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KSP2 Release Notes - Update v0.1.3.0


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@running_bird Presumably they are referring to hiding categories of things from the map such as probes, flags, capsules, debris as in KSP 1.  However, I'm not seeing it in the Map view.  Perhaps it is in the Tracking Station view.

L3xLMuF.jpg

Edited by Skystorm
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13 hours ago, shdwlrd said:

Once you have a predictable flight model to work with, then add atmospheric heating.

This is correct, but creating a predictable flight model should also have been done ways before thinking about any kind of release...

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1 hour ago, cocoscacao said:

Has anyone noticed that UI is flickering all the time? Also, building fairings is still completely bonkered. Just revert it to mouse-move + clicks

fui.png

Those two bugs have been reported yes:

For the flickering:

 

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Before I take video and report this as a bug...has anybody else noticed that things in map view aren't in the same position there that they are in flight view?  For example, when in map view this morning (I was testing to make sure the one mod I was lucky enough to write still worked) I oriented my craft with Kerbol dead center of the screen.  This put Dres to the craft's left and...well, for lack of a better term, up...from Kerbol.  But when I switched to flight view, Dres was to the left and down.  I tried changing camera angles multiple times, but that didn't change the planet's orientation to the craft.  It is entirely possible that there is a camera angle or setting I'm using that is causing this, but I can't find it.

So before I report this as a bug, has anyone else noticed this?  Or is it simply me?

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15 hours ago, Skystorm said:

@running_bird Presumably they are referring to hiding categories of things from the map such as probes, flags, capsules, debris as in KSP 1.  However, I'm not seeing it in the Map view.  Perhaps it is in the Tracking Station view.

Thanks, but it does not toggle any 3d map elements for me.

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18 minutes ago, Scarecrow71 said:

Before I take video and report this as a bug...has anybody else noticed that things in map view aren't in the same position there that they are in flight view?  For example, when in map view this morning (I was testing to make sure the one mod I was lucky enough to write still worked) I oriented my craft with Kerbol dead center of the screen.  This put Dres to the craft's left and...well, for lack of a better term, up...from Kerbol.  But when I switched to flight view, Dres was to the left and down.  I tried changing camera angles multiple times, but that didn't change the planet's orientation to the craft.  It is entirely possible that there is a camera angle or setting I'm using that is causing this, but I can't find it.

So before I report this as a bug, has anyone else noticed this?  Or is it simply me?

Already reported.  The camera is getting reset to a default position when switching back from map view back to flight view, which is likely causing the confusion here. 

Edited by MechBFP
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31 minutes ago, Scarecrow71 said:

So before I report this as a bug

...you should check the bug report section, usually. If it's not there, it probably means you're first.

But as you already know, this particular issue was reported already.

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7 minutes ago, The Aziz said:

...you should check the bug report section, usually. If it's not there, it probably means you're first.

But as you already know, this particular issue was reported already.

Yep, I should have checked the bug report subforum first.  This is what happens when I log on before I have coffee.

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Sad face. Tried to intercept and dock with a transfer stage rocket. At 0.5 m/s the active vessel exploded on contact and sent the other vessel rocketing in the other direction.

Guess I'll go back to KSP1 for awhile longer. Looking forward to the next patch in 2 months, but will be pleasantly surprised if there is a hotfix in the interim. (pls?)

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On 6/23/2023 at 3:44 PM, 000PainKiller000 said:

How the heck is this even possible.

Simple: loss of attitude control at side booster separation, resulting in slowly spinning fireworks. Hence why I want to try reproduce one more time, provide logs etc.

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2 hours ago, Mitokandria said:

Sad face. Tried to intercept and dock with a transfer stage rocket. At 0.5 m/s the active vessel exploded on contact and sent the other vessel rocketing in the other direction.

I pretty much play the game as an alpha tester right now.
I wait for a new patch. Do some simple Mun or Minmus mission and check the old and new bugs. After some days I quit and wait for the next patch.

When patch 1 or 2 came out I actually tried to build space stations or bigger rockets which I docked together from multiple parts in orbit. But there were so many problems doing that. Space stations deorbiting after undocking or random explosions during staging.

And since fundamental bugs like decaying orbits are still not fixed, I do not really "trust" the game enough to do complicated stuff because eventually things will explode/deorbit for no reason.

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4 minutes ago, running_bird said:

I pretty much play the game as an alpha tester right now.
I wait for a new patch. Do some simple Mun or Minmus mission and check the old and new bugs. After some days I quit and wait for the next patch.

When patch 1 or 2 came out I actually tried to build space stations or bigger rockets which I docked together from multiple parts in orbit. But there were so many problems doing that. Space stations deorbiting after undocking or random explosions during staging.

And since fundamental bugs like decaying orbits are still not fixed, I do not really "trust" the game enough to do complicated stuff because eventually things will explode/deorbit for no reason.

Yeah I kinda do the same for now. I do keep hoping after each update that maybe I can enjoy a game session for longer than an hour before a game/craft/crew-ending bug. I'll of course be back at the next update to play a bit more.

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4 hours ago, Margoth said:

Simple: loss of attitude control at side booster separation, resulting in slowly spinning fireworks. Hence why I want to try reproduce one more time, provide logs etc.

That sounds frustrating, i'm sorry.

Notes since last entry: I'm also getting the no engine sound bug, and the no drag command pod bug. What is fascinating for me, is that everything was fine the first time i launched 1.3.0. And now it's not.  (I started a new save after the patch)

For me, the fps got kind of worse on avarage, when i'm playing in 3440 * 1400 (that's my normal resolution). On the other hand, playing in a lower resolution is better now, compared to what it used to be.   

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Well, I've tried to reserve my judgment until I've had time to really evaluate performance after the patch, but I've seen no improvement in frame rate AFAICT with the Jool 5 mission I'm currently trying to fly. Perhaps it's because it was a save file from before? I dunno, but for me it's still <4FPS with my 650-part mothership, and maybe 7-8 FPS with the detached ~100-part Laythe space plane. The latter also lost literally all its forward motion in Laythe orbit due to the decay bug, after I flew it out of physics range and then switched back and forth between it and the mothership. It just dropped like a stone when I came back to it, which is luckily not the worst situation you can find yourself in with a space plane, at least if you have plenty of fuel for the jet engines and reasonable aerodynamic trim. I was able to bring it in over land under good control pretty easily, but even though I landed it with only ~70m/s forward motion and maybe 2m/s vertical,  on level ground, it totally exploded on contact, killing the crew. That definitely would not have happened in KSP1, and combined with all the other problems I have to say it's getting really hard for me to keep going with this the way the game is now. I only have so much patience for this stuff.

Edited by herbal space program
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The no drag while returning also broke the Orbits are weird -> Deorbiting tutorial as well. After performing the deorbit burn until orbit touches the ground, spacecraft "jumps" back to space from atmosphere.

I'm sure everyone noticed, but i didn't see written here so: Mk1 tincan only lost drag when its bottom is facing the prograde vector. The sides still experiences the drag. I belive the reason it flies back to space is, around 5000m-10000m it loses control, rolls, the angled sides gets exposed to airflow, acts like a big wing, causing lift, and changes the trajectory to fly back to space. 

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I believe there's actually a really simple fix for the drag occlusion bug. Have you tried doing an F5/F9 after you decouple? Apparently, the issue is that the drag occlusion on the bottom part of the pod stays occluded after decoupling (it shouldn't, but it does). Saving and reloading fixes this. There should be no reason whatsoever to suffer with something like that - just decouple, F5/F9, fly as normal.

Edited by schlosrat
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10 minutes ago, schlosrat said:

I believe there's actually a really simple fix for the drag occlusion bug. Have you tried doing an F5/F9 after you decouple? Apparently, the issue is that the drag occlusion on the bottom part of the pod stays occluded after decoupling (it shouldn't, but it does). Saving and reloading fixes this. There should be no reason whatsoever to suffer with something like that - just decouple, F5/F9, fly as normal.

The problem is the problem also occurs during ascent decouplings, which depending on the design can be problematic. 

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Just now, MechBFP said:

The problem is the problem also occurs during ascent decouplings, which depending on the design can be problematic. 

Yep, I'm aware of that and have posted previously about it. I agree the ascent phase is more problematic. The best course of action I've found there is either (a) design your rocket so that you don't need to decouple stage one until you're exoatmospheric, or (b) allow/force the rocket to pitch to a fairly high AoA, decouple and let the spent stage fly out ahead of you, and then recover with the upper stage. Option A is my preference, but not always possible.

The really puzzling thing to me is that the reentry solution has been known since very shortly after the bug was first discovered and yet nearly every post I see about it talks like it's an unsolvable problem when it's a trivially solvable problem. Letting this get in the way of the safe recovery of your crew is just silly when the fix is two keystrokes.

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10 hours ago, schlosrat said:

I believe there's actually a really simple fix for the drag occlusion bug. Have you tried doing an F5/F9 after you decouple? Apparently, the issue is that the drag occlusion on the bottom part of the pod stays occluded after decoupling (it shouldn't, but it does). Saving and reloading fixes this. There should be no reason whatsoever to suffer with something like that - just decouple, F5/F9, fly as normal.

Brilliant! it works as described. I was in a descent, capsule +heat shield at 18K doing over 2200m/s and increasing speed. Did a F5 followed by F9 and delighted to find the capsule immediately started slowing, perfect parachute deployment and landing. Thanks for the solution schlosrat!!

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On 6/25/2023 at 9:46 AM, 000PainKiller000 said:

The no drag while returning also broke the Orbits are weird -> Deorbiting tutorial as well. After performing the deorbit burn until orbit touches the ground, spacecraft "jumps" back to space from atmosphere.

I'm sure everyone noticed, but i didn't see written here so: Mk1 tincan only lost drag when its bottom is facing the prograde vector. The sides still experiences the drag. I belive the reason it flies back to space is, around 5000m-10000m it loses control, rolls, the angled sides gets exposed to airflow, acts like a big wing, causing lift, and changes the trajectory to fly back to space. 

I’m kind of annoyed that they hotfixed the bug so fast I literally wasn’t able to test MkIs with and without heat shields to see if that made any difference.

Did anybody test that?

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33 minutes ago, Wheehaw Kerman said:

I’m kind of annoyed that they hotfixed the bug so fast I literally wasn’t able to test MkIs with and without heat shields to see if that made any difference.

Did anybody test that?

You could keep an copy of the last Version with the bug

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