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KSP2 Release Notes
Everything posted by Stoup
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That's pretty hilarious, the pins falling down before the ball even gets close. Very creative!
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Does he stomp around in a somewhat goofy manner? Sounds very similar to the behavior of the magnetic boots used when walking on vessels. Interesting!
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Made my first landing on Minmus, and discovered that the gravity is low enough that you can use the new magboots to walk up and down your rocket while it's on the surface! But if you stop moving you slide down like you just slammed into the glass window of a skyscraper Also are we going to make an effort to keep discoveries in spoilers? Hate to be that guy but if you could wrap it up I'd be much obliged @DwightLee
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[SPOILERS] Purple-Yellow-Red lights seen while flying
Stoup replied to Vl3d's topic in KSP2 Discussion
I've seen it a few times in flight too, but I didn't see anything in that direction. I'm leaning more towards it being some kind of rendering bug, until anything comes around that might point to otherwise -
I have a logitech keyboard as well- Do you have G Hub installed? If you go into the panels for your specific peripherals it should let you manage (disable) integration with KSP2_x64.exe. Works for me, but I agree that it should be implemented ingame too.
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Bear in mind that using F12 also opens an aerodynamics debug readout, so it's a clunky one to use
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Related, I have Avast, and it actually blocks specifically an image in @sjwt's signature. Only pops up occasionally, I'll take a screenshot next time it shows.
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May I ask when will the first bug fix update will be?
Stoup replied to AUnknown's topic in KSP2 Discussion
Most recent news I'm aware of cited: https://steamcommunity.com/app/954850/discussions/0/3772364949848364468/ -
Seems to be. If you knock a vehicle on its side, most of the wheel will just phase into the ground, as it seems to not even have any collision on the sides. And then when it snaps to having ground contact again it places ridiculous forces on crafts, causing them to flip over and over. Had this happen with the stock large rover.
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Bugs listing! Updated 2/24/23
Stoup replied to Stoup's topic in KSP2 Technical Support (PC, unmodded installs)
I encountered this as well! I was able to fix it by timewarping to get the two pieces to move apart, since they are technically two vessels that are just stuck together. Adding that one to my list -
Control surfaces continue to actuate in 0 atmosphere environments. The ability to shift+Right click to move up and down in the VAB would go a long way to easing my muscle memory. The ability to shift+Drag the rocket as if the root part were picked up would do the same. It's difficult to provide the same level of symmetry on two "levels". If I have 3 radially attached hydrogen tanks, and I want to attach 3 solar cells radially to each of those tanks, selecting 3x symmetry only puts 1 cell on each tank. Can be worked around, but a more clear solution is in order. Pressing escape doesn't put the game on 0x timewarp. Seems like hitting escape should pause the game. There is no ingame toggle for integration with, for example, RGB on logitech keyboards, etc. It can be toggled in the G Hub, but seeing something in the options of KSP2 would be nice as well. For some reason, the channels of water in the KSC seem to just... spit vessels back out onto the shore? Had this occur when I tried to ford one of the rivers from launchpad 1 towards the statue. Fuel lines do not operate the same way in KSP2. If I have outer booster stages feeding into a central main booster, all tanks are draining as the flight goes on, instead of only draining the outer booster tanks. There appears to be no way to control this.
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I've done the same! Bear in mind there is a section for technical support, under which I'd imagine reports like these belong https://forum.kerbalspaceprogram.com/index.php?/forum/136-ksp2-technical-support-pc-unmodded-installs/ Additionally, there is a TWR readout I believe, in the engineering report on the bottom right, next to where the part manager and kerbal manifest is.
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Bugs listing! Updated 2/24/23
Stoup posted a topic in KSP2 Technical Support (PC, unmodded installs)
Just a few of my observations from my first day with the game! Much as I love it, I want to see it grow, so here's a big list of issues I ran into. Running a RTX 4070TI, Intel I7 10700 @ 3.8GHz If there's any more info that would be helpful to provide I'll gladly do so. Cheers! Fuel tanks seem to have low friction, sliding easily down hills. Camera sometimes dislodges from parts on RUD. When reverting to runway after RUD, spacebar no longer operates staging. When reverting to runway after RUD, Sometimes, debris is created with a name that is a very long string of characters visible from the tracking center, but cannot be destroyed there. Vessel icons in tracking center are sometimes occluded by the body's surface. Orbital paths experience phantom forces when no forces are acting on the active vessel, causing drift on the scale of several hundred meters over the span of minutes. I have not seen this occur in timewarp, only during physical simulation. Engines continue to gimbal when turned off. Pausing/unpausing the game causes multiple popups to appear instead of only one. Pausing/unpausing the game prevents maneuver node creation and the ability to time warp to a specific point in an orbit When in orbit, sometimes vessel can spontaneously disappear. This occurred as I was near my apoapsis and attempting to time warp specifically to it from a short distance away. Flight report Maneuver node predictions are inaccurate. After performing a burn according to a maneuver node, I did not have any encounter with the mun despite the maneuver originally showing an encounter. Sometimes, when reverting to VAB after a crash, the game no longer allows you to launch a new craft. In this state the game also does not recognize any of the workspaces I have created, listing only stock workspaces. The ADTP-2-3 is listed as a small to medium methalox fueled adapter, when it is a Large to Medium adapter. There is no visual feedback that an autosave has occurred when in the VAB, only an audio cue. When dragging a part with symmetry onto a part that already has symmetry applied, the ghosts of parts sometimes stay behind when moving along the surface of a craft. Reproducible. Sometimes, the pre-launch countdown (or first stage) immediately activates on loading onto the launchpad. (at 3840x2160) Many part descriptions are cut short without enough room to display the entire text, but shift is deactivated as a prompt to expand the information box. Many part descriptions do not fit even in the extended window. The Launch Assembly button to designate which assembly will be launched sticks to the cursor even when deselected When hitting alt to duplicate a placed strut, the game attempts to re-orient the already placed strut while leaving an extra strut at the previous attachment point. Game mistakenly sometimes mistakes 1x timewarp for pause. Noticed occuring when attempting to use physics timewarp. Color manager sometimes refuses to close, and the button in the corner of the window is unresponsive There is no ingame toggle for integration with, for example, RGB on logitech etc keyboards Instead of providing stability to the rocket as a whole, struts only provide stability between parts they are directly attached to. Very noticeable with tiny nosecones strutted atop boosters, causing major part dislocation (though without breakage) Clouds have odd grainy effect when paused with a rocket inside them. When on a ladder on a moving vessel, the kerbal can become displaced from the ladder of the object, though still able to climb up and down about as much as he could on the ladder itself. When leaving a ladder in this way, the kerbal is instantly killed. Odd pop-in of flowers on Kerbin- Looks like the entire image used for flower textures is showing up instead of just the petals, or stalk, etc Sometimes, on separation of stages, parts become entangled and do not move away from one another. Was able to fix this with timewarp -
Getting the FPS to display?
Stoup replied to JoeSchmuckatelli's topic in KSP2 Gameplay Questions and Tutorials
At 3840x2160. A few lines in the top left corner, very tiny font, for FPS, ms per frame, and a few others. I can hardly even read it -
Kerbal Space Program 2 - Pre-Release Notes
Stoup replied to Intercept Games's topic in KSP2 Dev Updates
Related to above! Interstellar flight was stated quite a while ago to be included in a later stage of the Early Access program. See: -
I appreciate the frank communication and clarity provided! Early access titles are bound to have a few blunders along the way, but seeing an effort made to make sure communication is well provided for and letting us know we're heard is something I really like and hope to see more of in the future
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How many people have or will be upgrading for KSP2?
Stoup replied to Anth's topic in Prelaunch KSP2 Discussion
Hmm... I very much appreciate the heads up! Mine's an 800w 80+ bronze. Bought one bigger than I've needed a while back, so now hopefully it'll keep up with the new hardware. I could probably have gotten one with a slightly better rating, but as long as it works I'll be golden. If I need to upgrade it, I'll just stick the PSU I have now into the same machine my old 1070's going into. I think that ol bessy has my original 550w PSU actually so uh, maybe that'll become necessary either way -
How many people have or will be upgrading for KSP2?
Stoup replied to Anth's topic in Prelaunch KSP2 Discussion
I bought myself a new graphics card as my system was due for an upgrade anyway, but I'm gonna see how the old GTX 1070 runs for a bit just out of curiosity! Then later on this weekend I'll probably install my new 4070TI -
KSP 2 Multiplayer Discussion Thread
Stoup replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
We don't know how we might be able to tweak those kinds of settings- If for example there's a multiplayer mode that's not about 4 separate space agencies, equivalent to basically just a multiplayer sandbox where everyone works on the same team, maybe more could work on a drop in-drop out kinda basis. I can see there being a cap to people playing simultaneously, but if any given server is capped to 16 it'd be awkward to, for example, try to hop around different servers only to see that all 16 "slots" are taken. Lots can change between now and multiplayer release! Being subject to change works both ways, and if KSP2 is as friendly to modding as we hope there may be plenty the community could do.- 1,629 replies
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I'm excited to see what neat new things we can explore and find! And offworld construction, that's gonna be bomb
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Yeah, I didn't necessarily mean the exact some one, but maybe a case of one misplaced asset, two misplaced asset
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That definitely gets my curiosity, and it'll make a nice first plane destination! Was it Matt Lowne that had to censor some of his footage due to a bugged out interaction with a spoiler asset on his way to Duna? Maybe it's something similar
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You're reading my mind here, I echo these sentiments wholeheartedly!