Jump to content

Frida Space 2

Members
  • Posts

    12
  • Joined

  • Last visited

Reputation

29 Excellent

Profile Information

  • About me
    Frida Space Mk 2

Recent Profile Visitors

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

  1. Thanks for the update. The recent hotfix was much appreciated, and a second one correcting the SOI bug would really be great. While I may have been critical of the state of the game recently (hopefully in a constructive fashion), I've always done so in good faith and I'm rooting for you guys to deliver the game I've always dreamed of. Let's go guys!
  2. Could a hotfix be produced also for the orbital decay and SOI transit trajectory bugs?
  3. Perhaps due to the added transparency in recent dev updates I was quite looking forward to this patch, but it seems a prohibitively large amount of game-breaking bugs remain, despite us being promised that the less dense patch cadence would translate into bigger bug squashing and new feature implementation. Furthermore, judging from the posts above (I haven't played the patch myself), a handful of new severe bugs seem to have now appeared. I can't lie, this patch has hit my optimism for the future of KSP2 quite hard. At the current patch cadence, the next patch should be sometime in early September, which means that more than 6 months after the initial release, a game based on interplanetary(/interstellar?) navigation and atmospheric flight will still have completely incorrect orbital mechanics and drag models, to mention just two of the major bugs currently plaguing the game. Please don't take this as a personal attack on the devs -- for all I know, the bug fixing team could be severely understaffed and overworked, in which case the fault would be higher up the management pyramid than the game devs themselves. Sure, perhaps these bugs will be fixed eventually, but if it takes so long to fix such important and primitive bugs, then I reasonably cannot hope that the much more advanced features that have been promised will ever be implemented at an acceptable level. I just wanted to vent my feelings as I'm starting to feel irrecoverably pessimistic about the future of a game I would really love to love.
  4. Thanks for the update. Personally, I don't see the point in playing until the trajectory bugs are fixed -- there is not much to do in the game as is other than just going to places and coming back, and if even just that is made impossible by bugs, then I really don't see the point in even downloading the game. Hope those bugs get fixed soon.
  5. Apologies if this has been posted before. KSP Version patch 2 Operating System and version windows 11 pro CPU and GPU models, any other system information which could be relevant Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz, NVIDIA Quadro P620 Description of the bug. Expected Behavior The staging should immediately update when I switch between spacecraft Observed Behavior When I change spacecraft, the staging does not immediately update. It only does so either after I start the engines or toggle map view on/off. A list of ALL mods. If the list is long, please consider using a spoiler window. No mods Other Notes / Screenshots / Log Files (if possible..) (Perhaps it is not easy to see in the screenshot below, but I switched from a spacecraft with a single ion engine to a rocket with a Mainsail engine and several hydrogen engines, and as you can see the staging still says there is only one ion engine).
  6. Apologies if this has been posted before. KSP Version patch 2 Operating System and version windows 11 pro CPU and GPU models, any other system information which could be relevant Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz, NVIDIA Quadro P620 Description of the bug. Expected Behavior Icons of spacecraft/debris/planets/... in map view should remain the same size regardless of the angle/distance/perspective I look at them from. Observed Behavior In map view, if I start by looking down at the Kerbol system, then rotate until I am looking at it along the ecliptic plane and finally zoom in, the icons become obnoxiously large A list of ALL mods. If the list is long, please consider using a spoiler window. No mods Other Notes / Screenshots / Log Files (if possible..)
  7. Apologies if this has been posted before. Occasionally, the "Skip countdown" text is still visible even though liftoff has clearly already occurred. KSP Version patch 2 Operating System and version windows 11 pro CPU and GPU models, any other system information which could be relevant Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz, NVIDIA Quadro P620 Description of the bug. Expected Behavior "Skip countdown" button should not be visible after vehicle has launched. Observed Behavior Occasionally, the text remains visible after launch. A list of ALL mods. If the list is long, please consider using a spoiler window. In the screenshot below I am using Maneuver Node Controller, but I have experienced this bug even in clean installations of the game. Other Notes / Screenshots / Log Files (if possible..)
  8. This happens to me all the time, especially with wings and control surfaces -- after moving them around, and sometimes even deleting the parts altogether, the wrench icons are still in the original location of the parts. Small bug but definitely quite annoying as I end up clicking them by accident multiple times.
  9. Apologies if this has been posted before. Not a major bug by any means, but I thought I'd report it anyway. KSP Version patch 2 Operating System and version windows 11 pro CPU and GPU models, any other system information which could be relevant Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz, NVIDIA Quadro P620 Description of the bug. The centre of mass, thrust, and pressure vectors automatically spawn in the middle of the VAB floor. They don't change as I modify my craft. When I toggle them on, they disappear from the VAB floor and appear in their correct positions (i.e. somewhere on the craft itself). Expected Behavior The vectors should not be visible if they are toggled off. Observed Behavior As above A list of ALL mods. If the list is long, please consider using a spoiler window. No mods Other Notes / Screenshots / Log Files (if possible..) (you may need to squint to see them in the image below)
  10. Apologies if this has been posted before. I was using an ion engine for my first time in KSP2, and I noticed that the Delta V reading increases with time warp. At about 50x it stabilises at what I think is the correct value. For some reason, at 1x it is much lower (and wrong). KSP Version patch 2 Operating System and version windows 11 pro CPU and GPU models, any other system information which could be relevant Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz, NVIDIA Quadro P620 Description of the bug. The available Delta V reading for an ion engine seems to change with time warp. Expected Behavior Available Delta V should be independent of time warp Observed Behavior Delta V changes with time warp even though all other factors are constant (e.g. the craft is always in vacuum) A list of ALL mods. If the list is long, please consider using a spoiler window. No mods Other Notes / Screenshots / Log Files (if possible..) At 50x: And at 1x:
×
×
  • Create New...