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mattihase

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Everything posted by mattihase

  1. Reported Version: v0.2.1 (latest) | Mods: Commnext, Microengineer | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB The Diverterless inline air intake has 1t of methane fuel but doesn't show up in resource manager. Included Attachments:
  2. I tend to do a fair bit of constructing wings from multiple wing parts, either because I want to go for a shape with more than 4 points on it, approximate a curved ending, or even just include 2 control surfaces on the same wing. While the contrails are a nice visual touch it's quite annoying that whenever I make one of these composite wings, they end up producing a lot of contrails from what is often the dead centre of a wing. I think it'd be great to allow designers a little extra control over the contrails so we can tidy up designs to make them look their best.
  3. I've definitely heard stories of dev teams finding out they've been fired via news article, I certainly hope that's not going to happen here but in this industry anything bad is possible.
  4. I've also encountered the ocean disappearing in 0.2.1, The ocean returned fine after a reload
  5. Reported Version: v0.2.1 (latest) | Mods: Commnext, Microengineer | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB Landed a lander on this spot in the mun highlands. Tried swapping away to a relay satellite in orbit and then back (I'm playing with Commnext) and when I swapped back the lander kept on spawning below the terrain. Works regardless of mods. To replicate it using the included save, swap to any other vessel and then back to the lander on (or rather below) the surface. Included Attachments: theonewhereyoufallunderthemun.zip .ipsImage { width: 900px !important; }
  6. I wonder if the game already has hooks for that in there somewhere, they'd need it for colonies
  7. Huh, figured this was a CommNext bug. Delighted to discover it's base game. For me this started showing up after I sent a vessel into deep space beyond the space centre's max specified range.
  8. I feel like this is more an issue of lack of physics easing in the current game than the structural integrity being borked. If you can get past the first couple seconds (such as using cheats temporarily or launch clamps) it usually sorts itself out soon after. Engine wise it's definitely among the more important features left that need to make their way into the game.
  9. Are there any plans to do anything interesting with launch clamps when launching craft from orbital construction yards. Like umbelicals or something along those lines?
  10. The Discord Dev Tracker box on the forums is throwing error messages about the bot not having the right permissions. Included Attachments:
  11. TBH I'd rather like a way to swap the speed measurements to mph, or at least km/h for rovers. It'd be very handy for being able to intuit if you're travelling at dangerously fast speeds. I mean, I can convert between m/s and mph well enough just not in the spur of the moment.
  12. I definitely wish the island runway had more... interactivity? Like, it definitely feels like a step backwards from KSP1 where you could climb the tower and had hangars to go in and out of. If it could be used as a test site for experimenting with adding colony bits on to make it suck less, like not necessarily as a tutorial but as a testbed deployment site or something along those lines, that would certainly make up for it though.
  13. As far as plane controls go I've found that the Trim Controller mod is just what the game needs for making flying planes long distance quite nice so it'd be great to see something like that make its way into the game proper.
  14. I don't think I've seen a github readme file collapse into a pile of code before now. They must have dropped support for something in the last 9 years or so. Definitely I can imagine a little side mission chain dedicated to setting up a prototype base somewhere on kerbin and set up a supply route to it could be both a good way to integrate setting up more stuff on kerbin to the game and make non-space-planes actually be relevant for a moment rather than completely just being beautiful looking bridge-flyer-underers.
  15. Wow. I'm kinda gland i didn't place any science parts in mirrorsym mode. That would have frustrated me to all hell.
  16. I thought ground colonies were going to be a type of semi-static surface feature, not vessels (hence the change of the editor's name from vehicle assembly building to object assembly vehicle). I could absolutely have been reading that wrong but as a dev, and going off how ground colonies have been depicted in promo material so far, and of course the reasons you gave, and the fact they're touted as a feature instead of something identical to making a ground base in KSP 1, it seems to me that it's implausible that they'll be physics objects in the same way vessels are.
  17. Reported Version: v0.2.1 (latest) | Mods: Micro Engineer | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB Some parts do not appear to properly observe mirrored behaviour. Happens both when attached by node or attached radially. Included Attachments: .ipsImage { width: 900px !important; }
  18. With the promised orbital colonies and supply routes stuff coming up, one might say that getting to a point where you don't have to start every mission on the pad is part of the game's intended progression, and something to be earned via the gameplay investment of setting up that stuff. At least when we get to that point on the roadmap.
  19. IIRC you can still plant flags when standing on a tank if you want to plant sky flags.
  20. Have the antenna strengths changed since KSP1? I swear remember the HG-5 used to have enough range to keep you connected to the DSN all the way out to the Mun KSP1. Then again that might have been because of the multiplicative range thing beause I always tended to slap them on in pairs for symmetry.
  21. The game has science reports allocated for being "Landed" on kerbin's water, which seem to indicate that they expect the player to be underwater when performing these experiments. at the moment you can get them all at the end of the runway because of some interesting biome map painting so that's handy, however assuming that eventually gets fixed, is there a legitimate way to get a kerbonaut to walk around underwater without floating to the surface for long enough to take a sample?
  22. So Space Engineers is a game that has similar wheeled-vehicle-flipping-over challenges to KSP. However, one of the features it offers to counteract that is an option for the players to set a soft speed cap on their wheels where they're set up to not provide additional acceleration above the specified limit. Kinda like cruise control. I think being able to set something like this up as a tweakable for wheel parts would be really handy for driving rovers around in KSP2. Make them feel a lot less tempremental.
  23. KSP1's campaign mode always kinda sucked for anything but challenge runs. It's built around encouraging people to waste time on busy work instead of encouraging them to fly missions to new/varied places. Could 2's progression system do with a bit more fleshing out or expansion? probably, and I expect it will, but at its core it's a lot better thought through from a "what behaviour does this encourage in the player" perspective than what got tacked on to the first game in 0.24.
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