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KSP2 Release Notes
Everything posted by VecTorr
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Following my experiences with the Weekly Challenge 4 - Recreate Apollo, building a "Hell of a rocket." without auto struts and on par with wobbly Kerbal material engineering, it forced me to clamp down my Apollo rocket with Launch Clamps so that the wind won't mess with the orientation. As with KSP1, KSP2 also incorporate that the altitude of the vehicle in the VAB would also be the altitude of the vehicle on the launchpad due to the Launch Clamps. There should be a button or buttons to make the rocket "sit atop" or just above the ground of the launchpad in the VAB so that when using Launch Clamps, the rocket won't be lifted above the launchpad because of the Launch Clamps. If this feature will be disregarded, another lesser alternative would be:
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This could be done in KSP1 and helps a lot when trying to precisely tune the vehicle in VAB for the Launch Clamp. As of v.0.1.1.0, we could only rotate but not translate the parent or Assembly Anchor part. A better alternative would be:
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A bug in the VAB where parts cannot be put into trash when a space craft or a single part of it is behind the trash icon, even when trying to delete a part when clicking on an empty space on part-picker and a vessel is behind it, it won't be trashed / get deleted. How to recreate bug: Load a vessel or place a part in the VAB Put the 'part-picker' over the trash icon (alternate explanation: "hide" the vessel or placed part behind the trash icon on the 'part-picker') Get a part and try to delete the part with the vessel/part behind the trash icon or an empty space in part-picker This bug does not happen when trying to get a part from the part-picker when a vessel or a part is behind the selection. It also doesn't happen when trying to replace a part with another part with the same procedure. https://imgur.com/a/MIbxQN6
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Maneuver nodes would be more accurate and precise if we can create them on point to the Apoapsis or Periapsis of the orbit. And/or Maybe a maneuver node where you can type in on what altitude the maneuver node will be created which would be useful in many unimaginable ways. Thanks!
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To possibly re-crate this bug/glitch: Land a vessel on the Mun or Minmus then launch off While in a sub-orbital or orbital trajectory: create a maneuver and try to change it (even slightly) - observe that the maneuver node doesn't move no matter the change, but the "Required Delta-V" is displaying tiny requirements on Dela-V with decimals (an extremely small Delta-V required) The vessel's "Situation" in JSON save file now changes from 'Orbital' to 'Landed' Write a topic about the bug on the forums This bug can somehow affect the previous save files of the same quick saved lander vessel but doesn't change their "Situation" but somehow "infects" or "inherits" this bug. A way to fix this bug for the player: Re-load the save when you were still landed Do not leave the game until you are done from that forsaken vessel. You are a prisoner of the Kraken until you leave this to it.
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This in turn glitches out the main vessel that was attached on even though the decoupled part has already detached, but feels like the part is still attached to the vessel and its still pulling and acting with drag and weight, therefore slowing down and misguides the rocket even though decoupled part is now registered as a debris and is kilometers away.
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Parts in flight stay highlighted even after reloading a quick save, but disappears after reloading the quick save when loaded from the main menu or after restarting a the game.
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I'm excited for the whole game itself! No matter the hardships for both the players and the developers, even if I didn't win this giveaway, I would still buy it to support its growth as an early access game! I'm excited for the whole game itself! No matter the hardships for both the players and the developers, even if I didn't win this giveaway, I would still buy it to support its growth as an early access game!