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KSP2 Release Notes
Everything posted by Spicat
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Where's the rest of the UI?
Spicat replied to ArmchairGravy's topic in KSP2 Suggestions and Development Discussion
Yes, answered in the last AMA: And the renaming of craft is a bug being fixed: -
Hold middle click and drag the camera up or down. Middle click on a part to focus on it.
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This? I think it's supposed to be Debdeb with its protoplanetary disks The new system will probably be the opposite of Debdeb as in, instead of a young system, it will be a dying system. I don't know if those are interesting though. I would like to have a different star to each system they make. Kerbol is a Sun-like. Debdeb will be a red dwarf. Why not make a blue giant or a white dwarf in the third system?
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I use the dark mode which is pretty cool but it's not yet finished as I can see. First of all, the formatting bar icons are not adapted to the dark mode, some are impossible to see (black on black or gray on black): Secondly, when creating a new topic, the background is white for some reasons (when we create a bug reports it works though): Same thing for the search option:
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The stance about life support is weird. First in 2020 life support was thought about: https://www.pcgamer.com/space-odyssey-our-first-big-look-at-kerbal-space-program-2/ After this mention of life support, we heard in the Nate's ama: https://www.youtube.com/watch?v=_1Oc0y60B1g&t=2814s The "at least in the short term" is not in the transcript so maybe life support is still not planned, but that's like the radiation question where he says in the short term there won't be radiation but in the long term, it might: https://www.youtube.com/watch?v=nnudM_iIDr8&t=514s But anyway, I agree with the PC gamer quote (with the non-punitive mention), you will have a lot of different crafts and leaving one where a kerbal will die if you don't check on him is, in my opinion, not fun. Besides, I think some people want to keep some of the OG kerbals (like Valentina or Jeb), so I don't think death is a a good addition.
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Release KSP2 Release Notes - Hotfix v0.1.3.2
Spicat replied to Intercept Games's topic in KSP2 Dev Updates
You can move the node to do exactly that, it's just a visualization change Besides, if you start at the node, the projected maneuver will be what you will have, so it's not a question of efficiency or not, the feature is properly implemented. If you want them to make the node in the middle, make it a suggestion. -
Release KSP2 Release Notes - Hotfix v0.1.3.2
Spicat replied to Intercept Games's topic in KSP2 Dev Updates
That's how it works, in ksp2 though. ksp1 account for an instantaneous burn, that's why you need to burn half before and half after, it's not like that in ksp2 as you can now see the trajectory during the burn (sometimes it's doing weird shapes but that's intended). Not accounting for bugs of course (inclination change for instance). -
Even if I find the situation unlikely, I will be a bit disappointed but I will move on with my life. There are a ton of games I want to play and ksp1 will always be there. Modders surprise us everyday. With 160+ hours in the game, I won't be that mad to have spent 50€. I wouldn't force myself to play a game if it wasn't fun just for the sake of a promised future, that would be a weird thing to do.
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How can one game ruin your life? If you want some games "to escape" I can give you a ton of them. A lot of masterpieces out there. At least that will let you forget about ksp2.
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Yeah, they should have a SHIFT + scroll wheel to move the camera up and down, as already stated in this topic. I use the middle-click on a part (to center the camera) right now because it's slow to hold middle-click and dragging. Hard disagree, sometimes you want to build wacky stuff and in your example, if I want to have a parachute on top of a part of the same size like a fuel tank I will have a hard time with your proposition. Agreed, both need to coexist. A really good topic made on this, not so long ago: I disagree that's the navball should be centered, at least for default but they need to put an option for moving things. I can't find the source but they said that it's something planned, it's probably a low priority right now. In the meantime, there is a mod for that: https://spacedock.info/mod/3391/I Wish They Made UI Customizable
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I disagree, planets from orbit are epic, it's even more reinforced by the amazing music. The first time I went to Eve in ksp2 I was really amazed. But obviously, orbits are nice but when the ground is pixelated, it's diminished the epictness. That's why I asked that: I mean, the team seems to agree with me: And this ama have talked about my main problem with graphics so far: So I find that the communication so far has suggested this.
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Those new questions are bonkers, thank you for taking the time! (and I don't say that because two of my questions got answered) I'm curious now, how have you implemented Skutt? Is it possible because it's a smaller body or did you use something else than the PQS system? Or maybe the new system will help some problems you might have had with it? It's THE non-spherical body and I love the look:
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Do you think KSP 2 will eventually end up more optimized?
Spicat replied to RandomGrape's topic in KSP2 Discussion
If you talk about this: He mentions how some of the change that we'll see is disabling some graphics for low settings to allow even more people playing the game (alongside other optimization for everyone). We can already see some examples of these changes in the previous patches: No ETA on other optimization though (beside the occasional ones each patch), especially the new terrain system. I hope we'll get some news on this (I think it will take several months but I would like to know if their implementation is getting good results). -
hi, can we all cool down just a little? genuinely?
Spicat replied to LittleBitMore's topic in KSP2 Discussion
You will find your happiness here: -
Note: this thread was originally called "Moving a radially attached part with a strut on it, break the game" but has since been renamed. The original issue that caused the VAB to break so this is the remaining issue. Steps: 1. Start a new sandbox campaign 2. Go to the VAB 3. Place a large fuel tank 4. Attach a smaller tank in 4x symmetry 5. Select a higher symmetry and attach a strut to the attached part. (smaller tank from step 4) 6. Attach the other part of symmetry to the main body (fuel tank from step 3) Results: The Struts are attached but most of them only attach on the attached part. the rest remain broken. The strut itself goes through the ship Expected Behavior: Struts should function correctly,
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Take their words for it, but they already said no on this (I don't even see how they will implement that if they want):
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Stages should show TWR in VAB
Spicat replied to MechBFP's topic in KSP2 Suggestions and Development Discussion
Definitely something mandatory, I don't know how we can implement that, but a first implementation would be what the mod Micro Engineer does already: https://github.com/Micrologist/MicroEngineer -
This doesn't fix wobbly rocket at all, just make it less bad in some situation. I'm glad they are not going with that "fix".