap.
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At what speed?
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At what speed?
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A quick fix: -comms network (1.2) :: incomplete -procedural fairings (1.0) :: KSP 2 fairings are terrible -heatshields(1.0) :: bugged -part tweakables (0.23) :: incomplete -subassemblies (0.22) :: not importable as individual nameable group of parts -anomalies/discoverables (BG) :: no interactable scatter
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The saga continues...
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 Parts are misaligned after staging decoupler to jettison heat shield while suspended by parachutes - see video. Included Attachments: KerbalSpaceProgram22024-01-0523-07-11.mp4
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This is correct. No turning more than 10 degrees before 10k. I would actually be conservative and say that you should not go more than 30 degrees before 20 km. Never aim for close to 70 km AP. You will burn at 60-70 km and 1800-1900 m/s.
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This is not KSP 1 anymore. The heating and atmosphere has changed. If you go "25° from vertical at 3500m, 45° from vertical at 8000-10000m, 70° from vertical at 25000-35000m" you will burn up.