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KSP2 Release Notes
Everything posted by Vl3d
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Well, I've crossed the 200 hours total time spent in KSP 2, so the game is worth my time. Surprisingly, it was not the exploration that got me hooked.. but actually building first stages of various sizes and tonnage to LKO and also designing more and more complex science return missions. So basically most of my enjoyment came from the VAB. Executing those missions is somewhat painful - from bad dV data to bad maneuver node control, buggy RCS which makes docking a PAIN.. which means that for me KSP2 is up to the level of KSP1 Science Mode but just below designing multi-vehicle missions which require orbital assembly and refueling. Besides bugfixes and QoL improvements, what I feel is missing: - more edge, spice, adult humor - many more discoverables & asteroids-comets - better terrain and environment graphics + weather visuals - better science utility and planetary discovery and survey progression - CommNet missions which require launching satellite constellations to have unoccluded signal in a SOI - extra survival gameplay mechanisms like radiation - being resource constrained and a resource collection game loop - previous and next points are closely related to delivery routes - more reasons to build vehicles other than rockets, probes, pods and landers - the orbital colony system + EVA construction to make building in space easier and faster. Only when the game will have all this will it really be just above KSP 1's level. And only after that does it make sense to talk about interstellar exploration.
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Yes, the music is great, but the selection for the VAB is not better than the KSP1 catchy relaxing jazzy tune. And I also don't think I can stand the music for vehicle launch anymore. It's too loud and repetitive.
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The terrain one is for flight view, this one is for map view (camera goes inside planets).
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Ideally staging should be done by "double-tapping" the spacebar key. Meaning hitting the key should be done twice in quick succession. The actual implementation is incorrect - you can tap now and tap again after 20 seconds and it stages.
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When building in space you don't really have to care so much about packaging for launch, so you can build wider and longer. Besides that, later probably we will have to also build equipment vehicles for mining or other stuff.. idk. I also build minimalistic, so if a part does not have a necessary useful function, I don't use it.
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You just need to launch with the lander can, you don't have to visit the rock with it.
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It happened to me that the stage delta-v was set to 0 after I deactivated and reactivated engines. So I could not create maneuver plans after that.
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Me and the crew wishing you a Happy New Year!
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Two of the top 3 KSP Reddit posts for 2023: I LOL'ed.
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Parts & Vessels Parts Are Moving Slightly Out of Place During Flight (Affecting SAS)
Vl3d replied to zaqwsx156's question in Parts & Vessels
I can confirm - it happened to me while going to Moho. Everything got very badly misaligned! F5-F9 does not fix it. -
That's one flight. This can be compressed into another flight. I would also add Munar impactor. Of course, to test your design. This all sounds very reasonable to me and checks all the prerequisites for a Munar landing. Tech tree progression should follow this rhythm with how fast nodes are unlocked - at least 4 flights before getting to the first Landing Can node.
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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 TS-37 decoupler explodes when decoupled with large ejection impulse (try with max. 3000 kN). Included Attachments: KerbalSpaceProgram22023-12-3020-57-22 (1).mp4
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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 Often when staging a decoupler it will not separate the two stages, forcing the player to right click the decoupler and manually click Decouple (basically decoupling twice). Included Attachments: KerbalSpaceProgram22023-12-3020-54-20.mp4
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I added a lot of stuff to the QoL & other improvements section.
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I added extra feedback in the OP: ASCM-A (Air Sniffer - 1 ton) should be unlocked in a node way before the ASCM-B (Little Sniffer -50 kg), just like with the "Science Jr." and the "Science Jr. Jr." What is the point of unlocking the Clamp-O-Tron (S size part) before the Mk1-3 "Gumball" command pod? Why is the RoveMax TR-2L (M sized wheel) unlocked in Autonomous Sampling, right after the RoveMax M1 (S sized wheel)? The TR-2L should come in a later node. Why is the FC-01 (XS Fuel Cell) unlocked in Tier 3 instead of earlier? Why is the LRW-375 (L Reaction Wheel) placed in the Large Aerodynamics node instead of inside the Enlarged Power Systems node? Consider that the MRW-250 (M Reaction Wheel) is unlocked with the Durable Power Systems node. Why is the CC375-D (L docking port) unlocked in Tier 4 instead of Tier 3? Also I am not sure about unlocking the HS-I Deluxe (M inflatable heat shield - 2 tons) in the same node as the HS-500 (XL heat shield - 4.8 tons). This would require some playtesting to check the balance. Any opinions? Overall I think there are some balance changes needed for the Tech Tree, but these are relatively minor. The biggest problem is with Tier 1 progression and the Starting Rocketry node.
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So you are saying that parts obstructed by a fairing are heating up because the total heat flux gets distributed to all the vehicle parts?
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I feel like Dres used to look much better on EA release... ugh, forgot to deploy the antennas...
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Hold on, the plot thickens! I managed to get a Dres encounter from Kerbin orbit for only 1600 m/s... but the Trip Planner said it would cost that PLUS the ~900 to escape Kerbin SOI. So actually I was using the Trip Planner logic to first escape Kerbin SOI and then burn. But burning near Kerbin saves me 900 m/s...