Jump to content

CashedOut

Members
  • Posts

    13
  • Joined

  • Last visited

Reputation

4 Neutral

Profile Information

  • About me
    King of Irony

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Honestly (though I understand the journey the devs have been on), I wish the game had been released at this stage rather than where we were last February. But I'm happy that we have FS now. This finally feels like the KSP I love. Sidebar - I want them to take their time and get it right/not break things, but I do hope that now we're past the first big update we'll see other roadmap items sooner than later - I'll be sad if we have to wait another year for colonies.
  2. Still fairly new to the forums, but I'm a longtime KSP1 player (since 2014). The graphics in KSP2 are great, a huge improvement over the original, and I'm not here to beef about performance because I haven't had issues with that. That said, while I love that devs are actively working to fix bugs and improve the game (and devs are doing a great job so far), there is still a lot lacking. This is my personal list of suggestions/needs (labelled accordingly) to improve QoL and playability - others please feel free to chime in, it's my goal to provide honest and constructive feedback, so community input on this can only produce better results (because who is to say that my opinion is in the majority?). Needs - Just one that I'll put in this category, but it's the one keeping me from recommending KSP2 in its current state when friends ask about it (they're waiting for my recommendation) Smooth/stable orbits - I've chimed in with bug reports on this previously, but even when the bug part (in low orbits of celestials without atmospheres) of the issue isn't occurring, for me it takes a lot of fun out of playing the game trying to pilot/orient a vessel while it's putting on a demonstration of Heisenberg's Uncertainty Principle. Suggestions (mostly) in no particular order [please please please] Maneuver timers need a numeric deltaV readout, ie remaining deltaV to complete the maneuver, as it was in KSP 1. The timer/countdown is useful, but leaving things purely to reaction time is very unscientific, and far less useful for very precise maneuvers like for rendezvous/docking. Sometimes you want to handle that last little bit while throttled down, or with RCS. This is top of list for me, and will probably be very helpful for people new to the game. Refine aerodynamics/collision boxes (like the 5m fairing in 0.1.1 - seriously, just leave it off if you want to retain any control of your vessel, the juddering/part clipping is terrible, even on the launchpad) Also, is anyone else experiencing spontaneous roll in symmetrical rockets above 8500 meters in Kerbin atmosphere? Maybe I'm doing something wrong... I know there are proponents of each (though I side with the originals), so would it be possible to make an option in Settings as to which PAM interface is used? I see both sides of the issue, but for me I find it annoying having to figure out which part I'm altering if there are multiples of it in the vessel, in different stages, and I only want to alter one (part highlighting when scrolling in the PAM isn't always easy to see). Also not sure how resource transfer will work in the current PAM A "warp to next sunrise" (and maybe sunset?) button for the KSC Ability to toggle/hide certain classes of object, like debris, from showing in map view Different mounting options for engines - ie, shroud/truss/bare like in late version KSP1 - this would make clustering engines on plates much easier, without worrying about part clipping. Orthogonal RCS blocks, por favor! and the 5 horn variant? Cargo parts and EVA construction (or will this be obsolete when we get orbital construction?) Trip Planner/DeltaV calculator that can be adjusted for different atmospheric states Nice to haves Debug menu Parts with "Monument Detection" ability in the Science update, like we had anomaly detection in KSP 1 Shielded Clamp-o-Tron Others have said it, but UI resizing ability (This might be due to a bug but I'm not sure) Clamshell Fairings should deploy outwards, to the sides of the vessel - for me they go straight forward, clipping harmlessly through the vessel, before either vanishing or plummeting straight down to the planet. Extra Ground Stations for CommNet Setting to adjust ambient light, at least in Map View (though maybe this could only apply to worlds you have previously visited, mapped? And maybe the geography of planets is blurred in Map View until you get close? Better lighting in the VAB at night Long struts All this said, I'm still excited to see where KSP2 goes - really looking forward to colonies and orbital construction!
  3. Ironically pre-patch I didn't have this problem, just the standard orbital jiggle. Nope! I stayed with the craft all the way through until I got to Minmus orbit, no saves loaded.
  4. Which version are you playing? They released a fix for this bug in patch 1
  5. ^This Hadn't realized just how much I relied in KSP1 on knowing the exact amount of dV remaining - dead useful for very fine maneuvers, especially with orbital rendezvous when you want to dock with something. This is one of the top items on my KSP2 wishlist. However, for myself I don't think the countdown/ burn timer is a big issue - I think it's still useful in itself, but it does require a lot more micromanaging through map view and is less scientific - it's more about reaction time than anything. And I agree with The Aziz on the big picture - unless you are insanely hardcore, you should be doing maneuvers in map view anyway
  6. Hi Nate, 2 questions: In the future, will we see more customization options for parts like in the original - ie different mounting options for engines (shroud | truss | bare)? Can you share any details about plans to smooth/stabilize orbits, especially around non-atmospheric bodies?
  7. Confirmed, having same problem. Occurs with SAS only engaged, RCS only engaged, SAS and RCS both engaged, and without either SAS or RCS engaged. For me during most of the orbit, periapsis lowers and apoapsis increases at the same rate, except near the poles, where apoapsis increases with less change in periapsis. The ONLY thing I've found that stops this is timewarp at 2x or greater - the issue only occurs in 1x time. Tried saving and returning to KSC, then resuming control via Tracking Station (BIG physics/ graphics lurch from previous orbit to one that put the vessel 5-6 kilometers closer to Minmus), and the issue persisted. Also tried saving and quitting game - problem (constantly lowering periapsis) reoccurred after I relaunched the game. Build info: KSP2 0.1.1.0, i7-12700K, 16GB, RTX 3060, no mods.
  8. Version: 0.1.1.0 Windows 11 CPU: Intel i1-12700K, 3.6 GHz 16 GB RAM GPU: NVIDIA GeForce RTX-3060 No Mods Tutorials selection menu persists when quitting to Main Menu from the Training Center. Covers the Main Menu hitboxes and cannot be exited out of. Necessitates force quitting and relaunching game. Steps to Replicate: relaunched game and returned to Training Center, exited to Main Menu again. Bug reoccurred.
  9. >facepalms< Still not used to having middle mouse functions
  10. Yeah, I found that too. I'd love if it indicated whether these numbers indicated dV at launch or if it's dV in vacuum, and the ability to see those respective numbers for a stage like in the original, though.
  11. I haven't tried in KSP2 yet, but I agree, you can use an engine plate for that (granted, it might not be as visually pleasing if you're going for an authentic Saturn V look). Plus, that will be easier if they bring back the functionality to change the mounting style of the engines (shrouded | truss mount | bare). Mainly though, I think this will be easier if we can get better camera controls for the VAB (this is one of my big gripes, being unable to control camera height [vertical axis] and focus on different levels of the vessel).
  12. This happened to me as well, on the Mun. Didn't consider at the time it being a consequence of using periods or commas in the plaque text, but this (commas, periods) did also cause the time warp to be affected when writing plaque text, forcing pause/unpause of the game. Though for me, my Kerbal froze when the flag planting animation began (the flag was planted, but with just the flag moving, not the Kerbal). The plaque dialog box opened, then using a comma caused the game to pause, requiring unpause and backspaces to correct my text. When the dialog closed, the Kerbal was capable of engaging RCS, but RCS controls and normal walking/jump controls would not respond. KSP Version 0.1.0.0 Windows 11 Intel i7-12700K, 3.6 GHz GeForce RTX 3060 16 Gb RAM No mods Workaround: Switch to KSC and return to Kerbal on EVA via Tracking Station. Steps to replicate: Loaded an earlier save and landed at a different location on Mun to plant another flag. Bug reoccurred.
×
×
  • Create New...