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Technically, if you yank all the employees out of your store but leave it open for random passersby to loot, it's not "shuttered"? I guess?
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This is more of a confirmation request than anything else, but: Will there be additional missions inserted between existing ones as new game features are added? I was particularly surprised when the next mission after Minmus was immediately "go to Duna", since in KSP1 I spent a good deal of time jumping around Kerbin/Mun/Minmus (collecting science, building orbital stations, mining ice cream - which I grant is still waiting on the KSP2 resource system - and so on) before actually leaving Kerbin's SOI. I did see in the Discord tracker that there are plans for new types of missions, but I just wanted to note that the jump from "land on Minmus" to "land on Duna" feels somewhat excessive. I was also a bit miffed when the mission brief for Duna explicitly told me to launch at a relative phase angle of 45 degrees - that's something I admit I hadn't consciously figured out before (I worked out that correlation to a rough degree in KSP1 through trial and error, but never actually measured it to any precision), and I would have preferred that sort of explicit answer to be deferred to a tutorial, leaving the mission brief as pure flavor text.
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB When attempting to change a key binding in the input settings menu, the game pops up a spurious warning that the key currently assigned to that binding conflicts with that same binding. For example, when "]" is assigned to Focus Next Vessel (as is the default), clicking the Focus Next Vessel option triggers the following popup: The following is already assigned: Focus Next Vessel : ] Proceeding will result in both actions being assigned to the same key. Do you wish to proceed? I believe this is a partial regression from 0.2.0, in which (by my recollection) the popup instead read, "Are you sure you want to change this binding?" - a seemingly unnecessary but at least correct message. Severity: Medium Steps to reproduce: Open the input settings menu. Click on the key binding field for the Focus Next Vessel action, and observe the game's behavior. Expected behavior: The game prompts the user to press the new key for the Focus Next Vessel command. Observed behavior: The game displays a warning suggesting that the key currently bound to Focus Next Vessel conflicts with that same action (Focus Next Vessel). Included Attachments:
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Also worth pointing out that there's a tiny white circle at the bottom of the screen to the left of the time warp bar when a tooltip is shown in this circumstance - it's subtle enough that I didn't notice it earlier, but I assume it's intended to be an outline effect on a facility model.
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB When hovering over a facility name in the facility list (with the "Kerbal Space Center (KSC)" title) in the KSC scene, if the facility is not visible, the tooltip pops up a significant distance away from the list, making it unclear at first glance that the tooltip is connected to the list. Severity: Low Steps to reproduce: Go to the Kerbal Space Center scene. Rotate the camera so that the VAB is not visible. Move the mouse cursor over the "VAB" entry in the facility list. Observe the position of the "Vehicle Assembly Building" tooltip. Expected behavior: The tooltip pops up either next to the mouse cursor or next to the menu. Observed behavior: The tooltip pops up a significant distance to the right of the menu. Included Attachments:
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Release KSP2 Release Notes - Update v0.2.1.0
krbvax replied to Intercept Games's topic in KSP2 Dev Updates
Well shucks, there goes my plan to explore Kerbin's ocean floor... -
That's a fair point, but that timer also has only three fields instead of five (y:d:h:m:s). Conversely, if the KSP2 node time only showed three fields (maybe the three most significant?) then I don't think the extra zeros would have bothered me as much, if at all. That's certainly something the QA department should be aware of, but no reason to force it on the user. KSP1 used 1-digit hour fields if you were in Kerbin time mode (which I grant is the only mode I used). I do imagine things may get more interesting if we get the option to use local planetary time with colonies.
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0-rc3 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB When a vehicle's mission elapsed time as displayed in the Tracking Station exceeds 6 hours, the count of hours is not properly wrapped into days. Severity: Low Steps to reproduce: Launch a vehicle into Kerbin orbit. Return to Kerbin Space Center. Advance time by 6 hours (1 day). Observe that the UT time display on the time warp gadget shows a time 1 day later than before advancing time (e.g., "1d 2h" before advancing is now "2d 2h"). Go to the Tracking Station. Observe the MET displayed for the vehicle launched in step 1. Expected behavior: The vehicle's MET shows "1d 0h" (and some number of minutes and seconds). Observed behavior: The vehicle's MET shows "0d 6h".
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Or better yet: T -53m48s since you don't really need more than one separator character between the fields. (Or even 53:48, though that could get ambiguous if you want to show longer timespans with reduced precision.) I also have to wonder about the point of a 2-digit "hours" field when there are only 6 hours in a Kerbin day...
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And just for the record, the game already does this with autosaves (3 slots) so the framework is already there. I'd honestly be fine with a single quicksave slot like KSP1 and a requirement for me to manually save if I want to be able to go back farther in time - though I grant that there's certainly a debugging benefit to preserving quicksaves during Early Access.
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Huh... apparently I didn't find this because I searched for "vab autosave" instead of "vab auto-save". Mea culpa.
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0-rc3 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB The UI sound effect played when saving a workspace in the VAB is significantly louder than all other UI sound effects. Notably, this sound effect is also played when an autosave occurs and there is no visual indication of autosaves, making it easy to misconstrue the sound effect as having been generated by some other program (not KSP2). Severity: Medium Steps to reproduce: Enter the VAB. Place a command pod in the workspace. Wait for an autosave to occur. Observe any sound effects played when the autosave occurs. Expected behavior: Any sound effect played to indicate the autosave is no louder than other UI sound effects. Observed behavior: The sound effect played when the autosave occurs is significantly louder than other UI sound effects. Included Attachments: .ipsImage { width: 900px !important; }
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0-rc3 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB When launching a vehicle from Kerbin, the starfield suddenly changes appearance when the vehicle ascends past an altitude of approximately 21km. I'm reporting this as a separate bug since it has different visible symptoms, but the root cause may be the same as this bug: Severity: Low Steps to reproduce: Load and launch the stock Kerbal-K1 vehicle. Point the camera upward (radially out from Kerbin). Observe the starfield as the vehicle ascends. Expected behavior: The appearance of the starfield (ignoring atmospheric effects) remains constant. Observed behavior: The appearance of the starfield changes suddenly when passing an altitude of 21500m. Included Attachments: 21km.mp4