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KSP2 Release Notes
Everything posted by Suppise
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K.E.R.B. Report Update
Suppise replied to Dakota's topic in KSP2 Suggestions and Development Discussion
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: i7 11th gen | GPU: :klueless: | RAM: Integral of 2x through the bounds 4 and 0 Detaching a craft off the main craft (so the detached craft does not contain the rot part) results in the craft reading 0 on the dv readout. Persists through quickloads. Annoying for landing boosters. Included Attachments: .ipsImage { width: 900px !important; }
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Or others? | CPU: Hi The Space Peacock | GPU: Or SpiCat | RAM: Or Dibznr Crafts detached from the main craft (ie they don’t contain the root part) seem to only remember the last atmospheric pressure value for calculating the shape of the engine plume. Quicksaves do not fix it as far as I’m aware. This happens every time in my experience after flying a few starship boosters recently for particular reason. The Falcon 9 booster pic went most of the way to space, and after separation and switching back to the booster from stage 2, descended back to sea level, unbeknownst to the engine plumes. I am unaware if this affects the twr of the craft. Included Attachments: .ipsImage { width: 900px !important; }
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The current primary missions focus too much on the monument storyline lore, leaving little to no room for the rest of the solar system, which makes them feel more empty. For a game mode called “Exploration”, you don’t seem to do much of it. The kerbolar System is stunning in this game, they should show it off. I think the primary missions could benefit from shifting their focus from lore to exploration. This shows off the beauty of the Solar system, while making the lore feel more rare and special. Each planet and moon should have a dedicated primary mission, exploring what makes each respective body unique. Each and every body has a different set of challenges associated with it, so exploring those challenges teaches the player how to design crafts for specific destinations, a very important set of concepts and skills. This would slow down the pace of the alien story line, and make each discovery feel more special, unexpected, and immersive; as you share the emotions of the kerbals. Currently the primary missions send you only to places that have a monument, making them lose their sense of unexpected adventure. When it sends you to minmus/duna/jool straight after the last monument discovery, you are already expecting to find another one. You don’t feel like you’re discovering these for yourself, and they take away from the experience of landing on these bodies for the first time, as they are overshadowed by these discoveries. If you go to duna as a testament of the kerbal spirit, becoming a multiplanetay species, and then finding a strange signal/interference after the fact, you feel like you’ve discovered this for yourself, in addition to landing on another planet for the first time. Going to jool should start off as an expedition to explore joolian moons, not to find the source of a signal for the 4th time in a row. After the mun monument, the missions shift from “Kerbal firsts” to “send probe, land at monument, repeat”. Each time you go somewhere you already know you’ll find something, so it doesn’t feel as special. It should be “hey let’s land on duna, the first interplanetary mission!” Then after landing there, you get “hey while we were at duna we picked up some strange interference, send a probe into a polar orbit to search for this interference”, then “oh hey we found the source, it appears to be up north, go send a rover to investigate” etc etc. Sending the probe into a polar orbit could also teach players about how polar orbits are useful for precise landings, as you pass over everywhere on the planet as it rotates under you. The final primary mission should be an eve return mission, doubling down on its “final boss” reputation. You’ve got all the experience of the rest of the kerbolar system under your belt, everything has been leading up to this. You want to prove that you can conquer your own solar system before you venture out into the stars, where the monuments have been leading you. You want to prove to your celestial cousins that you are ready. This exploration focused primary mission set would also compliment the secondary missions, which focus a lot on doing precise landings, sending cargo, large crews, etc, all things that people tend to do after initial landings. The primary missions mean players are already familiar with all the celestial bodies’ characteristics and challenges, allowing them to better plan missions to these places with the skills they have developed throughout their save. Overall I think a more exploration focused primary mission set would feel more fulfilling as you complete them, showing off the full kerbolar system, teaching the player all the skills they need to visit these bodies on their own or in the secondary missions, while also making the lore story line feel more immersive and exciting. It’s called “Exploration mode” after all.
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The action group manager seems to still be missing the correct icons that the parts manager got back in patch 4(?). It’s a minor thing that bugs me a bit lol
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We should be able to control the individual position of the leading/trailing edges of the wing tip/root, instead of the edges extending outwards equally from the centre. This would allow for easier and more precise wing alignment and positioning. When trying to place 2 wings end on end, it is very difficult to get them to line up properly, and it involves going back and forth between the move tool, and adjusting the length of the root/tip until it looks good enough. This is also an issue when trying to judge how long a fuselage is, or when the exact centre of it is. being able to make the leading edge longer without it affecting the trailing edge would improve the quality of life when working with the procedural wings. Being able to edit the values manually would also help improve with designing wings. Similarly having units instead of the arbitrary number would make it clearer as to how big the wing is. Finally, being able to add multiple flaps to the wings is a much needed addition imo, as it can make larger wings look odd when the flaps deploy. The only work around is to place wings on the ends of each other, which as described before, can be annoying to get lined up. A simple slider that could even replace the control surface toggle, to control the number of flaps, from 0-4 or 5 could go a long way to improving aircraft designs.
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Make Minmus Green Again
Suppise replied to PicoSpace's topic in KSP2 Suggestions and Development Discussion
I really like the realism they’re doing with it being a ceramic moon, but man I hate the colour. It can still be minty green while being made out of glass. Now it’s a dull grey rock that I don’t enjoy visiting anymore -
[spoilers] Thoughts on the main missions
Suppise replied to Periple's topic in KSP2 Suggestions and Development Discussion
I just made a post about this topic, so I’ll copy and paste that here and remove mine, to keep things tidy. I love the story, but I feel like it’s far too fast paced, once you’ve done you first mun landing, all of the remaining missions are lore based, with huge steps in difficulty. There should be far more exploration missions mixed in with the current lore missions. Spoilers for primary missions: Regardless of how it’s done, there should be far more general exploration missions mixed in rather than them focusing solely on lore, showing the player more of the solar system, and slowing the pace down a bit, making the lore specific missions feel more monumental. P.S. I do really like the idea of it being mechanical too, either way I think they should be spread out more in some way -
Some more procedural missions would be nice. I miss the tourist missions, and the base/station building ones from ksp 1, especially when it would have you come back to add modules to the station after a while. Designing unique crafts that I wouldn’t otherwise build is one of my favourite parts of science mode, I hope we get more opportunities to do so.
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Any challenge beyond the base “fly to Planet X, return to kerbin” is self inflicted, and with almost 400 hours of play time, this is becoming more and more apparent as I play. This game has so much potential and I would hate to see it missed. Ksp 2 is missing a lot of more minor features that were present in ksp 1, that really add a lot of enjoyment to the game through interesting design challenges. Most notable ones from the top of my head: -kerbal levels -kerbal roles -probe core levels -kerbal G force limits -part pressure limits -reentry plasma blackout -comment occlusion While fairly minor additions, and potentially only difficulty options, these add a lot of interesting challenges when it comes to designing a craft, and flying mission profiles. These features are minor additions compared to science or reentry, but they a huge amount of gameplay through making the player design their way around these challenges, and they elevate the game beyond just flying from A to B. Kerbal levels: incentives the player to bring more kerbals with them, and to rescue those that are stranded. Brings a sense of physical loss on top of the present emotional loss when a kerbal lithobrakes too hard. Currently bringing more than one kerbal is at your disadvantage, and rescuing one brings you no gain, using probe cores makes no logical sense. If I lose a kerbal, the ksc has an infinite stock of free ones at my disposal. If jeb is my only 5 star kerbal and he gets stranded, it is my highest priority to go rescue him; I want to bring more kerbals with me to level them up, so if one is lost, it doesn’t cripple my agency. Both cases encourage me to design unique landers, that I otherwise would not build. Higher level kerbals increase the stakes of a mission, lower level kerbals increase the difficulty; completing both missions have a higher sense of accomplishment than the current game. This is something independent of science mode, and could even work well in sandbox mode. Kerbal roles: Gives more personality to a given kerbal, creates more incentive to bring more kerbals with you. Pilots have manoeuvre node access, scientists can run experiments multiple times, engineers increase part efficiency. I am reminded of the time I few a mission with no sas because I wanted to bring a scientist, so I could do experiments multiple times; was one of the hardest missions I flew, and some of the most fun I’ve had in the game, something that is lost. This would require a bit of a rework of the current science system though unfortunately, but I think it would be well worth it. Probe core levels: greater sense of advancement through the tech tree. Currently a probe unlocked at tier 4 is no better than one unlocked in tier 1, defeats the purpose of even having any other probes. Flying low tech probes makes you appreciate the high tech ones. Kerbal G force limits: Adds a fun layer to flying crafts and even aggressive reentries. The G force indicator and even Kerbal animations are already in place, they just need to have some actual gameplay function now. Part pressure limits: Makes jool and deep ocean expeditions dangerous, could have higher science payouts as a trade off, potential for specialised parts, similar to the u-dunk-it science part. Reentry plasma blackout: Added layer of realism to probes, extra satisfaction when control is regained. Teaches the player to build stable reentry crafts, and also teaches them about a real life phenomenon. Commnet occlusion: intuitive way that probes function, visual indication of how far a relay can reach. Intricate commnet constellations are lost since a single high power relay is basically all the comms set up you’ll ever need for the whole save. Ksp has always been about designing solutions to challenges presented by the laws of physics. I worry that these are being simplified in an attempt to make on-boarding easier. It would be disappointing to not see these features added before 1.0
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: Yes | GPU: :) | RAM: RAM (required) Title. Expected behaviour is to not affect the throttle when resetting trim. Particularly annoying with aircraft, as it takes a while for the engines to spool down, meaning it takes a while for the player to notice that the engine is off. Included Attachments: .ipsImage { width: 900px !important; }
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: i7 11th gen | GPU: Klueless (Iris xe igpu) | RAM: 16 Title Steps to reproduce: reenter fast enough for heat bars to show up, then press F2. Included Attachments:
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I typically see this happen when moving to a new stage while the current one was resource dependent, ie decoupling a booster that burns fuel. If the current stage is just a decoupler or parachute for example then it goes the the next stage with a single click? Can anyone confirm this?
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: NA | CPU: NA | GPU: klueless | RAM: NA The capitalisation of SI units matters. Currently, the speedometer shows all lowercase, and the altimeter shows all uppercase. As seen in the attached pic, this results in confusion with the incorrect units. The speedometer in the pic is reading 168 mm/s, which reads as 168 millimeters per second, instead of 168 mega meters per second. A rather significant difference if you ask me. The unit for meters is a lowercase m. Gm, Mm, km, m is the way it should be displayed on both the altimeter and speedometer. My physics teacher was pedantic about this, so I am too Workaround: suffer as you look at the minor error Included Attachments:
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Think they should just make this a feature instead of fixing it tbh, personally I quite like the leeks
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: NA | CPU: NA | GPU: NA | RAM: MA Reloading quicksaves at any point in flight causes kerbal flags to be the default one, regardless of what flag was chosen at the start of the campaign. In the attached image, the top one is before loading a save, the bottom is after loading it, featuring Mike. On a side note, it also resets the parachute part model back to its default (also seen in the pics below). I’m sure this is already in the archives somewhere, but it’s still an issue now, so here’s another report. Included Attachments:
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: NA | CPU: NA | GPU: NA | RAM: NA KSC buildings don’t cast shadows, which makes them look jarring at most times of day. In the attached screenshot, you can see the shadows of the trees as a reference, and then no shadows on any of the ksc builds, neither on the surrounding terrain, or on themselves. This has been the case since launch. Whats weird is that the launch towers DO have shadows, it’s just the rest of the facility. Included Attachments: .ipsImage { width: 900px !important; }
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: NA | CPU: NA | GPU: NA | RAM: NA Icon for part groups in the action group manager all show the command pod icon, instead of their actual respective icon. This was an issue for the parts manager, but it was fixed in patch 4, so it seems like the action group manager got forgotten lol. Similarly, opening the action group manager (and resource manager in flight) still exhibit the huge lag spike when opening them that was fixed for the parts manager. Seems like these are all issues that were already solved for the parts manager, but the fixes were never transferred to the other similar systems. Included Attachments: .ipsImage { width: 900px !important; }
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Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Independent | CPU: of | GPU: Computer | RAM: specs When adding launch clamps, each clamp/symmetry group makes its own new stage, instead of joining the current lowest stage like it did in ksp 1. If this isn’t caught before launch, it can result in the craft dropping to the ground. work around: check yo staging!
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Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows | CPU: i7 | GPU: igpu | RAM: 16Gb Sometimes during ascent, the dv readout decreases exponentially instead of linearly. This occurs most often during kerbin ascent, with Methalox engines. It continues to occur in a vacuum, it does not occur when the stage is activated in a vacuum. The craft used to make the graph had a core booster with 9 vectors, and it shows a clear rapid decrease as it runs out of fuel, and barely any decrease when full of fuel. this makes planning missions and making manoeuvre nodes much harder than it should be. Included Attachments:
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One of the issues I have with science collection in ksp 1 is the over simplification of it. Any science from anywhere can be used to progress through the tech tree. A crew report from space high above Minmus can be used to unlock an inflatable heat-shield, or a rover wheel type, etc. This issue hurts immersion a little in my opinion, and has a lot of potential to be fully fleshed out, much like the other areas of science are, as we've seen in leeks. I think multiple science types could be used to overcome this issue. 3 types of science; surface, atmospheric, and general. 1 general, and 2 specialised categories would add some more logical progression to the tech tree, while also keeping things simple enough for new players to pick up quickly. Surface science: Collected from surface based experiments, like surface samples, drillings, landed state temp/pressure readings, etc. This science would be used to unlock surfaced based technologies, like landing legs, lander engines, ladders, lander cans, etc. Atmospheric science: Collected from air-based experiments, like high/low atmo crew reports, atmospheric analysis, temp/pressure readings in flight, etc. This science would be used to unlock air-based technologies, like heat-shields, wings, cockpits, etc. General science: This would be collected from all experiments, and would be used to unlock all other parts not covered by the other 2 categories. One experiment could also collect multiple types of science, and tech nodes could require multiple types of science to be unlocked, giving some extra complexity to later game science collection. If a planet has an atmosphere, a surface sample could give a lot of surface science, but also some atmospheric and general science; A high atmospheric temperature scan could give a lot of atmospheric science, some general science, and no surface science. All experiments would give some general science, and all tech nodes would require general science to unlock. General science would still be the focus of tech progression, but specialised parts would require specialised science, to hopefully add more coherency and logical sense to progression.