-
Posts
2,540 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Vl3d
-
I can confirm this bug in 0.1.4. Cannot create a maneuver node when engine deactivated, even though I have enough fuel in the tanks. The bug is reproducible with the Terrier engine. When in orbit, after deactivating the Terrier, when I try to create a maneuver plan in Map View I get the error "Map/OutOfFuelManeuverNode". This bug seems to not be reproducible with the Poodle engine. This might be duplicate: https://forum.kerbalspaceprogram.com/topic/218711-0-delta-v-even-though-the-tanks-are-full/
-
Map & Tracking Station Looks like someone broke Johannes' orbit tessellation code
Vl3d replied to WatchClarkBand's topic in v0.2.0
Also mentioned here: -
This seems OK for me in 0.1.4 - when toggling map view, the camera defaults to a sensible default zoom centered on the vessel. Is not restoring the exact zoom level / camera orientation when toggling M really a bug that should inherit the previous 30 upvotes?
-
Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 When the game is paused and a vessel is in flight / orbit, when clicking on the trajectory the camera resets focus to the celestial body and is placed in a random (?) position (see video). Included Attachments: Camerajumpswhenclickingtrajectorywhengameispaused.mp4
-
Map & Tracking Station Cannot create/edit a maneuver node when game is paused
Vl3d posted a question in Map & Tracking
Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 When the game is paused and a vessel is in flight / orbit, clicking on the trajectory does nothing. It should trigger the "Create a maneuver plan / Time warp to point" pop-up. -
Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 It seems natural that the camera should not be able to zoom inside the celestial body. Included Attachments: Camerazoomingintocelestialbody.mp4
-
Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 The bug has been present since the game launched. Sometimes I have to press 2-3 times on the top-right "x" button of the Parts Manager to close the window. It's not a major bug, but it happens frequently and it's annoying. Thanks!
-
Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 The camera enters the terrain mesh, ignoring the colliders, when: zooming out at a maximum distance, putting the camera inside a depression / lake and then zooming in; panning left or right into a hill. Included Attachments:
-
Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 You can actually "destroy" a kerbal as if it was a vessel from the Tracking Station.
-
Can confirm that a loud sound sometimes plays in the right speaker when clicking around in the VAB.
-
Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 Rover using RoveMax M1 or TR2-L wheels suddenly / randomly swerves left (without user input) after coasting forward at high speed (+20 m/s). Reproducible by just holding (only) W for a while on the runway and going straight for about 20-30 seconds. Included Attachments: .ipsImage { width: 900px !important; }
-
Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 RoveMax XL3 wheels can accelerate continuously by holding W key and alternatively pressing A and D. I reached 55 m/s before suddenly the rover flips. Included Attachments:
-
Parts & Vessels Wheels sink into the ground when vehicle tilts to the side
Vl3d replied to Negative Periapsis's topic in v0.1.4
Can confirm for 0.1.4 - RoveMax TR4 wheel collision mesh is still very basic (only at center of the wheel) and causes vehicle instability. Also the RoveMax TR2-L wheel collision meshes are bad - when on one side, the wheels enter the ground. -
KSP 2 is a perfectly playable early access game (v0.1.4)
Vl3d replied to Vl3d's topic in KSP2 Discussion
Yeah well, did you consider the fact that all the negativity is discouraging people to try the game again to see that it's in a good state now? That's my whole argument if you read my posts. -
KSP 2 is a perfectly playable early access game (v0.1.4)
Vl3d replied to Vl3d's topic in KSP2 Discussion
Right now we have a playable Sandbox mode which has been improved immensely with ~700 bugs fixed since launch. The foundation is solid now and performance has also improved. There have been numerous dev diaries, interviews and AMAs. We have a bug tracker and community managers actually talk to us and relay our feedback to the team. The parts look great. We know that the terrain will use a new CBT system, rendering is being upgraded to Unity HDRP, the lighting will be better. We have the buyoncy, heat system and science mode updates to look forward to. The teams are working in parallel on Colonies, Interstellar travel, new star systems - with a lot of unreleased assets to show for. Things are materially improving and the game is continuously getting better. Devs have gone on record that they are going to address the limp rockets issue. There is so much cool stuff in the pipeline. There's every reason to be hopeful and positive. -
KSP 2 is a perfectly playable early access game (v0.1.4)
Vl3d replied to Vl3d's topic in KSP2 Discussion
If I'd bring my KSP 1 expectations into KSP 2, I would write a very large wishlist that you can read here: And after I'd write it, I would enjoy what KSP 2 is right now and be a constructive member of the community. -
KSP 2 is a perfectly playable early access game (v0.1.4)
Vl3d replied to Vl3d's topic in KSP2 Discussion
I would still advise them to buy KSP 2 for a simple reason. Years ago KSP 1 players had the opportunity of learning and growing with the game, which created an incredible lifelong bond with space science & technology. It stimulated their imagination, made them think about what the possibilities are, about what could come next. New KSP 2 players should have the same opportunity - to evolve with the game. And KSP 2 is good enough for new players to start learning at this point. -
KSP 2 is a perfectly playable early access game (v0.1.4)
Vl3d replied to Vl3d's topic in KSP2 Discussion
I'll say this to the "I have x-hundred hours in KSP 1 and this specific bug in this specific situation is preventing me from having any fun in KSP 2" crowd: the game is in a good enough stable state now that, if I had kids, I would buy it for them and teach them the basics with the certainty they would have fun learning the basics. Everyone's entitled to their opinions and so am I. I've read the Discord complaints, the Reddit venom and the Forum victimisation. I have paid the same about of money for this game as you and have the same amount of emotional investment in this game. I've dreamed as big as you about what this game could have, should and will be. Hear me: KSP 2 is now in a better playable state and more fun than what KSP 1 was in it's early stages. It's not the game that's changed, it's you. So allow people starting out to enjoy this game and stop discouraging new players from trying it out. -
So this is how the devs will introduce the parts failure mechanics... they're using overheating. This should be great, especially if you damage your radiators and don't bring extras, or if you overburn the engine. I'm satisfied with this system replacing the wear & tear alternative. It's easier to monitor and less stochastic.
-
KSP 2 is a perfectly playable early access game (v0.1.4)
Vl3d replied to Vl3d's topic in KSP2 Discussion
Yeah, performance has really improved. -
I've played KSP 2 when it came out for about 65 hours and then I skipped all the patches until now. I tried out 0.1.4 now after ~5 months and I have to say that my impression is very, very good. The game is in a very good state right now. I really don't agree with the people complaining and hating - the number of bugs is small and I have not encountered any major problems (except for the parts symmetry issue, which I think is a regression). Here's my feedback (for now): Positive feedback: The UI is in a much better state. I love the Parts Manager speed. Performance is great compared to how it was at launch. Revert to launch and to VAB buttons are working now! The left side menu (the one when you press ESC) works as expected (it was ultra buggy). Working with the maneuver nodes feels good. I did not experience orbital drift around the Mun or Kerbin. The NavBall dark colors are nice on the eyes. Bugs and mini-suggestions: In VAB the translate tool for mirror symmetry orientation is not respected (if I move a battery, solar panel or wheel up the other one goes down) because one part is flipped when placed (it's upside down). (not a bug, sorry, I was in 2 x symmetry mode) Notification keep popping up (lack of solar) and it's annoying. Map view UI is still very pixelated. Limit celestial body zoom-in in Map View / Tracking Station so the camera does not enter the planet. Allow the usage of Space-bar key to pause / resume tutorial video. Right click hit-box is not accurate in Tracking Station for some celestial bodies. Sometimes I have to click multiple times on the Parts Manager "x" to close the window. A loud sound sometimes plays in my right speaker when clicking in the Part-picker in VAB. In VAB when right clicking somewhere to exit the 2D vehicle viewer there is no fade out effect. In the Parts Manager please group parts that have been placed by symmetry (like identical solar panels or batteries) so the list is more compact. If I want to import a vehicle in my current workspace then save it here, I can't see where to select the name of my current workspace file (the other one shows up by default). Wheel collision mesh is still very basic (center of the wheel). I can't create a maneuver node when in atmosphere and game is paused. Please allow me to move the AP / PE node info mini windows by dragging them. When focused on another celestial body I can't time warp to a point inside its influence sphere(from outside). Please increase the right-mouse-button pan speed when looking around the vehicle. If I deactivate an engine I get a "out of fuel" error when trying to create a maneuver plan. I need to be able to press >>> (warp to maneuver) again to go down to 5 seconds from 30 (so I don't have to wait so long). Right now I get the "proximity to celestial body" alarm (which needs its text changed). I will continue to play the game and experiment with the parts. I feel it's really fun to play now. I can't wait for the water / heat / terrain updates. With those in place we're off to the races for Science mode. Great job development team - I'm really proud of you guys and girls!
-
It uses the vessel coordinates and known water depth to calculate the AGL.
-
Some altitude oscillation is expected, but the orbital parameters should remain the same.