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Launch Day Notes


Intercept Games

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  • KSP2 Alumni

List of Known Issues and Workaround Recommendations

Known issues with recommended workarounds:

·       Graphics settings default to “high quality” on first playthrough. If you are having framerate issues on initial load, access Settings via the ESC menu and select alternate quality settings.

·       Fuel flow and Delta-V calculations are currently undergoing optimization, but on day 1 of Early Access, high numbers of engines pulling from a common fuel source may impact framerate. If you’re having trouble achieving a desired framerate on your machine, consider using a smaller number of higher-performance engines on your vehicle. This issue is very high priority for us and will be addressed in an upcoming update.

·       The center of lift indicator does not yet update dynamically when you adjust a wing in the editor - to see the effects of a wing modification, you must first exit the editor to update the center of lift.

·       In KSP2, the arrow keys now pan the camera, rather than rotating it (right mouse button still rotates the camera). If you get the camera in an undesirable state, press the Home key on your keyboard to reset it to its default position.

Known issues being actively worked on:

·       Some parts from the original KSP aren't available - a few parts won't carry over — for example, the increased flexibility of the new engine plate system has reduced the need for bespoke compound parts like the Twin Boar and Mammoth engines. Also, the old patchwork wing parts have been supplanted by procedural wings. Other parts (for example A.I.R.B.R.A.K.E.s) are still in development and will be added in future updates. And of course Science collection, future propulsion, and colony parts will be added alongside their respective feature updates.

·       There are still a few issues with our serialization code, and very rarely (especially when building high-complexity vehicles) your vehicle may collapse into an unrecoverable pile of parts on the floor of the VAB. The undo key may also break your in-progress build. For now, it’s a good idea to save frequently.

·       Trip planner – the trip planner occasionally displays inaccurate delta-v numbers for some destinations. All delta-v numbers in the VAB use vacuum specific impulse numbers, which affects their accuracy. This will be addressed in a future update. Delta-v numbers shown in the staging stack during flight dynamically reflect the current flight state.

·       Re-entry heating and thermal systems are offline - you'll have a brief window here at the beginning of Early Access during which you can re-enter any atmosphere without a heat shield. We’re still buttoning down our heat transfer, ablation, and occlusion systems. Vapor cone visual effects are also still in-progress.

·       No collision on trees or rocks - we're optimizing collision for these objects right now, and in the interest of maintaining good framerates we're going to complete that optimization work before letting you crash into these objects. For now, they're holograms. While KSC buildings ARE collideable, they are not yet destructible.

·       Framerate stutters/lag - we're continuing to work down the list of performance optimizations, from highest to lowest impact. As we push processes out of the main thread and continue to improve the efficiency of our physics, resource flow, VFX, and graphics systems, framerates should improve for all players.

·       Some UI elements can be challenging to interact with - we're still cleaning up the systems that give priority to different classes of information in the map view, and there are times when you need to click a few extra times to get a hold of the maneuver planner. Similarly, you may have some challenges associating selected parts with their data in the Part Manager. We’re making several changes to the current UI so you can expect this experience to improve over time.

 

This list is not exhaustive – we are tracking and working on a number of additional issues. If you have non-bug feedback during Early Access, please submit that feedback through the form in the launcher. If you’ve run into a bug (or think you have), please go to support.privatedivision.com

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