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whatsEJstandfor

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Everything posted by whatsEJstandfor

  1. Yeah, I don't get it, either. I'm on a 7900 XTX at 5120x1440 High (so, ostensibly, I should be getting slightly worse FPS than he is) and, on the pad, I get 30-50 FPS and, at launch, 25-35. I don't know how much it would help performance but I wonder if he's remembered to, for example, enable resizable BAR in the BIOS, or has some other obscure setting tweaked incorrectly.
  2. I thought the AeroGUI had been removed to make Steam screenshots work better. Did you find a way to open it in this patch?
  3. EDIT: I had the behavior of this bug wrong. It seems to be much simpler than I thought. Switching to Map View back to Flight View, the camera resets to inside the vehicle. Regardless of if I move the Flight View camera back to a more reasonable spot, switching to Map View and back seems to just reset the Flight View camera altogether. KSP Version: v0.1.2.0 Operating System and version: Windows 11 CPU and GPU models: Ryzen 9 3900X, 32GB DDR4, Radeon 7900 XTX
  4. Looking forward to when this spreadsheet is 50 columns wide
  5. Another gigantic list of fixes! I'm so hyped! These are unironically my favorites of this bunch, even though they're relatively minor: Fixed fuzzy "scan lines" visible on clouds when using AMD Graphics Cards Camera now returns to saved position and orientation when game is reloaded Updated the frequency of game paused and unpaused messages to help prevent spamming Limit on passive notifications that can be displayed at once (three) I guess we also now know what the "F/O" button stood for in the Tracking Station: Removed non-functional Filter/Overlay button from Tracking Station I also didn't see this mentioned (or maybe I don't know which line item it is) but, on an ultrawide, the Time Warp and Maneuver Burn Timer windows are now offset to the left instead of being dead-center, and I actually really like this change! Frees up more of the center of the screen for looking at my vessel and whatnot.
  6. Based on my testing from pre-patch-one, they're flat, not conforming to the curvature of the planet. This causes a vehicle to roll from either end towards a point near the east end (I didn't realize this was what I was testing until @Sea_Kerman pointed it out)
  7. My wife insists that everyone pronounces Kerbal incorrectly, and that, instead of rhyming with gerbil, it should rhyme with ball or fall. This interviewer is now the second person I've seen pronounce it this way. She'll be thrilled to know that her pronunciation is spreading.
  8. I don't think this is a bug; some resolutions are just not officially supported yet, presumably because not many people have ultrawides and, for Early Access purposes, it's a low priority. That being said, you can force the resolution and, by proxy, aspect ratio using these instructions:
  9. I know this is probably not answerable for parent-studio reasons but the things I've been so most curious about during development are: 1. how the scope changed after Intercept was created, 2. whether the scope changing was the reason for having to push the release date back so many times 3. when Nate posted the release date update in March 2022, if "early 2023" was really when 1.0 was planned to launch, and, if so, 4. if pressure from above forced them into doing an EA release instead of delaying again to start generating revenue To put that into one question, what were the big factors that led to deciding that the game needed to be delayed in early 2020, then late 2020, and then early 2022, and finally in late 2022 when EA was announced?
  10. I'm p sure there are far more than 2 builds
  11. I have to assume that this issue has been solved since Interstellar presumably works internally, and we just don't have the privilege of seeing exactly how quite yet
  12. The existence of Duna was a bug and has been patched out, sorry
  13. These are all small but genuinely some of my favorite fixes! They're some of the little things that made the first release feel very unpolished, so I think this will do a lot for overall perception
  14. The fun thing about MSFS doing that, too, is that, since you've already technically launched it through Steam, it takes up the entire refund window to just download and install the game. Extremely good system, no notes
  15. This implies that the UX designer or the artist who created the weld sparks effect were the same people responsible for making sure saves worked.
  16. Adding a PAPI would be a fun bit of flavor but, with the length of the runway, I don't think it'd actually be practical (because you have so much margin for error in your glide slope as is). Still would like to see it, though. If I had my druthers, the one big change I'd make to the whole runway is just to make all the lighting really bright. On an HDR monitor, the lights should almost be hard to look at up close, and the KSC should be visible from LKO.
  17. I second this. Instead of having the camera make discrete jumps dollying in and out when I use my scroll wheel, making the camera feel physical, and having it smoothly dolly in and out would be fantastic
  18. Nay in its current form. imho if they could make it much more compact, combine it with the Resource Mangler, and make it reliably take less than a second to load for even huge crafts, I'll be on board. As it is now, I get no utility from it at all.
  19. I haven't used MechJeb for this feature so I'm not totally sure, but this sounds similar to a real-world VOR/DME, allowing you to reckon your bearing and distance to the airport. I don't think we need a full on ILS in KSP, but having some kind of bearing/distance indicator would be awesome.
  20. Out of curiosity, are you using it with the little mouse accessory it comes with (or was that just on the Intuos 3? It's been a long time since I bought a new tablet).
  21. This is pretty common; seems to happen with wing pieces and landing legs. The cause seems to be that, when the craft is saved, those pieces lose track of which part they were parented to. This causes them to still be treated as a part of the vehicle, but not attached to anything. Since they're still a part of the vehicle, the "center of mass" as it were tends to drift as the main vehicle and the broken part separate, and the camera tries to follow that center. The only fix I've seen (and one I've successfully done a few times) is by doing surgery on the save file to either reparent the broken part to its original parent, or to delete the part entirely. For me, I did the latter, because it happened to some wings, and those were no longer needed since I was in orbit. The actual process is pretty tricky to explain here but, if you open your save file (after making a backup, of course!), you should be able to identify the broken part by searching for this string verbatim: "attachedPartNodeID": "" Here's an example of one of my busted parts: It will also show a GUID of all zeroes for the "AttachedPartGuid" tag. Scroll up a bit to where the part starts. You'll see "partName" followed by the part's name (presumably yours will include the word "stabilizer") Above that, you'll see a line that says "partGuid", and then an open curly brace right above that. Select that curly brace and find its corresponding closed curly brace a few hundred or thousand lines down, and delete that whole block. This is how you can delete the busted part. Save the file, and open it in-game; the part should now be gone. Hopefully, with the new patch, this won't be an issue anymore; doing this kind of manual save-fixing isn't tenable.
  22. If you type "%appdata%\..\LocalLow" (without quotes) into your File Explorer address bar, that will take you to the LocalLow AppData directory. In there you should see an "Intercept Games" directory and, in THAT, a "Kerbal Space Program 2" directory. That's the one everyone's talking about.
  23. It's certainly not ideal but I think you can add a .jpg extension to the log file to be able to submit it through the launcher. Hopefully it's clear to whoever ends up getting it that it's actually a text file and that they'll open it correctly.
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