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KSP2 Release Notes - Update v0.1.2.0


Intercept Games

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[snip]

The bugs are probably a result of, not enough time in Q and A and coding that is being rushed.   And or, someone stepping away from the project and not offering a smooth transition to the new code team..   I can speculate all day long, but I doubt any one person is responsible for the lack of attention to detail.  

Edited by Starhawk
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17 hours ago, Meecrob said:

I guess I'm getting at the fact that the dollar value is inconsistent with the experience. I get that more people than me have excess disposable income to spend on things like this, and don't mind.

 

[snip]

 

 The audience has spoken and its a general consensus that this is cool for a demo, but its not a full game. Correct me if I am wrong.

Yes, the game is a demo

Early access is a demo

Edited by Starhawk
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One of my pet peeves was finally resolved (mostly) with symmetry fix in VAB. My side boosters and struts behave much better now! The SOI Exit/Entry FX are also much easier on the eyes. Would still love a setting to change the opacity of those. The performance is also markedly better.  Well done devs!

But I think this patch may have made my game even more unstable...I had missing trajectory lines  again after taking off from the mun, (this seemed to be fixed in the last patch, but alas) I had crew members missing from the portraits, then re-appearing mid flight. Also when in close proximity to another craft, timewarping could cause the other craft to change orientation... I've never seen that one before. (that was quite a challenge to dock with!)

These are all bugs I didn't have previously.... or maybe I just never triggered them before? Either way I'm hoping its either understood or being worked on. I'll try to submit some bug reports to help, I was just wondering if the game seems more unstable post-patch for anyone else?

Edited by Ace27
Wanted to add to my "pros"
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2 hours ago, Meecrob said:

Its 2023. These FPS are abysmal. I get that KSP takes math to run and that isn't the optimal regime for a processor, but like c'mon. I can play other games at 100 FPS with the same computer. Maybe I'm wrong, but a game that starts on a low FPS because you have to launch, isn't ready for the big leagues yet.

I can agree with Little 908. KSP2 runs most times pretty smooth on high settings. When I pierce threw clouds KSP2 begins to lag a bit on my rig. Little bit annoying, but not game breaking. Though I'll have to admit, I should be about recommended specs.

 

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2 hours ago, Meecrob said:

Okay, you got me on that one, but the price is a bit steep for where the demo is at.

Yes, but if you don't wanna pay the price, don't buy it? or am I missing something.

The price is high, but I would its a better deal then the plushies :joy: who actually pays a 50+ dollars for a... plushy.

I mean, I would buy it if I had nothing else to spend it on, but like... all plushies actually, wayyyyy to expensive- ok this is getting a bit off-topic 

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4 hours ago, Stephensan said:

stability is overall worse even after 2 full reinstalls doing any time warp instantly does "rapid disassembly"

 

Dch7kzW.jpg

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87296 kmh...

 

how is the stability of the game even worse.

Do you get weird pitching noment when sub-orbital arpund any body where the craft just spins? In .1.1 it blew landing legs off. No matter what craft I make this happens, reinstall, everything. 

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11 hours ago, Kerbart said:

I assume there's a "bug pipeline" that was being worked on even before EA was released.  That can explain the fast turnaround on bug fixing, but that pipeline is rapidly being depleted at the moment

It's not a fast turnaround.  There were 27 days between the release of patch 1 and 2,  so a bit less than 7 bullet-points in the patch notes per day, and many of them were small fixes like changing a configuration file setting when on "low" or updating translations.  It suggests they're either still working with a small team or they've got most people working on longer-term features that don't show up in patch notes.

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On 4/12/2023 at 12:55 PM, Intercept Games said:

:1437623226_rocket_1f680(3): Maneuver plans are now constrained by available fuel and will no longer provide false projections that extend beyond vehicle's capacity

I haven't read everything yet but I've gotta chime in for this: why are maneuver plans constrained by available fuel? Is it because the new maneuver system accounts for thrust over time? I get that the new system is different than the old system which just assumed an instant injection of dV,  this is a spectacular change, but the tool should still show projections even if they aren't achievable. The warning is fine but playing with the maneuver tool to find a workable orbit is a core piece of KSP, even if it is to find out that the orbit you want is unachievable and you need to try again. 

Personal peeve here: the dV system doesn't account for Sepatrons (only their mass) so if you're adding Sepatrons to a kick stage (like New Horizons) their dV will not be added. It was still fun landing on Eve this way so hooray for that. :)

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8 hours ago, Racescort666 said:

I haven't read everything yet but I've gotta chime in for this: why are maneuver plans constrained by available fuel? Is it because the new maneuver system accounts for thrust over time? I get that the new system is different than the old system which just assumed an instant injection of dV,  this is a spectacular change, but the tool should still show projections even if they aren't achievable. The warning is fine but playing with the maneuver tool to find a workable orbit is a core piece of KSP, even if it is to find out that the orbit you want is unachievable and you need to try again.

Because the maneuver planner needs to know your acceleration during the burn, what acceleration should it use for when you're out of fuel? Bear in mind the craft gets lighter (and therefore accelerates faster) as it burns fuel.

IMO the point of the maneuver planner is to show what will happen if you perform a given burn. So the way it works makes perfect sense to me.

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24 minutes ago, Mutex said:

Because the maneuver planner needs to know your acceleration during the burn, what acceleration should it use for when you're out of fuel? Bear in mind the craft gets lighter (and therefore accelerates faster) as it burns fuel.

IMO the point of the maneuver planner is to show what will happen if you perform a given burn. So the way it works makes perfect sense to me.

You can interpolate.

Maneuver planner shows how much dV you need to perform a maneuver. Everything else is secondary. Since maneuver is either way impossible to perform, it does not matter if it uses imaginary fuel for calculatons. You can just omit the burn time calculations (the only thing that requires acceleration and fuel mass) after the dV limit reached.

If we already are calculating dV that a craft has, just make an alert "Not enough dV to perform planned maneuver!", not just block the plotting entirely.

Plotting is very important piece in a gameplay loop of trial and error iterations. Let's say a player end up building a craft that just barely lacks dV to perform a maneuver or mission. What is better - to have an ability to get a visual information of how much dV more is needed for the next build to achieve what's planned, to be able to see how things could be better, or to not have that? 

In other words, I want to be able to use maneuver planner "in the opposite direction" - to plot different maneuvers, however possible they are, see visually how much dV they require and where can they get me, and adjust my future builds and mission plans accordingly. Current dV limit, well, limits this with no clear reason.

Edited by Wyleg
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16 hours ago, Stephensan said:

stability is overall worse even after 2 full reinstalls doing any time warp instantly does "rapid disassembly"

how is the stability of the game even worse.

This is what I feared.

I haven't played 0.1.2.0 yet. But it if it's anything like 0.1.1.0 and what I've read, I've got another 3-4 weeks before the next patch where I consider playing again.

Some of the major game breaking bugs I've experience have been patched, but most of them are still present:

  • Ships randomly disintegrating
  • Orbital decay on bodies like Mun & Minmus
  • Time-warping alters orbits or ships trajectory

Hopefully 0.1.3.0 is the patch for this, as the devs have said they're aware

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4 hours ago, cocoscacao said:

Burn time is a core gameplay feature. It should work absolutely perfect.

But that's not the argument you used. You said it has to be there just because it was there in KSP1.

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I went to low kerbin orbit, just started my transfer burn to Duna, then suddanly i saw the Sun goes Supernova. In just 2 seconds, it started growing, filled my whole screen with light, my spaceraft's AP an PE become -600.000m, end everything froze. I couldn't even acces VAB, or tracking station, anything. I was very amused, has anyone encountered similar? (I'm only halfway through reading the comments here)

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2 hours ago, Tazooka said:

Hopefully 0.1.3.0 is the patch for this, as the devs have said they're aware

Can you point me to this? My game has become almost unplayable because I can't really ever land because of time warp. Getting worse/better at the same time. 

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15 hours ago, Fluke said:

Do you get weird pitching noment when sub-orbital arpund any body where the craft just spins? In .1.1 it blew landing legs off. No matter what craft I make this happens, reinstall, everything. 

oh yeah, or somewhere around 35km~ (varible), you lose all "motion" and fly straight as an arrow or your rocket snaps straight if its wobbling etc.

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