yijian huang
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KSP2 Release Notes
Everything posted by yijian huang
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I am playing KSP2 v0.2.1.0 In the orbit view, is there a way to always show AP, PE height numbers, with no interaction required in UI ? Because I always want to create orbit manever for a strictly circle orbit. So I want to see the exact numbers of AP, PE height. I know I can hover over the AP, PE labels to see these numbers. I know I can right-click on the label to pin these numbers. However, I don't want to repeat these interactions again and again. Is there a way to show them by default, like in KSP1 ?
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To be honest, after For Science release (version 0.2.0.0), KSP2 is still so buggy: dv is not refreshed and displayed correctly in VAB. overheat happens well above Kerbin atomsphere, and finally my solar panel overheats and explodes ... the manuever node is so hard to use, that I cannot plan a circle low orbit in KSP2, as someone who has played KSP1 for over 100 hours it is hard to find the option button to warp time on the orbit line . the estimated orbit after a future manuever, does not show AP, PE altitutes by default. I need click and pin the AP, PE numbers in the labels by myself. If I move out of orbit mode and come back to orbit mode, I have to pin the labels of AP,PE numbers again myself. Can we just always show the AP, PE numbers by default, critical for orbit accuracy. When I warp time to an anticipated point inside Mun capture, the time passes well after Mun capture, and my ship leaves Mun... I will go to KSP1, Juno for now. But, I will still like KSP2 and keep it silently in my Steam repository, becuase I loved KSP1. Maybe months later, I will return. Please, significantly improve the gameplay experience and robustness of KSP2. Please just learn from KSP1 (a successful story we should keep), and keep that high level.
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i5-11400F | GPU: GeForce RTX 3060 | RAM: 16GB As shown in the attached screenshot, the dv of my rocket, the current launch assembly, is displayed to be zero, abnomral. It obviously has a non-zero dv. Please try to reproduce with my uploaded craft file. Included Attachments: CZ2B.json .ipsImage { width: 900px !important; }
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Flight Atmospheric heating above the atmosphere (70km)
yijian huang replied to dandoesstuff's topic in v0.2.0
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i5-11400F | GPU: GeForce RTX 3060 | RAM: 16GB Severity: med Frequency: med Description: As shown in the attached screenshot, the surface altitude of my vehicle is 131 km, well above the atomshere of Kerbin. So I expect no heat caused by atomsphere. However, there is heat warning displayed on some parts of the ship, like on the command module, abnormal. Included Attachments: CZ2B.json .ipsImage { width: 900px !important; } -
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i5-11400F | GPU: GeForce RTX 3060 | RAM: 16GB Severity: low Frequency: high Description: My vehicle has name "CZ2B X" initially. Then, as shown in the uploaded screenshot , in the SAVE WORKSPACE dialog, I rename the vehicle to be "CZ2B Y", and save the workspace. Finally, after the SAVE WORKSPACE dialog is closed, in the upper right corner in VAB, it still displasy the old name "CZ2B X", while I expect the new name "CZ2B Y" to be displayed. Included Attachments: CZ2B.json
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In KSP1, there is no notification at all, when your flight reach somewhere having new science points. In KSP2, the game at least gives you a notification, despite you need further click to collect the science points. I think this is a progress, and is good enough. One reason why science cannot be collected automatically, is that the transfer of science data consumes much electricity. So the user needs to explicitly click in order to choose a right moment and balance between science and control in terms of electricity consumption..
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Maneuver Node Usability
yijian huang replied to RabidSmurf's topic in KSP2 Suggestions and Development Discussion
In real world, maneuver is calculated by computers on the ground well ahead of the flight. So I suggest the game provides a tool to generate maneuver nodes automatically by the trip plan, as is done in KSP1. -
I hope 0.3 just consolidate game experience over 0.2. For example, add Career Mode (with limited budget during your career), further improve graphics performance, and make the game robust. No need to hurry up to Colonies.
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I have played KSP1 a lot and am familiar with its UI. I also love its background music. In order for KSP1 players to get familiar with KSP2 quickly, can we bring KSP1 UI (for flight and for VAB) and music into KSP2 as an option for players to choose ? By doing so, more KSP1 players will be comfortable with KSP2 and more of them will buy KSP2.
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UI/UX Vertical Speed UI meter is displaying a different speed from what it should be
yijian huang replied to Jeq's question in UI & UX
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i5-11400F | GPU: GeForce RTX 3060 | RAM: 16GB As shown in the screenshot, my ship is landing with two parachutes. It is going down visually, and surface speed is 8.2 m/s. However, the vertical speed is displayed as zero by the Vertical Speed meter, while I expect it to be like -3m/s or so. It cannot be zero as the ship is going down. Included Attachments: CZ2.json .ipsImage { width: 900px !important; } -
Is KSP2 of high-quality game experice now, after For-Science released ?