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mattihase

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Everything posted by mattihase

  1. 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?
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. It doesn't seem to show up for me, is there something I'm missing?
  9. Sure. In retrospect it's kind of more a magenta https://youtu.be/Ti7N9DLZKqY
  10. 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; }
  11. To me it feels like the baseline value isn't 0 but is about -10.
  12. 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.
  13. Is this a just above 70 issue or does it stretch quite a distance into space?
  14. 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 doesn't really achieve much as flags don't seem to have physics yet but it does look pretty weird Included Attachments:
  15. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB Seems to be consistent. Included Attachments:
  16. if you put something on the pad you should be able to see the readout on the screen. I used to do something similar to work out Delta V back in the day in KSP1 before they added mass readouts to the VAB.
  17. One think I've noticed in the 0.2 settings is an option to toggle mutli-joints. is there any clarification on what these are anywhere?
  18. If you avoid using F2 can you avoid the bug? I use it a lot for screenshots so I'm wondering if that's why I but heads with this bug so often.
  19. Yeah if I was using my laptop's screen rather than my monitor I would not be able to see any of that.
  20. Is the date for the update still today?
  21. I mean i'd definitely say the approachability, both in terms of features but also yes in terms of tone too. It's like the "losing is fun" mythos of dwarf fortress where when you start out it's ok that everything is going very wrong because that's part of the charm of the game, and then you get to a point where you can though brute force achieve anything, and with the end game of once you get really good, you're able to play out things seriously and impressively and in the way you want. The big difference being that the UX kinda made doing a lot of high concept things easy to eyeball rather than being made out of two jumbled up typewriters and requiring a wiki to turn the game on. KSP2's UI has a bit of a way to go to become as dumbass friendly as KSP1, and honestly KSP1 has gotten pretty cluttered the last few updates. I feel like both games have also drifted towards the assumption that the playerbase understand the underlying stuff what the game is doing a lot more as a result of trying to provide better tools for veteran players, and that might be true or it might not be, but it's still pretty good.
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