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    Occupy Laythe
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  1. Thank you for the transparency. I am someone who loved the initial release and had super high hopes(96 hours in-game, most of that within the first 6 weeks), but had become disillusioned with the slow pace of updates. I haven't played in weeks and won't, until the trajectory bug is corrected. But having said that, I appreciate your demonstrated ability to be a bit introspective with this week's post, and share the thought processes that go into your planning for future bug-fixes and feature updates.
  2. Next month? That's disappointing. A fix for the broken-since-launch SOI trajectory displays/calculations would have been much appreciated.
  3. Funny what people consider “old school,” but I’m old. In my game room, aside from my modern PC, I have my XBox One (still haven’t upgraded to a Series X), several Atari 8-bit computers, an Atari 2600, Atari 5200, and Atari 7800; and a Sega Genesis all set up to play any time I want. In storage, I have my XBox360, my PS3, my PS2, and my original PlayStation from launch day. My adult daughter has my old GameCube currently because she likes a bunch of games from that system. Our old Wii is around here too somewhere. My wife has her Switch on the big TV downstairs, and an extra dock up here in the game room for when she wants to hang out while I’m on my PC or on one of my retro systems connected to CRTs. Anyway, most of my gaming last night was on my Atari 7800 testing out a developer’s WIP version of a new homebrew title he’s working on. None that I ever experienced in 10 years of KSP1.
  4. You misspelled “morale” in the thread title. Anyway, I’m basically on hold right now, too. With two big bug fixes and patches already but the major trajectory bug still remaining, I’ve found other games to keep me occupied until that one is fixed. I can’t get excited about the idea of setting up colonies in Kerbolar space when my trajectories are still messed up due to bugs, let alone trying to do any kind of late-game interstellar stuff later on. FIX THE BUGS BEFORE ADDING CONTENT! It shouldn’t be as hard as this - KSP1 didn’t have this trajectory bug so just refactor that code and use it until your “improved” trajectory code actually does what you show us it doing. This is a major gameplay regression, and for those of us who want to play campaigns much further away than just the Mun or Minmus, it is absolutely essential that this one get fixed. When it is, I’ll be back. Until then, it’s Jedi Survivor, Planet Crafter, Elden Ring (still), Factorio, MS Flight Simulator, or any of the almost 100 other games in my Steam library. And Starfield when it comes out in the fall. Plenty of pull on my gaming attention span. KSP2 has to fix the major bugs before I go back to it whole-hog.
  5. This is more tenable from a planet with a reasonably sized SOI that you can escape from in short order (hours). Leaving from Jool SOI, it is much less so. This is because when you are leaving the SOI, it is so large that it takes DAYS to escape. By the time you’ve actually exited the SOI and plan your return burn, your phase angle is substantially different. This makes planning with any degree of optimization really difficult. As I’ve noted elsewhere several times, the net result is you still need to over-build your crafts to carry substantially more propellant and substantially less payload mass if you want to guarantee the ability to return.
  6. There's nothing subtle about the effects, regardless of the cause. It's absolutely repeatable and has been since Day 1. [snip]
  7. Thank you! Please let any of us who have experienced and reported this bug know if you need or want any specific additional information.
  8. I personally am shocked that this bug has been left unaddressed since launch. This is fairly basic orbital mechanics, something KSP1 has had “right” for over a decade. It is a fundamental requirement of a space travel-based game that simulates orbital mechanics that said orbital mechanics be calculated and simulated correctly. The bug has been reported and thoroughly detailed for many weeks now. It’s been 3-1/2 weeks since Patch 1. It is absolutely reasonable to ask why this foundational error in a core gameplay function remains broken.
  9. I wouldn’t go so far as to say “unplayable” but it’s definitely a bug and if you want to play despite the bug, you have to massively over-build your craft in terms of dV. Optimized, KSP1-style missions are untenable.
  10. I have a "post-burn/pre-SOI transition" save I can load up and check but it will be a few hours until after work before I can check it.
  11. I've been an active user of the internet since it was DARPANET (e.g., longer than many of KSP players have been alive). Please don't try to nerdsplain triviality to me.
  12. It’s not locked at 25 fps for me. Like most Unity-based games, it’s usually going to CPU-bound for any kind of complicated ship larger than a dozen parts or so.
  13. I can’t believe how many posts in this thread are about forum themes (a feature of the commercial Invision forum software) rather than the actual KSP2 patch contents and what may or may not be included. With all due respect to Dakota’ s work on the theme, that is so far down on my list of KSP2-related priorities and issues it doesn’t even register.
  14. Yep. I don’t know if he has help with modeling or anything but he’s been at it for a long time now. I bought it in March 2019 and here we are four years later and he’s still in EA at a (just barely) sub-v1.0 release.
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