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Dakota

Community Manager
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Everything posted by Dakota

  1. omg wow look at that header. new year new kerb!!
  2. No plans at this time, but definitely something we could do in the future!
  3. Incredible work - especially the video. The moment the music kicked in I was laughing out loud.
  4. This week we're challenging you to find some of the amazing discoverables found spread about the Kerbolar System! Get out there Kerbonauts! Primary: In one launch, visit at least two discoverables, not on Kerbin, and plant flags at them before returning to Kerbin. Secondary: Same, but plant flags at three discoverables. Jeb: Visit these three discoverables on at least two different celestial bodies Val: Each of the three discoverables you visit must be on a different celestial body (not Kerbin).
  5. Apologies for the issues today. We use Cloudflare's CDN alongside Invision - and after some new configuration changes they got into a disagreement about POST requests. We were able to get that resolved - now looking at attachment uploads not working.
  6. Moving to archive as this has generally been addressed in v0.2.0.0 - For Science!
  7. we have lots of snacks at the office. no comment on the second question They might tick over to reproducible, but we're heading into our holiday break - so there might be a delay in progress just to give our team a deserved rest.
  8. Just wanted to take a second to thank this community for sticking with us through the past year. I remember going back-and-forth about how I wanted to respond to this thread (if at all) but I'm really proud of what I committed us to back in June. I hope - with the release of For Science! and the significant changes to our communication style - we have made progress towards changing your mind about the future of KSP2. Moving into 2024, I hope we continue towards that ultimate goal of repairing that trust. There's still work to do - in-game and out - but we're ready for it. Thank you again sorry for necro'ing a thread last replied-to in October, mods.
  9. To be honest, these were left out simply because we didn't have enough time with everything happening this week. It's a fault of my own, apologies to the bug reporters who work we didn't recognize.
  10. Yeah I'm definitely experiencing having to go to work preventing me from playing the game. Devs pls fix
  11. New Features and Content Added a new game mode called "Exploration Mode" Added Mission Control and R&D Center buildings Added a Tech Tree with 4 tiers Added the Mission Tracker App Added 11 primary missions and 30 secondary missions Added the Research Inventory App Added 9 new Science collection parts Added several unique points of interest throughout the Kerbolar System Implemented thermal system for part heating Implemented re-entry VFX Implemented delta-v tools in both VAB and Flight Added fully-functional buoyancy system for floating vessels Implemented a new Audio Ambience System Added the first iteration of the Cheats Menu (ALT+F8) Added a boat dock environment Added two new tutorials Added new messages to the Cadet Orientation System Added dozens of new items to the Kerbal Variety System Added the K0 starter rocket stock vessel Bug Fixes Construction Fixed: Attaching a subassembly to another part using the stack attach node of a symmetrical child part causes crash Fixed: LES "Bottle Rocket" Solid Fuel Booster appears as a white box icon in the staging stack Fixed: Assembly Anchors cannot be changed on non-launch subassemblies Fixed: Copied decouplers are not copied to a new stage Fixed: Symmetrically-placed parts remain held and cause a Null Reference Exception after removing and reattaching an edited subassembly Fixed: Area around staging stack in the VAB is camera movement dead zone Environments Upgraded water refraction for Kerbin and Laythe Adjusted Eve's ocean waves Adjusted ocean waves on Kerbin and Laythe Adjusted Eve's ocean underwater surface visibility Fixed: Visual artifacts appear in Jool's atmosphere while within Jool's SOI in flight mode Fixed: Visible steps in cloud rotation due to low float precision Fixed: Cloud shadows cause light flickering on vessels in low Kerbin orbit while on high quality settings Fixed: Clouds dissapear at some locations when set to low quality Fixed: Height mismatch between local and scaled clouds under medium quality settings Fixed: Eve's upper atmosphere has a semi-sharp upper border Increased resolution for close-range terrain textures on all celestial bodies Fixed: Laythe low quality clouds have a pixelated glow effect on them Fixed: Terrain appears pixelated when seen up-close Fixed: Dres ridge and some other decal-based landforms don't have proper collision Fixed lighting flashes when loading new scenes or changing vessels Updated collision mesh for Air Traffic Control Tower Fixed: Negative scale errors reported in log files EVA Fixed: Loading a game that was saved while an EVA Kerbal was holding onto a vehicle causes the Kerbal to fall off the vehicle Fixed: If a Kerbal jumps during time warp while in flight mode, the Kerbal becomes unresponsive Fixed: If ladder is shaking, Kerbal resting on ladder becomes offset over time Adjusted jetpack material to better match kerbal spacesuit Flight & Map Implemented reinforced joints system and accompanying player-adjustable joint mode settings Overhauled buoyancy behavior Fixed: Acceleration under time warp stops working after reaching specific in-game time (UT) while in orbit around some CBs Fixed: Buoyancy displacement incorrect for parts with variable drag cubes Fixed: Landing legs deployed at high speed are ripped off of the vessel Fixed: Vessels sink or are destroyed due to mistmatched terrain colliders Fixed: Vessel falls through the ground when camera moves more than ~2500m away from it Improved issue where rovers flip after driving a short distance from their load origin location Fixed: Visual drift on several engines when using high timewarp Fixed: Vessel's parts move out of place when switching to a rocket in orbit while at the KSC or Tracking Station" Fixed: Vessels end up in a bad state when switching away from the vessel in orbit Fixed: Vessel's parts are out of place after disengaging timewarp at very low orbit around Mun Reduced floating point precission loss on rotating reference frames Fixed: Ship is destroyed when switching away from the vessel while engines are running Fixed: Two docked vessels become stuck and unable to undock after a third vessel is docked Improved trajectory AP/PE values changing when saving and loading while in orbit around any CB Added AP/PE display to maneuver trajectories appearing within SOIs The projected trajectory and the actual trajectory now both show periapses for the targets in relative SOIs after a maneuver has been performed Fixed: Kerbals appear as vessels in Map Fixed: Orbit tag displays incorrect celestial body name Fixed: "Time warp to Point" appears as an option for planned trajectories Celestial body name is shown on both the default and expanded view of every AP/PE marker Changed "Enter/Exit SOI" marker to "Encountering/Leaving CB Name" Orbital markers inherit the color of the current trajectory or planned maneuver trajectory Fixed: Vessel and other icons clip into celestial bodies in map view Fixed: Maneuver gizmo can still be manipulated if the player pauses while manipulation is occuring Added "control" and "focus" to kerbal action buttons in Tracking Station to align with vessel actions Fixed: Returning to KSC while paused in another SOI breaks KSC Reduced the frequency of "Solar Panels Ineffective" notification Fixed: VesselOutOfElectricity message event does not trigger when EC is exhausted Fixed: Notification does not display when trying to increase time warp past the limit using hotkeys Fixed: Player receives "Loss of Control" notifications when discarding boosters Fixed: "Vessel out of EC" notification fires when the vessel or kerbal doesn't have EC to start with Fixed: Staging a vessel collapses the Delta-V information in the staging stack Fixed: Vessel continues to accelerate after resuming control from Tracking Station, and turning off engines Fixed: Vessels on launch clamps are not considered landed when at the launchpad Fixed: Throttle sometimes jumps to 100% when passing 20km altitude above Kerbin Fixed: Some engine gimbals don't work when offscreen (e.g. in Map mode)" Added Vessel loss prompt when using the Escape Menu option to leave flight while vessel is on a collision course Adjusted flight report to remove revert options from vessels that are currently in flight or have been recovered Fixed: Map UI info panel fails to display buttons and flight information for EVA kerbals Fixed: Portraits for both Kerbals are not present when docking vessels that have one Kerbal each Fixed: Jetpacks sometimes show up in kerbal portraits Fixed: Tooltips on map items duplicated due to camera distance Fixed: EC values from destroyed electrical parts remain in the Vessel Resources UI Fixed: Flight HUD velocity displays decimals but only updates on integers at velocities above 999 m/s SAS vector hold indicator now displays appropriate highlight when selected Fixed: Temperature gauges stay on screen when switching scenes Fixed: Disconnected parts sometimes remain linked when joints are broken between parts Fixed: Kerbol not visible betwen altitudes of 1000 MM and 750 MM in flight Fixed: Deployed parachutes that have moved from the parts bin to the first stage do not stage properly Fixed: Vessels landed on CBs other than Kerbin can be recovered using Info Panel in Tracking Station Fixed: Part destruction causes assertion error Fixed: Recovering vessel causes Null Reference Exception Fixed: Looking directly at Kerbol from a semi major axis of ~25,210,000,000 m or more causes error flood Fixed: Tracking station shows shows incorrect values for atmospheric pressure, sphere of influence and rotational velocity for CBs FX and Audio Fixed: Ambient sound stops working when leaving flight view and coming back Fixed: Audio events do not persist when entering the main menu upon exiting or saving a game Fixed: Audio mutes on text entry on Campaign screen if you use numpad 1 or 2 Fixed: Audio does not detect collisions with non-terrain objects correctly Fixed: Water impact splash does not change with part velocity Fixed: Water splashes spawn at incorrect orientations Fixed: KSC ambient music plays while in Cadet Orientation mode Fixed: Math issues in water level detection vs part bounding boxes caused apparent hovering of floating vessels Menus and Settings Changing from Full Screen to Windows maintains resolution settings Graphics Settings for resolution now default to the current resolution, if present on the dropdown Fixed: Some accessibility settings do not visually update UI to represent saved setting state Fixed: Graphics quality settings do not apply correctly when selecting medium quality Fixed: General settings don't have descriptions for all options Fixed: Part animations in Main Menu display incorrectly Updated KSP2 Credits Modding Changed unit culture to be invariant for some text parsing scenarios Optimization Improved performance of SimulationObjectView by returning pre-cached components Improved performance of loading stock vessel metadata by only reading from meta json files Moved buoyant force algorithm to job system to address spinning of floating parts and to improve performance and stability Improved water detection performance Terrain rendering time reduced by ~30-50% based on location Removed separate re-rendering of cloud edges to improve performance Fixed: Cloud resources not released after changing cloud quality settings Optimized shadow rendering for clouds Fixed: Light bulb parts cause performance issues Fixed: Frame rate drops when generating new Kerbals using the Kerbal Manager in the VAB Fixed: Memory leak in PartBehaviorSystem Parts and Stock Vessels Fixed: "RF-AD-XL 2500" fueled adapter model is invisible Fixed: "Tuba" engine experiences attachment offset at high warp speeds Fixed: Landing legs and wheel parts under compression fully extend during timewarp Fixed: Landing legs have issues when switching to map while they are extending or retracting Fixed: Labradoodle engine moves out of place when timewarping at 1,000,000x speed in flight Fixed: Already-deployed shrouds sometimes reappear when game is reloaded Added heatshield functionality to existing heatshield parts Fixed: DTS-M1 antenna collider stuck in deployed state Fixed: Surface attach node definition for MK3 engine mount is missing Added bottom node to inflatable heat shield Fixed: Stack-attached parts incorrectly detected as contents of a cargo bay Fixed: Missing drag properties for some structural parts Improved clipping of landing legs through terrain and other surfaces during time warp Minor tuning pass on many parts, including Command and Structural drag cube and buoyancy scalars Tuning pass on drag cubes for all parts Fixed: "Goliath" engine fan doesn't animate when throttled up/down Saving and Loading Fixed: Title freezes at loading screen after reverting to the VAB several times from flight Fixed: Save files take a long time to load, and in some cases the vessel is absent after loading Fixed: Struts don't appear on a vessel if the vessel was previously loaded onto a launch pad Fixed: Close button doesn't work in the Workspace File Name input field inside the Save Worspace dialog Changed "vehicles" to "workspaces" in VAB Save/Load menu titles to reduce confusion Fixed: Save Workspace menu shows vehicle names instead of workspace names for player workspaces Tutorials Fixed: Title crashes after deleting parts during tutorial 1 and then quitting to main menu Added a setting to disable Cadet Orientation after creating a campaing Fixed getting stuck on the final step after using time warp to reach a stable orbit trajectory during tutorial "Establishing an Orbit" Fixed voice over getting stuck when player fails tutorial "Manipulating Orbits" Fixed: Tutorial highlight overlaps Altimiter in the Flight Cluster Fixed: Engineer's Report and Flight Planner crowd one another in the VAB tutorial Updated arrows position for several tutorials UI/UX Updated UI for the KSC launchpad menu Updated UI for the Training Center Updated Launchpad Menu UI Updated UI on the KSC Menu Updated visuals for alert notifications panel Updated visuals for UI Notifications Passive notifications moved to the top of the screen Updated UI for all app windows for stylistic consistency Fixed: Alert & Passive Notifications don't scale properly when switching between resolutions Fixed: Passive notifications remain on screen indefinitely when the game is paused Updated boat launch icon Consistency pass on KSC facility icons Updated color for scrollbars Increased font size for Game mode descriptions Updated UI on tutorial arrows and indicator areas Resized tutorial arrows Tutorial gifs display at consistent size Fixed: Fuzzy edges on the VAB Tool Bar UI Fixed: UI does not properly highlight when hovering on the save vehicle save/load menu Fixed: Ellipses have incorrect vertical position due to font issue Fixed: Action Bar Bento Menu button text runs into edge of box Fixed: Text misaligned when viewing EVA controls in flight Fixed: Text is cut off and illegible in the Time Warp and Breadcrumb UI while on the lowest fullscreen resolution Fixed: Text cut off in Training Center due to scroll masking Known Issues If paused in-flight, switching to Mission Control causes the loading screen to hang Workaround: press '>' to resume time Orbit Surveys are difficult to run on small celestial bodies Workaround: geostationary or big elliptical orbits should allow the player to run those experiments. The intention of this part is for it to scan the regions underneath the vessel as it moves over them - however right now it pauses when a new region is encountered, something that occurs a lot when moving fast over some CBs. We are internally testing improvements to this so the part can get its data with less babysitting Miscellaneous text issues in missions, i.e. debrief text repeating Significant amounts of text went into this update, so of course a few things slipped through the cracks. Even if they're minor, please do report them! Separators below a root part will cause improper separation causing loss of control Workaround: Consider using decouplers instead of separators if you are running into this issue Solar panels are sometimes blocked when in Jool's sphere of influence even when Kerbol is in clear view After staring at the sun from Jool's 'surface', black dots may appear and persist even when transitioning back to the KSC Surface-attached lights don't turn on properly when launching for the first time Common Workarounds If you run into an issue, the first thing you should try to save and reloading. We have found many common issues to be quickly fixed using this method. You could additionally try reverting to launch. Performance may degrade over very long play sessions, but restarting the game client should fix this. A Note on Heat It's important to keep in mind that the Part Heat system in KSP2 is different than KSP1, so do not expect parity in this area. Tuning the numbers for the heat system will be a long-term project, so feedback is appreciated! SUBMITTING BUG REPORTS AND FEEDBACK If you'd like to provide feedback about this build, there are many different ways to do so: Submit Feedback through the Game Launcher Suggest a Change on the Forums Join us on Discord to discuss potential changes Bug reports should be shared to: KSP Forums Bug Reports
  12. only the REAL KSP2 fans have seen the REAL roadmap
  13. I would highly recommend trying to stay spoiler-free when it comes to Discoverables! It's way more exciting if you find them yourself just through playing the game.
  14. The last challenge before the For Science! update will be a Kerbol Grand Tour! Launch a vessel from Kerbin (or assemble one in Kerbin orbit) that passes through the SOI of every celestial body in the Kerbol system before returning safely to Kerbin. You get bonus points for every celestial body you plant a flag on during your mission! Good luck kerbonauts!
  15. https://www.interceptgames.com/jobs/
  16. Initial KSP2 Release
  17. you're able to do this with the capture camera in the live version right now, actually.
  18. Build your most cursed rocket! Space shuttles as side boosters? Sure! SLS core as upper stage? Why not! Launch Starliner on a Falcon 9? THAT... may just work actually... Get weird, go nuts, unleash your inner Dr. Frankenstein! But whatever you build, it must 1. Get to orbit, and 2. Cause maximum discomfort to rocket nerds.
  19. Hello friends! A couple weeks ago I asked you all what are the top 10 requests you have for KSP2 and your responses have been tremendously helpful. I've had multiple meetings with the team going over your requests and now I'm back with another question! Our UI / UX team is curious what specific changes you'd like to see made to the UI and User Experience. There's a lot of improvements coming in For Science! but they're doing some Spring planning right now and want to make sure to prioritize what's important to you all! To help with this, think of UI / UX as everything you see or interact with in the game - minus construction, physics, and the rendered world. All of these are UI / UX: settings, PAIGE, hotkeys, maneuver node, navball, etc Hearing specifics about what you'd like to see or an issue you have with the UI would be fantastic. "I can't read the UI font that well because it's pixelated" is way better than "make the font better" Also, you don't need to provide a solution to an issue! Describing a problem in detail (when, where, how, etc) is way more useful to the designers who then can craft up solutions. As with the last one, don't worry about scope of the changes. If you already posted feedback here on the forums, feel free to link it in this thread too! Appreciate ya!
  20. This is what we attribute it to. We were surprised as well, we didn't expect to see an influx of new/changed reviews until the For Science! release.
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