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ArmchairGravy

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    CEO of Porcine Avionics

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  1. Here's the bug report. I'm not saying bugs won't happen, I'm saying easily captured bugs should not have passed a play test. It's pretty obvious they are not play testing the game.
  2. Yes, SRB's in the latest edition have their limiters doubled vs. the published amount. Put a Flea on a command pod, set the TWR to 1.5 in the VAB and it won't leave the launchpad because the actual limiter has been doubled. 5 minutes of play testing would have revealed this.
  3. I'm going to use a specific example to illuminate a greater problem with QA testing of KSP2. In the most recent update solid rocket boosters were subjected to twice the throttle limit. This meant several of my rocket designs were no longer working. It's obvious this build was not play tested. The focus of the devs so far seems to be with QA testing (does x cause the game to crash) vs. playtesting (do the engines still work correctly). What the game has consistently failed at so far is to show me someone in development actually plays the game.
  4. When I don't encounter a glaringly obvious bug within 5 minutes of playing the game. When the UI actually becomes "New and Improved" instead of "New with half the features missing". When science is more than 4 biomes per planet, and is merely pushing a button to collect. When they fix the orbital cameras. When they put the tools needed to play the game in the dang game instead of having modders or websites do that for them.
  5. I've not noticed it on other engines, but I'm not deep into the tree on this save yet.
  6. Did this update break Hammer solid fuel engines for anyone else? I have a pod on a Hammer, I've adjusted the thrust limiter to where the engineer report says TWR of 1.6, and it's just sitting on the launch pad when ignited.
  7. My tips for large ships: As few parts as possible Pull with the thrust rather than push Large docking ports only for thrust-bearing couplings Reaction wheels active only on main body Disable RCS on parts docked to main body Low thrust Struts to stabilize main body Getting the main body correct is the key to larger ships. Your vessel should not need RCS to turn when assembled. It will be way more delicate due to the couplers, so slowly ramp up the thrust. I initially turn my thrust limiters down so I don't put too much strain on the couplers. Then I save and experiment to find out how hard I can push it. Finally, assembled craft are more stable if they're pulling rather than pushing. Put the drive engines at the top and have them pull the rest of the craft along.
  8. Good, I'll have to go +1 this. Makes a darn good little rover. Shame it falls apart.
  9. I do a custom game and max out all of the sliders, but I still think a) there's not enough biomes per planet and b) the cost scaling of the tree is nuts. I don't care what you're doing, 1800 a whack adds up quick. I'll never get into late game because I have other things to do besides scrape every nook and cranny for points. On the very easiest of settings.
  10. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 11 | CPU: i7-8700 @3.2GHz | GPU: GeForce 1050Ti | RAM: 16GB Hammer engine shows TWR of 1.65, but when launched it does not leave pad.
  11. In the immortal words of Wayne Newton, "Danke scheon".
  12. I'm firmly on the fence with ComNet. I do like the ease of play of coms being strictly range-based. I also liked the challenge of linking the network. I would most definitely like a visual representation of coms.
  13. I squint in your general direction. We here at Porcine Avionics have an avowed interest in being as inefficient as possible!
  14. This is the first time since .1 I'm having more fun than frustrations. I'm playing both Sandbox and Exploration, and I am very happy with what the team delivered in the .2 update. I am impressed at how few additional bugs were introduced, and how many long-term bugs have been eliminated or ameliorated. The UI is in dire need of an overhaul. The more I progress in the game the worse it gets. Why isn't there an alarm clock and transfer window/angle calculator in the Tracking Station? Why don't I have access to advanced orbital characteristics? You want to improve the initial user experience. You want them to use external sources to access basic knowledge. That's contradictory. Put the info in there, somewhere. I don't care if it's pretty as long as I can read it. Overall, I'll give the team a "That'll do, pig" for .20 and I look forward to seeing what 2024 brings.
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