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KSP2 Release Notes
Everything posted by Abelinoss
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB Merge to: So I may have found something crucial. When the destroyed part is the ROOT/anchor part, you get the *mission failed* screen, even if your command pod is still intact. See the attached videos Included Attachments: commandpodroot.mp4 beamroot(1).mp4 .ipsImage { width: 900px !important; }
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Reported Version: v0.2.1 (latest) | Mods: See modpack.CKAN, but I know 100% sure that this is also in stock because it has been this way since 0.1.0.0. It's a camera issue, the mods don't affect the camera system in any way. | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB When building a wings that consists of multiple pieces, you often want the new wing to be the same length and thickness as the end of the first part of the wing. This is (unfortunately) not automatic, so you have to set them manually The 2nd part of this wing has size 0.10 And now it also has 0.10, but it's clearly bigger: I suggest showing more decimals as an easy fix, OR (I think this is better), using actual units of measure, like meters. That way you can also type them as input, and you get the dimensions you want easily. This wingspan of 0.15 is 2.80 meters. Why not just let that be the number for the wingspan slider? (Same for the root length being 1.7m, or the thickness being 0.08m. These unitless numbers make building wings more complicated) Included Attachments: modpak.ckan
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB The camera clipping start distance is much higher in flight, than in the VAB. What does this mean? Well take a look at Shaun the Sheep here: With a clipping start of 1 meter, we can see the entirety of his beautiful head. However, if we increase the clipping start distance, in this case to 2.7m (in KSP that increased clipping distance is the case during flight), we are suddenly exposed to the terrors of what's inside Shaun. Arguably nobody wants to see that. In the same way the game does this. As a result you can not zoom in on things closely in flight properly. This is a shame when trying to make camera shots inside the cockpit, or close the the vehicle's body. See the attached image .zips for in game examples. I just found the Shaun the Sheep illustration to explain the problem better. Included Attachments: clippingbugimages1.zip clippingbugimages2.zip
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB I know the scale is logarithmic but the numbers don't match the real speed. Vspeed: real VS shown Real Shown +600m/s +100m/s +300m/s +15m/s +100m/s +4m/s -20m/s ~0m/s -100m/s -3m/s -200m/s -7m/s Photos with Micro Engineer for speed measurement. Bug also happens in stock: Stock images: .ipsImage { width: 900px !important; }
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Reported Version: v0.2.1 (latest) | Mods: See modpack.CKAN, but I know 100% sure that this is also in stock because it has been this way since 0.1.0.0. It's a camera issue, the mods don't affect the camera system in any way. | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB The rotation speed of the camera doesn't scale right with the translation. As a result you have to set your location on a very low camera speed. Increase the camera speed to change your rotation. Lower camera speed to fine-tune translation. and increase speed again to fine-tune rotation. This is very annoying. They should be scaled in such a way that rotation and translation change is scaled properly. Added video shows: Speed 1: 1. Normal speed translation 2. Too slow rotation (barely visible) Speed 2: 1. Normal speed rotastion 2. Too fast translation Included Attachments: KerbalSpaceProgram22024-03-1515-16-40.mp4 modpak.ckan
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This is not about having a target selected and meeting up with that target. It is about the game not telling you which input mode it is in. There is no visual feedback from the game. That is what my suggestion is about. How that is done is up to the devs. I have just suggested one way which includes a docking alignment indicator, a useful tool when in docking mode, but that is not a necessity. For all I care they only use colours, as long as I get visual feedback about what control mode I'm in.
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KSP1 In KSP 1 the UI clearly gave feedback to the player about precision control or docking mode being enabled. This is done with colour (blue pointer instead of orange), and an entire new tab for docking that displays information about your craft relative to your target. Normal: Precision control Docking mode Docking & Precision KSP2 KSP 2 has no feedback other than this small pop-up when enabling docking mode: For the rest, the flight UI gives no indication that the flight controls are behaving differently than normal. The UI always looks like this: UI for docking mode: Suggestion I want to suggest something like the following. Note this is just a suggestion, the devs will be able to do this 100x better. Precision mode: Docking mode:
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Launch Clamps Suggestion
Abelinoss replied to Superfluous J's topic in KSP2 Suggestions and Development Discussion
I think you should report the part about filling up the launchpads as a bug https://kerb.al/bugreport -
Reported Version: v0.2.1 (latest) | Mods: None | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB This save file was made on a modded game. After removing all non-essential mods the bug persists. Load the save Timewarp closer to EVE encounter Set EVE as target and point to target with SAS Timewarp to the exact moment of SOI change in the map Wait for timewarp to stop automatically as you get close to the SOI change. Wait for the magic to happen The game is now officially confused and will keep putting you in Eve SOI and back to Kerbol SOI very fast. Timewarp a bit further to get out of the "Danger zone", the game now recognising you to be in Eve SOI Recording with mods: https://cdn.discordapp.com/attachments/1039965578754007060/1204784682244513864/Kerbal_Space_Program_2_2024-02-06_17-37-29.mp4?ex=65d5fe2c&is=65c3892c&hm=43a1c93ae5546d927bfa825883ce95a46cf28cfc4989ffaea02ffc0c4efed4df& Recording without non-essential mods in attachments Included Attachments: KerbalSpaceProgram22024-02-0719-51-23.mp4 quicksave_eve_soi_bug.json
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB When the SP-XXL "Colossus" is blocked by another SP-XXL "Colussus" it stops tracking the sun, even though, tracking the sun would expose like 80% of the solar panel to the sun. I don't think that partial blocking is not a feature, but it should be. It can't be that a 10% obstruction suddenly leaves the other 90% useless. And if it is a feature, it's clearly bugged as this giant pannel is only blocked for a very small portion. Included Attachments: VulcanCentaur.json
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB Constructed fairings don't count to Engineer's Report Rocket dimensions. This is annoying if you want to make 1:1 replicas of rockets.
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Reported Version: v0.2.0 (latest) | Mods: see sceenshot in description | Can replicate without mods? No OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB I built this water plane and had been flying it for a bit, but unfortunately it didn't take off from the boat launch, so I went back to VAB to launch from the runway. For some reason that's the moment my FPS just plumeted. I had no issues with this plane or game session, until just then. Task Manager during one of the "KSP 2 is not responding" moments Mods: I cannot replicate without mods because this is really a one time event for me. Also with mods the game has never performed this bad before, so I highly doubt one of them caused this Average flight experience: https://cdn.discordapp.com/attachments/625661934762721303/1192140341575430144/Kerbal_Space_Program_2_2023-12-19_00-39-25.mp4 Included Attachments: KerbalSpaceProgram22024-01-0317-11-01.mp4 Canadair_CL-415.json
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In Nate's AMA he somewhat covered how this is going to work: That being said, it is widely agreed upon that a 'vote for timewarp' will not happen, as that just doesn't work. I may want to timewarp 1000 years to go to another star, while you might want to timewarp 3 months for a Duna transfer window. Obviously that is just going to interfere and won't work.
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Reported Version: v0.2.0 (latest) | Mods: Kapybara mod + dependencies | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB Overview Severity: Very annoying. Please fix asap Reproducibility: 100% Summary: Fake experiments clutter the science tab with zero science experiments. The Problem So by now I think everyone has noticed the science goes "CLICK ME I HAVE SCIENCE" way too often. You do the science and you get: This is very annoying for three reasons: 1. it clutters your science overview with a bunch of zero science experiments you already performed, making it hard to find the actual experiments that are worth science. 2. Transmitting your science, also transmits the zero science experiments, which makes up like 80% of all your experiments, draining your battery even before you can transmit the real science. (But then again finding the real science is hard because the page scrolls too quick (like the PAM) and there's many zero science entries) 3. The repeated fake "CLICK ME SCIENCEEEE" makes me want to not click the science button, potentially missing out on real science. The Cause The game thinks you're landed, even though you are flying/coasting/orbiting over land. It shows me to do science for water landed state. Even though I'm just flying over the water biome (These images are on a modded game, but I tested it without them and it still happened)
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I'm not reacting to his video, but my own experience. It is definitely not normal that you heat up to the point of exploding at 60km. 1800m/s at 10km is certainly ingredients for boom
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To start: I LOVE the new TWR readout. But it can use a little more work: 1. Make it so this TWR, Burn, Start, automatically appears when expanding the tab. Now you have to click the 'expand stage' button twice to enable it, or use the settings icon, but ultimately, anyone who expands the stage wants to look at the stage in greater depth (including TWR info). No need to put that behind more clicks/settings Two clicks needed: 2. Leave the dv picker on the last celestial body you used, also when going out of the vab and going back. Currently it just forgets, when replacing an engine with a new engine, you have to set the dv settings again. 3. dv numbers can be hard to read on a big screen. Use a clearer/bigger font Full resolution: How I see it on my screen:
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1. In the Trip Planner the celestial body list is chaotic. I suggest a logical list, instead of an alphabetical one: Suggested: 2. In the mission planner, add the option to aerobrake where possible 3. allow for manually overriding dv requirements. Say a Mun mission. It will tell you that you need 860 dV to return from Mun Orbit to Kerbin Orbit, but I know you can do it with way less, say 300-400 dv. I want to be able to type that in so I don't have to keep remembering for every exception how much dv I can subtract from the total requirement. 4. Add the option to aerobrake where possible Ideally: 5. Completely manual missions Trip planner could look like this:
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@Spicatthe bug remains in For Science. Please move out of archive and merge this one:
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Reported Version: v0.2.0 (latest) | Mods: Kapybara mod + dependencies | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB Overview Severity: Very annoying. Please fix asap Reproducibility: 100% Summary: Fake experiments clutter the science tab with zero science experiments. The Problem So by now I think everyone has noticed the science goes "CLICK ME I HAVE SCIENCE" way too often. You do the science and you get: This is very annoying for three reasons: 1. it clutters your science overview with a bunch of zero science experiments you already performed, making it hard to find the actual experiments that are worth science. 2. Transmitting your science, also transmits the zero science experiments, which makes up like 80% of all your experiments, draining your battery even before you can transmit the real science. (But then again finding the real science is hard because the page scrolls too quick (like the PAM) and there's many zero science entries) 3. The repeated fake "CLICK ME SCIENCEEEE" makes me want to not click the science button, potentially missing out on real science. The Cause The game thinks you're landed, even though you are flying/coasting/orbiting over land. It shows me to do science for water landed state. Even though I'm just flying over the water biome (These images are on a modded game, but I tested it without them and it still happened) Included Attachments: .ipsImage { width: 900px !important; }
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Definitely a bug. When launching a rocket I that after I passed 60km my capsule suddenly started to heat up. That's just not how it should be. And on reentry I almost explode around 60km, and then it cools down a bit before the real reentry heat around 25km
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like this? @Gargamel