Superluminaut
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So now we're being gaslit? T2 Boss Spoke Out
Superluminaut replied to Stevie_D's topic in KSP2 Discussion
These kind of shenanigans signal that a company has been infested with corrupt individuals. If you're invested, I would sell before it dies. Unless you're banking on a too big to fail bailout. -
The game failed because the devs did not recognize the scope of anything in the game. Remember Rask and Rusk with patched conics approximation. "We have a solution!" - Nate
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I would sign. Also, it turns out the devs have done this before with planetary annihilation. Showing that this behavior is a pattern changes the case.
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Was the spirit of EA Violated? Or not
Superluminaut replied to Fizzlebop Smith's topic in KSP2 Discussion
I think a corporate game development studio doing early access is fundamentally absurd. It's akin to putting training wheels on a motorcycle. -
Weren't NDAs recently ruled to be illegal?
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Whats your Kapy Rock Mission Strategy?
Superluminaut replied to Superluminaut's topic in KSP2 Discussion
I've been thinking about the issue and I'd love to see KSP2 step up on the landing problem. There was an atmospheric trajectory mod for KSP1 that was very accurate. Targeted landings are possible, the proof of concept exists. It was a fairly light weight mod too. I'd also love to see a the ability to pull up a landing map that projects where the orbit will pass over the surface, maybe 2-3 orbits out from present time. This would also be helpful for science. -
Please no wobble (Solved!!!)
Superluminaut replied to Superluminaut's topic in KSP2 Suggestions and Development Discussion
There are certainly still many problems with the game. Loading bugs and kraken encounters, I don't believe they fall under wobble. However I have not seen exactly what you have seen. If at all possible please share a video so that we can see if sudden, unexpected instances of wobble do occur. I have not put a whole lot of time into KSP2, it's still too frustrating for me to relax over, so from my perspective it may be entirely possible that that it's still out there.- 68 replies
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Why my rocket lose it's fuel tanks at launch pad?
Superluminaut replied to Pawelk198604's topic in KSP2 Discussion
KSP2 uses a confusing sub assembly thing. It may that the tank somehow exists without being attached. I would recommend deleting the side tanks and using the symmetry tool to attach a new set to the center core. Good luck! -
I took a crack at it. The plan was a suborbital hop. The result lacked precision... and accuracy. Shakes fist at atmosphere. How did you all get the lander can to the rock? Any great solutions for a targeted decent in an atmosphere?
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Please no wobble (Solved!!!)
Superluminaut replied to Superluminaut's topic in KSP2 Suggestions and Development Discussion
I did a little testing, and I'm calling it solved. How is everyone else's experience?- 68 replies
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KSP1 was made on a whim by a dude bored at work, from scratch. KSP2 is being made by a professional studio and team, recycling most of KSP1. There is a massive difference in reasonable expectation.
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Command module orientation.
Superluminaut replied to XClaytonHannaX's topic in KSP2 Suggestions and Development Discussion
You can swap orientation in the wrench menu thing, don't know it's name. -
Forget about snapping orbital controls onto the map, it's a bad idea. Instead add a maneuver node control hud (almost just like he sas directional hud), that activates when you attach a node on the map. Additionally allow hud pop up views, of say the target soi, or departing soi. Having to do field of view gymnastics to get all relevant information in sight and still have a manipulatable node is a pain. Also, let us enter numbers by hand as well please. Don't remake the game, make it better.
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I agree that it needs work, but I think the player should also do something to do science, not automated. I'm also not a big fan of the electricity per second transmission mini game. Probes can perfectly communicate with mission control, but cant transmit experiment results. Possibly a deployment mini game could be fun. For instance, pointed a telescope at a certain star, or find a soil sample with x% purity in a 100 square meter purity gradient area, or use x fully charged batteries to power the experiment, or run the experiment 1km away from spacecraft, or build a space station with x tons dry weight. It may also be useful to limit the amount of experiments that can be held in a part, right now a grand tour can scoop up everything.
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win 10 | CPU: i5-4460 | GPU: geforce gtx 1660 | RAM: 16GB Minmus monument completion chat in mission control repeats the same first chat bubble over and over. Included Attachments: .ipsImage { width: 900px !important; }
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Suggestion: KSC Museum
Superluminaut replied to JKpart's topic in KSP2 Suggestions and Development Discussion
How about being able to attach screenshots to flags?- 10 replies
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Tech tree need little tweaking
Superluminaut replied to Radekpl's topic in KSP2 Suggestions and Development Discussion
I'd like to see docking ports moved around. They are a key driver in design, but a medium port on a small capsule is ridiculous. At minimum I'd like to see small and medium ports swapped in tech tree. -
UI/UX Vertical Speed UI meter is displaying a different speed from what it should be
Superluminaut replied to Jeq's question in UI & UX
AKA vertical speed indicator Current title is hard to find for anyone searching for this bug.