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VacuousSpace

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  1. Hi all, Etan Stumpson here excited to bring you the latest on KSP2! First of all I'd like to address the many questions here but of course I can't directly divulge anything. It was simply necessary to relocate the project to an area with the utmost security to prevent leaks about KSP2 development. Let's just say Area 51 is a secure location. The dev team is working hard on colonies, multiplayer, and the units update. Right now the units update is the highest priority with all resources focused on that. This was meant as an April fools joke but there was so much positive energy for this change we reprioritized. The units are taking longer than anticipated and will be complete in time for the next update by definition since this is the next update. Now for the big news, please do not repeat as my top secret clearance is on the line. In fact after reading this post low level format your PC and whatever cloud server this is hosted on. The dev team and I have found Time warp breaks the immersive experience of a multiplayer game so that feature is deprecated in the multiplayer version. Here (not in Area 51, really!!) we have found that travelling thru space is pretty boring without time warp and something is needed to pass the time. In a mad stroke of Kerbal ingenuity we have integrated Steam with KSP2 and ALL steam games in the cockpit of the space vehicle. This way the kerbals and KSP players will be able to enjoy all their Steam games while travelling throughout Kerbol. Amazingly the Steam games run faster in KSP2 than on the desktop. The majority of the integration is straightforward porting of Steam code to another engine. I've done this porting stuff successfully many times before. The intern helped prototype this and it works great. I have working proto system and it is extremely stable. You can try a early access version by simply sending $50 bitcoin to me and duct taping a steam deck to your monitor. There are a few details to work out as KSP2 cannot be distributed by Steam if KSP2 is the only way to access Steam (infinite logical loop) and it's not clear how long it will take the intern to complete the Steam port to KSP2 without using a Steam deck. Good news is the intern starts programming classes in the fall. Well I've probably shared to much, looking forward to all the all the great feedback! Also DM me if you have any Steam contact info so we can work out some marketing.
  2. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: TRSDOS | CPU: TRS-80 Model III | GPU: none | RAM: 52KB Landed on Minmus and took off from surface. Orbit missing in map and status shows landed in tracking station despite clearly being in orbit of Minmus. Included Attachments: .ipsImage { width: 900px !important; }
  3. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: TRSDOS | CPU: TRS-80 Model III | GPU: none | RAM: 52KB Created a rocket and along the way the staging order became incorrect. Fixed the staging order in the VAB. But when executing the first separation in flight the incorrect decoupling is fired making the ship useless. It really shouldn't take so much effort to build a simple rocket.
  4. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: TRSDOS | CPU: TRS-80 Model III | GPU: none | RAM: 52KB 3 stage rocket bound expected to land on Mun and return to Kerbin. Jeb was really looking forward to this trip. He fought valiantly with reorienting the command pod to align with normal orientation all morning. Finally defeating the orientation issue, he launched with a gleam of kerbolian hope and excessive naivety. Little did he know infinite energy was about to spin him out of existance. First stage flawlessly entered orbit on a solid trajectory leaving plenty of rocket fuel in the main tank to assist with Munar transfer. After correcting the inclination a solid burn, separation, and stage 2 ignition was achieved. Jeg did not even have to leave the craft to manually light the engine with the backup matches he always brought with just in case along with his shoes and glasses so he has them. Fast forward to near the Mun 25km above, Jeb greedily mashes the separation button to separate the lander module from the orbiter. Next, what can only be described a centrifugal hell above the Mun, or centripetal hell above the Mun commences. At this point, to Jeb it doesn't really matter for in the next minute the entire lander module will spin ever faster until the craft is mostly destroyed. Concerningly to Jeb, the Navball does not show any of the spinning at all. Yes the craft is spinning to bits, but some nefarious hacker has nerfed the Navball such that it does not show any motion. Needless to say Jeb was very distraught. Toggling SAS, applying thrust did not fix anything. Notably Jeb was able to load a save and separate ok given another try.
  5. This just happened to me during launch from KSC. At 90k up the trajectory lines disappeared. Went to tracking station, it shows the craft state as landed even though it clearly is not.
  6. Yeah, this just happened to me after the patch. Managed to land and takeoff from moon without much difficulty or bugs. Thus I was tempted to build a largish rocket to tour the system. Little did I know the hardest part would be leaving the VAB. I admittedly did use the naughty undo button many times, and even after much consideration and study succumbed to the the temptation of using the extra naughty redo. Somehow though the rocket assembly remined above ground as would be expected in normal times before the Kraken made it into the VAB. I was able to launch the monstrosity but decided to go back to VAB to fix the noodling. Big Mistake! In the VAB the saved rocked is 95% below ground and I cannot select the whole assembly. There are like 3 or 4 saves of this rocket for whatever reason and all have this issue despite not having this issue when saved. It's a game within a game! Not a game for me though. Cant' even get to launch pad... I do enjoy the fuel transfer mini game as well. Have to click and watch buttons unclick. If you get win the Kraken will spin the ship out of control! KSP Version: 0.1.1.021572 Operating System: Windows12 CPU and GPU: 386DX, Nvidia NV1 Description of the bug: The rocket moves mostly below ground level in the save file. Cannot select it and bring it above ground level. Expected Behavior: Rocket remains at the same height as when constructed. Observed Behavior: Rocket below ground Steps to Replicate: Unknown, only happened to me with a very tall assembly. Fixes / Workarounds: KSP3 A list of ALL mods: unmodded/stock
  7. Made to Mun and back without any explosions. Then I greedily plotted a mun mission to land and return to earth Apolloish style. Easily reached mun and landed! Rough seas ahead though, Kraken struck on fuel transfer after leaving surface and ship is now spinning uncontrollably. So better. FPS feels lowish but playable for me. Kraken upon fuel transfer is not playable though...
  8. My sentiments exactly. Looking forward to the bugs being fixed and multiplayer feature. I'm a casual intermittent KSP'er and was looking forward to KSP2 for a long time. I actually had such difficulty going to Mun and back in KSP2 that I built a KSP1 rocket and went to Mun just to make sure I really can still do it. KSP1 worked fine. Completely disappointed in KSP2 and want my $50 back. Unfortunately I left if paused for 6 hours and can't get a refund. But I probably would just rebuy it once it gets better anyway, so no real loss, but lots of disappointment. Where is KSP3 hype train when you need it?
  9. Thanks, that was it. Had 2 ships with same name but the unique id for the contract matched the wrong station.
  10. Hi, little stuck. Mission with expand station. It's been expanded and everything except the condition of "Be in Command of Kerbal Station Ship" is met. There is a kerbal onboard. There are two cupola's and a MK1 command pod attached. For some reason only the Be in command portion is not met. Any ideas on how to be in command?
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