This thread and the fact that we already have mods... before first bloody patch is a strong indicator how awesome the game already is. Let alone how it will be
Just out of curiosity... what exactly causes vehicle wobbliness? I made a very long plane with 10 crew parts in a single line, so no decouplers which usually are the main suspects, and it... moved like a snake through the air.
I get the feeling that people who complain about the state of the game and compare development time / team size with KSP 1 completely misunderstood how bigger the scope of KSP 2 is. They just want the original with better graphics.
I don't get what the fuss is all about. You don't like it? There's a refund option. Fair trial. Take it or leave it, but for the love of God, stop whining about it.
"The food I ate was so bad that even my dog wouldn't touch it"
Well, I postponed visiting other bodies since... kraken... but decided to go for Minmus anyway. Man, the music in this f***g game. I've ditched the headphones immediately, and blasted in-game sounds on all of my speakers. Approach and landing felt so goddamn epic
When looking at the information about a planet or a moon in Tracking Center, every body has a temperature range property set to 123 celsius. I suspect that's a "bug"?
In KSP 1, you could attach several engines to engine plates. I cannot find where to increase/decrease mount points. Also, in KSP 1, they also behaved as decouplers, while here, as far as I can see, I need a decoupler underneath it. Am I missing something?
I think they've mentioned automating boring tasks (like bringing provisions to colonies). I guess we will see something like MechJeb or better, then. I'm curious how building colonies will work...
When working with multiple assemblies, part manager shows only when right clicking on first (original) assembly. When assemblies are combined with the original one, it starts working normally. I haven't tried to combine 2nd and 3rd assembly and check if the problem persists in that scenario.
Moving and rotating parts was better in KSP 1 (separated and with hotkeys). Too much clutter this way.
Fairings... dammit
Return SHIFT + mwheelup, mwheeldown back for moving view up and down to focus on certain part
Return CTRL + mouse back for moving around
Part manager should be closed on right mouse click.
Color manager cannot be closed once opened (at least for me)
Return tilde (`) key to revert focus on the vessel when in map mode (now mapped to Home key, can be changed... my bad)
KSP 1 had a separate interface with maneuver node in the corner for fine tuning trajectory while focusing on the target body.
AP and PE information isn't updating while burning
Maneuver node doesn't work on 0 time warp for me
SOI entry end exit circles are too big and annoying
Pressing M in the VAB (while searching for part by name), opens map if you have a vessel somewhere
I've also lost control with the outside vehicle after this. Probably related.
Can't think of anything else for now....
Edit:
I think old maneuver node was better looking. Thin lines with symbols at the end. Arrows are way too thick here, and harder to discern which control you're pulling...
The music for Minmus is !@#$% epic