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mattihase

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Everything posted by mattihase

  1. Wow. I'm kinda gland i didn't place any science parts in mirrorsym mode. That would have frustrated me to all hell.
  2. 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.
  3. 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; }
  4. 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.
  5. IIRC you can still plant flags when standing on a tank if you want to plant sky flags.
  6. 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.
  7. 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?
  8. 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.
  9. 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.
  10. IDK, I had a lot of issues with it with just regular (if high mass) vehicles in 1. As it's looking, 2's colonies would probably solve the mining issue, just not the effecting regular craft issue.
  11. I think that's very much an issue of something equivalent to physics easing not being present at the mooment. The game still needs a better way to handle the collision state of things post load
  12. Like I said, people are still mad at wheels.
  13. wondering what the devs' plans are for whether or not static terrain objects and/or player made structures will be subject to damage states?
  14. that's an unfortunate inevitability of KSP. I remember even back with all the tenth anniversary stuff for KSP1 the conversation was still peppered with complaints about wheel physics. This is pretty resourceful. Kinda reminds me of pre-space-centre-warp-bar pad warping. Like, hopefully something to do it properly comes along but I'm glad that someone's figured out a way to do it with what's there already.
  15. IIRC maneuvers adapted to your thrust limiter, that might have been it? Haven't checked that out in 2, it might still work. Obviously not ideal for many-engined crafts.
  16. I've definitely had some instances where maneuver plans just vanish 400 or so m/s of delta V over the course of the burn, though it's been a while. I have no idea how much of this is my fault for off-centre thrust, but I feel like the game should take that into account if it is the reason.
  17. 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.
  18. Unless they added one in 0.2.1 then the headlamp isn't even in the game yet.
  19. 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.
  20. 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)
  21. 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.
  22. 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; }
  23. 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
  24. 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
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