-
Posts
69 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by Sequence
-
May I ask when will the first bug fix update will be?
Sequence replied to AUnknown's topic in KSP2 Discussion
We need some of these bugs fixed as soon as possible. I'm running into so many issues that I cant even reproduce specific bugs to write bug reports without other bugs getting in the way. -
UI/UX Can't change craft/vessel name in tracking station permanently.
Sequence replied to VirtualBundy's topic in v0.1.3
I ran into that issue. Reloading my save fixed it. Not sure what I did to trigger the bug the first time. -
I had very slow speeds with the smallest wheels when I forgot to put batteries on my rover. Maybe try removing and reattaching your batteries? The VAB is pretty janky at the moment, maybe the batteries got bugged on your build.
-
For a fully released game I'd agree. But I set my expectations to the experience I had with KSP1 early access. My experience with KSP2 so far is that it's playable with what I'm doing with it. Yes it's full of bugs and performance has a long way to go. But I was expecting that.
-
My initial impressions are good. Getting 42fps at KSC during launches running at 4k with all settings maxed when using single engine spaceships, and 90 fps in space (4070 ti, i5 13600K, 32Gb ram). Haven't tried any complex ships yet using fuel flow and multiple engines yet through. But I'm happy that the game performs well if you build with the current limitations in mind.
-
How many people have or will be upgrading for KSP2?
Sequence replied to Anth's topic in Prelaunch KSP2 Discussion
Upgraded a few weeks ago for VR and 4K cyberpunk 2077. But I got a good cpu with KSP2 in mind. -
Could you please expand on how having to use in game tools to find hidden sites doesn't generate lore, but having to look them up outside of the game or get insanely lucky to stumble over them does generate lore. I can't see the logical connection. Ultimately all the original easter eggs were mapped out using a mod that showed you where they are, just like the new mapping function does. So what's the difference?
-
Thank you for sharing this, scrolling fixed it for me too.
-
The wiki has the following listed as planned features: -Crew tasks: Have the crew take charge of controlling the craft (provided they can handle it) -Mining parts: Used to gather resources on other bodies -Wind & turbulence conditions -Better aerodynamics -Re-entry heat or damage -Fixed fuel flow and changing maximum thrust depending on surrounding atmospheric pressure Some of these things are going to change how the game plays quite dramatically, and no doubt existing features will end up adapting to accomodate them. Making tutorials now to fully explain how to play the game would be wasted effort, as they'd have to keep changing them. I'd much rather Squad spent that effort on developing the game. Tutorials can be implemented closer to release. As for the tech tree, yes it's simple at the moment but it's the first iteration. No one, possibly not even Squad know exactly what direction it will end up taking at this point in time. Even if it does end up being part of the tutorial, so what? Squad have left most elements of the game open to modders, so if you want a more advanced and challenging tech tree there will be numerous mods to cater to that. There already are, even though the basic bare bones of research has only been out a few days. When modders are able to create their own tech nodes even more options will be available. I really don't understand a lot of the rage in this thread (and on the forums in general recently), this game is so moddable, and has such a rich and talented modding community, that the game can be heavily customised to your personal liking. Don't like the part descriptions? Change them. Too easy? KIDS, FAR, Life support, Deadly Re-entry, etc. Remember the game is in development, it's not finished, we're testers and we have the chance to offer feedback and help mold the game. If there's really something you don't like, post a reasoned argument with suggestions and justifications and Squad will listen, and if they don't agree with you there's the add-on requests forum.
-
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Sequence replied to yongedevil's topic in KSP1 Mod Releases
Did you copy the mods resources folder too? -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Sequence replied to yongedevil's topic in KSP1 Mod Releases
I've just tested it with a clean install, it seems to work perfectly well. No exceptions are thrown, it generates no lag, and kerbals still die when out of air. The part.cfg files will need updating though, which is easy but time consuming. Edit each one and at the very top add: PART { and then at the very bottom add: } Put all the mod files in KSP_OS\Gamedata\Ioncross\ -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Sequence replied to yongedevil's topic in KSP1 Mod Releases
Don't think I've quite got the skills for that, but if you want to find out what parts have crew easily you can use: FINDSTR /s /i /c:"CrewCapacity = " Part.cfg > CrewParts.txt notepad CrewParts.txt Put it in your ksp_win folder, and it will search all subdirectories for "CrewCapacity = " and write a list to CrewParts.txt -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Sequence replied to yongedevil's topic in KSP1 Mod Releases
I'm loving this mod, it's given the game a new lease of life for me. I'm excited about the coming update, ties it all together nicely. I would like to applaud the author on his code commenting, it's the best I've seen in a mod and it makes it really easy to make changes. -
I've been loving searching for the Easter eggs, they really add a lot of fun to the game. I've been using mapsat to find the general location to give me a landing site, and then using the muon detectors to pinpoint them when I'm on the on the surface. I can understand Novas frustration about how they've all been tracked down so fast, but using only stock parts you basically have to stumble into them by dumb luck, so I'm not surprised people have made tools to find them. Without mapsat and the muon detector I think I'd have gotten frustrated and stopped trying to find them by If it's any consolation Nova, I'm sure there are plently of players that haven't visited this thread. Generally only a fraction of people that play any particular game will frequently visit the forums.