omega2003
Members-
Posts
9 -
Joined
-
Last visited
Reputation
2 NeutralRecent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
SPOILER-FREE: Data-mining yields good news
omega2003 replied to VlonaldKerman's topic in KSP2 Discussion
How do you want to help them find the rarest bugs when you continually come up against an army of bugs that the developers must have found even before EA? Almost all bug reports made by players are probably useless because they describe problems that the developers could not ignore. Maybe in a few months the situation will be different. -
SPOILER-FREE: Data-mining yields good news
omega2003 replied to VlonaldKerman's topic in KSP2 Discussion
We just have a static KSC and a category in the list of places. It's not even 0.1% of what is needed to talk about a colony system. We have elements of several sizes, but no resource management. We have no way of detecting areas that contain them. In fact, all the components that would allow them to be found are missing. We also do not see a list of resources needed for the components currently available. I do not see how one we conclude that the system of colonies or resources is programmed. -
SPOILER-FREE: Data-mining yields good news
omega2003 replied to VlonaldKerman's topic in KSP2 Discussion
I don't know what future can guess those who decompile the game, but for the moment I don't find the "improved user experience" promised for the early access. There are improvements but besides, there are so many bugs everywhere that I have the impression of a "degraded user experience". The future may be happy but for the moment the official discourse and the delivered product are really far away. -
This bug appears when the legs are attached directly to a tank. workaround : Add a (structure) part between tank and your legs.
-
Did the developers take the wrong approach to KSP2?
omega2003 replied to CMDRennie's topic in KSP2 Discussion
Despite the opinion of the ksp1 developers, the deltaV map has always been very popular and many people used a deltaV calculator, often installed directly in game by a mod. According original creators running out of fuel was in the category "failure is fun" but in practice everyone was trying to avoid it. -
Did the developers take the wrong approach to KSP2?
omega2003 replied to CMDRennie's topic in KSP2 Discussion
Yes, marketing made a big mistake: they made believe that everything was going well while the game is one of the most buggy I've seen. It's early access, but according to their marketing, it should have been much more stable. After all, aren't the developers supposed to play it all the time because it's so much better than KSP1? Given the gap between their marketing and the games delivered yesterday, it's not surprising that they find themselves so poorly rated on steam. I also think that the developers have nothing to do with it. They probably used the latest dev version without a debugging session because the release date was decided and their bosses didn't want to postpone it anymore. I am one, to my great regret, of those who asked for a refund. Given all the current bugs and all the features they want to add, I don't see how they're going to get out of it. I would wait 6 months to a year to see how it evolves. I hope it will finally be good enough to buy it and enjoy playing it. -
I did more tests and finally their calculation bug is not what I thought. In the end, their miscalculation looks more complicated. I did a test with MY size items. We would have to test with the other elements to find out if this is a problem that concerns all the elements. From what I've seen, if you put a tank with an engine on a TT-38X side decoupler, that items is ignored in the deltaV calculation. If we connect tank directly to the central piece, it is counted. If you put a powder booster on a TT-38X decoupler, its fuel and weight seem to be taken into account. If it is connected directly to the center piece or to another powder booster, the calculated DeltaV decreases slightly. It's as if the weight was taken into account but not its fuel. They have really weird bugs in this version.
-
1) Allow to add, modify or remove Maneuver nodes without having to select a target and allow it when the game is paused 2) Improve and correct the calculation of the deltaV of the ship that we build. The calculation of the deltaV for a stage whose motors are turned on after a decoupling step should not take into account the weight of what is on the other side of the decoupler : According to the game my rocket was losing deltaV by adding powder boosters. It would also be necessary to be able to indicate for each launch stage what is the zone of space where the ship is supposed to be located: the DeltaV produced by an engine is not the same in an atmosphere or in the space vacuum. Obviously these are less important changes than the correction of bugs that currently make the game unplayable.
-
Graphics Settings Bug
omega2003 replied to Zachary13's topic in KSP2 Suggestions and Development Discussion
I don't know if I had the same bug as you. Yesterday I configure the graphics options. This morning I restart the game and go back to the options to check if a setting exists. And I see that the games believe in both fullscreen and windowed. Some graphic options are at the same time in medium and full.