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mattihase

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Everything posted by mattihase

  1. While it's certainly difficult to forget how things started out, the game really is in a pretty good state now and I just have to say I appreciate that. I'm planning on writing some stuff on mecha design in the future and KSP2 is one of my favourite "kitbashing" games out there, especially with all the colour tools.
  2. Unless they added one in 0.2.1 then the headlamp isn't even in the game yet.
  3. I think this might be a case of the same sort of hitbox gore that's been causing all sorts of part occlusion problems for engines.
  4. having the option for both kinds of nodes would be super handy (though I can imagine mantaining both could cause double the bugs to fix with each update)
  5. For me while they don't show up on the map they seem to persist just fine. I planted one hovering in the air on one of the launch pads (long story, I made a bug report about it a while back) and it was always there on subsequent launches from that pad. Fortunately, no collision.
  6. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB My science state was stuck on "landed: desert" so I did a quick reload to see if that'd clear, and instead my wings got corrupted. Seems to affect how they perform in flight. Included Attachments: wingdeform.mp4 .ipsImage { width: 900px !important; }
  7. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB Lights do not reflect off of water in a realistic way. Accurate depiction of what a spotlight should look like pointed at water here: https://eastdevonnews.co.uk/2021/11/11/exmouth-rnli-searches-for-woman-near-teignmouth/ While this may seem mostly a visual flourish thing, I can see this presenting an issue for gaugeing distance to the water surface during powered water landings at night. Included Attachments: nolight.mp4
  8. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB The visuals for the sun doesn't seem to be blocked by clouds, while flying above/at the level of the clouds at sunset. Not sure exactly what's causing it but it's a bit jarring to see the glare when irl the sun would be hidden behind the clouds. Video attached shows sun not being hidden by clouds. It does get hidden by the horizon while I was flying near to the cloud layer to get a better look but as you can see the glare shows up through the clouds regardless. Included Attachments: sunhide.mp4
  9. I wouldn't be surprised if pink was a feasible colour for an atmosphere to glow under compression. Metallic Hydrogen's supposed to be pink, right?
  10. Mushy's right. you need to get down to 1x warp to stage anything, even if you're within physics warp. The game should probably pop up a warning for that.
  11. I noticed this during my interstellar missions back in 0.1.5. Honestly the best workaround right now is just overbuild your interplanetary missions so you can fudge correction burns back and forth til you get something you want.
  12. From how they've talked about it along the lines of "It won't be in 0.2.0" I got the impression it was at least on the horizon but I suppose I could be misreading that.
  13. I also had some pretty glitchy movement near the ocean. was it at the transition point between land and wet? That seems to mess with kerbals' movement so I can imagine it also not being good for wheels.
  14. I mean out of the other roadmap items: Multiplayer was always gonna be last because having to QA both singleplayer and multiplayer with each major update would be a huge increased weight on dev time/resources. Interstellar ready engines have been stated to require resource gathering if you want to build them in career mode Resource gathering has been stated to no longer be ISRU and require Colonies and trade routes So... unless anything new has come up, the OG roadmap was already arranged in the order of "the order things need to be developed in" anyway. Probably not a bad idea to assume it'll still be more or less in that order. Although given the talk of the imminent upgrade to using HDRP, I could see that getting a major release update number.
  15. IRL having your centre of mass far above your wheelbase is not great for stability. Might be worth looking into what IRL airplanes do to reduce this. Probably something along the lines of going into advanced suspension on the wheels and stiffening the hydralics to stop any oscillationfrom growing.
  16. It doesn't seem to show up for me, is there something I'm missing?
  17. Sure. In retrospect it's kind of more a magenta https://youtu.be/Ti7N9DLZKqY
  18. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB This might be an expression of the general "shroud appears on re-loaded vessel" bug. If this is consistent it could be a good way to reproduce that. Included Attachments: .ipsImage { width: 900px !important; }
  19. To me it feels like the baseline value isn't 0 but is about -10.
  20. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB The simulator cyan shader seems to be applied over the reentry/heat effects in a way that makes them look rather janky.
  21. Is this a just above 70 issue or does it stretch quite a distance into space?
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