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KSP2 Release Notes
Everything posted by Alpha_star
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Yes. I totally understand you as: 1. Gameplay is a very personal manner. A lot of people just can’t withstand all the bugs and not everyone has a 3070. 2. I have seen people encountering much worse bugs such as the kraken KSC and crafts falling through the surface. I’m not sure that they exist in the current game, however. 3. The time warp bug is annoying, though I have encountered the same in KSP1.
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Bug Status [9/14]
Alpha_star replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
Can we have a dedicated hotfix dedicated at fixing the orbital decay bug like 0.1.3.2? I would really appreciate one like such! -
Bug Status [9/14]
Alpha_star replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
Well, this is the current top 20 list and has changed a lot from the pervious one before 0.1.4. As such, issues that were not as serious get more attention and new bugs were found. The list is changing. No means of attacking you, but I want to share my analysis. Edit: looking foward to fixing more bugs in the upcoming update! -
Hello! Greetings from another *new* member!
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A Sketch for Stock LS
Alpha_star replied to Pthigrivi's topic in KSP2 Suggestions and Development Discussion
Could you maybe share the models of the parts? They look FANTASTIC! -
Procedural Wings
Alpha_star replied to Infinite Aerospace's topic in KSP2 Suggestions and Development Discussion
I entirely agree on the wing fuel tank part. It's just……weird to see the wing being nothing but a wing that provides nothing but lift. I used to build MK2 or MK3 sized SSTOs in KSP1, which meant big-s sized parts were a common sight. I often fill them with fuel, reducing the need for dedicated liquid fuel tanks. After switching to KSP2, I couldn't help to notice the lack of fueled wing parts, having to manually place draggy and heavy LF tanks on my dear SSTO. Just feels so strange to me. Still, all of the opinions above would likely need a stock part switch system, something the stock KSP2 does not have at this moment. I will wait for those in the future. -
Time for more pointless analysis! I know that digging past records and assuming that it'll stay the same in the future is dumb, but 0.1.5 looks a lot alike 0.1.3 to me, both targeting to fix major issues and adding new parts/features. So my guess is 0.1.5 will be around two months after 0.1.4, hopefully releasing before mid-November. However, it's also possible that they're targeting Halloween/Christmas for science and want to have more time to polish that big update, in which case 0.1.5 will likely be mid to late October. In the latest AMA, Chris Adderley has stated that thermal effects will come out before the actual system, and the development team has confirmed new features in 0.1.5 as this post has mentioned. I am likely to be wrong, but features are not the same as just some new parts. If correct, then 0.1.5 is confirmed to have either CBT terrain or thermal effects, with a slim chance of adding both. 0.1.5 is also probably the last patch before science/0.2.0, given the current status. This does not mean no future hotfixes though, especially if 0.1.5 introduces some new serious bugs. Just my humble opinion.
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For 0.1.5.0, I feel like the patch would fix the orbital decay issue and implement the non-autostrut solution for wobbly rockets. It will likely be the last patch before Science, and we'll probably have most of the major bugs fixed by then. The features? Probably thermal effects since the game will have effects before the actual thermal system. I personally do not expect CBT and the new water physics to be in the next update, but it would be sweet if they are in the game by 0.1.5.0. New parts are not confirmed yet, but I'd bet on gridfins and a slim chance for new engines. Just pure speculation.
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EVE mod help
Alpha_star replied to Alpha_star's topic in KSP1 General Mod Development Help and Support
thanks! -
…And it’s confirmed! The feature is likely heating effects, but it can also be new parts. From what I see, heating is a go!
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EVE mod help
Alpha_star replied to Alpha_star's topic in KSP1 General Mod Development Help and Support
And a totally off-topic question below: How do I add terrain scattering objects to a certain body? I am not talking about the parallax scattering system, but the stock KSP1 terrain system. Would be glad to know. -
Likely my last mission before I start modding KSP1. I built a fighter jet inspired by a certain plane in the KSP2 EA trailer and armored it with firework machine guns. Worked pretty well, until I realized that the fireworks are causing way too much drag. The fireworks were removed, and canards were added. The result was a pretty good performance plane. Specs below. Maximum speed 840m/s Maximum range 4300km Maximum height 23000m Stall speed 48m/s Weight 12.7t Length 8m Height 4m Width9m
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Anyways, still great creations! Can't wait for the next community challenge!
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Has anyone noticed that the second picture is captured in KSP1? Might just be me.
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Just my quick opinion. I don’t want to start another fight over KSP2. What we currently know is that they are already working on features beyond science and likely even a framework for multiplayer. However, since we don’t have access to that part of the game by default, anything regarding it is probably pure speculation. From what I see, the game is still buggy and unoptimized, but already much better at launch. The developing team is still putting progress in to make the game actually better and not just add new buggy features. I believe they do want the game to improve and not just let it be some quick cash grab, otherwise they could just throw in the frameworks of the later updates and call it a day. They do care about our experience. To me, a KSP2 player, the game has improved quite a bit since launch. Still, I partially agree with you about the status. It would be better if the updates could come sooner.
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(OK, I know that there will probably be a lot of people arguing in the arguments. As a disclaimer, I'm not targeting anyone or anything specific, nor am I protecting or attacking.) It has been more than six months since KSP2's initial early access launch. . However, it is a popular opinion that the progress is slow, having only four patches, two hotfixes and no big update. I am not disagreeing them because people have the right to have different opinions, but I want to list all the visible progress below. (Note: visible means in the actual game and does not include features/bugfixes that are not in the latest version of the game by default. Thanks to Shadowzone for the numbers!) 281 bugfixes in 0.1.1.0 173 bugfixes in 0.1.2.0 165 bugfixes in 0.1.3.0 2 bugfixes in 0.1.3.1 2 bugfixes in 0.1.3.2 81 bugfixes in 0.1.4.0 with 13 of them among the top 20 list 4 parts with a counterpart in KSP1 4 new parts All in all, that counts to 704 bugfixes in total and 8 new parts for the past six months. If we divide 704 with 180, that turns out to be around 4 bugfixes per day including vacations and weekends. If excluding them, then the rate would be around 6 to 7 bugfixes per day. Of course, this number doesn't make much sense since turning off engine light likely took less work than the orbital decay bug. But still, all in all, I'd say that Intercept Games has around 10 employees dedicated for bugfixing or QA testing. It's obvious that what we have in the game is less than what has been made in total, but since none of us players are aware of the exact progress, anything related to it mostly remains guessing.
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Nova Aerospace Better Dres (pt.1): Dres Ring!
Alpha_star replied to NovaEngineer's topic in KSP1 Mod Releases
Nice work! Could you maybe add mountain ridges like in KSP2?- 5 replies
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Timing for heat, buoyancy, new terrain features and Science milestone
Alpha_star replied to Vl3d's topic in KSP2 Discussion
My prediction here. Again, my own pointless assumptions, could be way too optimistic or the other way around. Thermal effects: This is likely the closest upcoming feature. Based what's shown in the development insight video, I'd say that they already had the effects made in Unity by the end of July. However, it's also highly likely that the effects weren't properly implemented by the recording of the video. So, my guess is October if optimistic and late November if the progress is slow. Science: It is the first milestone, and by the time of its implementation we'll likely reach feature parity with KSP1 or better. My assumption was around October back in March, but now it seems like a safe bet that they will make it public between Halloween and Christmas. My evidence is the science code found in the game files by the data miners, but it does not represent all about science that's been worked upon, so the exact rate of progress is unknown. -
Is the base foundation there yet to add the Science Milestone?
Alpha_star replied to LoSBoL's topic in KSP2 Discussion
Probably yes. Just my very own opinion. First of all, the base code does not contain features, it's simply the foundation which all codes will/would be written upon. Thus, whether a base code is good depends on how well it could support features in the future and how well it works with the current one, not the number of features currently open to the public. KSP2 is (supposed to be) such a foundation, and we knows that it at least works to some extent. However, I do feel that your worries. There are still some game breaking bugs that exist after 6 months and almost nothing added. I partially agree with you, but not entirely. -
3. Ground graphics: Not complaining about the game, but I do want to mention a potential improvements here. The terrain shader could have a depth mask built-in. Certain mods in KSP1 have already done this, but it is something that would be great if eventually added to the game. The terrain scattering system in KSP2 works out pretty fine, but a huge number of objects are needed in order to simulate a rocky field, such as done with the Mun and Tylo. Adding a depth mask to the shader itself would enable the game to do the same effect with much less objects, thus decreasing the number of objects needed while having the same effect. I don't really know much about this section, but I have just learnt that KSP2 is going to have a CBT terrain system and some neat new terrain features included, so that's nice. 4. Clouds: Clouds in KSP2 uses a different approach than the standard unity clouds. For me, this move is both good and bad. Good because this allows variations in cloud heights, and bad because this causes the clouds to be flat-bottomed. Sometimes it feels good to fly between peaks of clouds, and other times it just feels weird to have a perfectly flat base for clouds. I believe that it could be further improved by adding multiple cloud layers or having clouds' bases non-flat, but it's probably not that high on the priority list. Honorable mention: Eve clouds are extremely whispy and feather-alike. Maybe there are two cloud generation systems, or maybe it's just some clever tweaking. Either way, it could simulate cirrus clouds on Kerbin and Laythe fairly accurately, assuming done correctly.
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YEAHHHHHHH!!! Finally! A full release! (Question: has the playtesting been done? Or is it still ongoing?)
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There has been many posts about graphics in KSP2, both official and unofficial. However, I believe that there some points that hasn't been mentioned before, or rarely mentioned. Thus, Below are my opinions about graphics in KSP2 and some methods of improvements. 1. Part textures: Most of the community I have seen so far believes that KSP2 parts look much better than its prequal. They have a consistency in art styles and are generally more detailed. I agree with them, but there are some ways to make them look even better. Depth masks are a thing in mods for KSP1, such as the wonderful ModuleDepthMask mod by cineboxandrew. What it does visually is essentially stopping the game from rendering part B if its hidden behind part A, thus no longer having deployable solar arrays "clipping" into other parts. This is already a thing for some of the KSP2 parts, but it could be adopted for use on landing legs and small cargo bays, specifically the LT-3 landing strut. As a plus, a system like the mesh switcher from KSP1 could be introduced, making parts more varied. This might be hard, but it would probably be welcomed. 2. Atmospheres: KSP2 does have atmosphere scattering, and I think they actually did a fairly good job, despite the popular claim. What I'd like to point out is that the height fog could be a bit denser on bodies such as Eve and Jool since they host a thick atmosphere. Further more, the atmosphere on Laythe seems a bit too unnatural. I don't know whether this is a bug or intentional, but I personally prefer a smoother transition between atmosphere and space, as done with other atmospheric bodies in the game.
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KSP 2 is a perfectly playable early access game (v0.1.4)
Alpha_star replied to Vl3d's topic in KSP2 Discussion
Just a quick fact to make up my opinion: There has been 705 bug fixes and 8 new parts since initial launch. Comparing various videos, the frame rate increase is around 80% to 120%. I’m not saying that the progress is fast or anything, but the game is much better now than initial release. I believe that they should focus on new content in the future but still not now, considering that orbital decay is still present. Once they squash most of the most annoying bugs, they should focus on content.