KSP2 Alumni Intercept Games Posted July 11, 2023 KSP2 Alumni Share Posted July 11, 2023 KSP2 v0.1.3.2 Hotfix Release Notes Bug Fixes Map & Tracking Station Fixed: trajectory position changes when vehicle transitions between Spheres of Influence [Original Bug Report] UI/UX Fixed: Navball markings are blurry [Original Bug Report] SUBMITTING BUG REPORTS AND FEEDBACK If you'd like to provide feedback about this build, there are many different ways to do so: Submit Feedback through the Game Launcher Suggest a Change on the Forums Join us on Discord to discuss potential changes Bug reports should be shared to: KSP Forums Bug Reports <-- This rocket denotes an issue or change that community members directly helped by sharing or suggesting it to our dev team. Thanks to all of you who send in bug reports and suggestions! Quote Link to comment Share on other sites More sharing options...
KSP2 Alumni Dakota Posted July 11, 2023 KSP2 Alumni Share Posted July 11, 2023 Thanks to @Draradech, @Niko_Dragovich, @MechBFP, @The Aziz, @sunnyssk, @LameLefty, @Razor235, @Chris_The_Crafter, @Flush Foot, @silent_prtoagonist, @ShroomTheVoice, @StormFury07, @afyber, @D-Rex, @Rocktagon619, @Diskervery, @CaptainParallax, @Scarecrow71, @alohl669, @Starhawk, @ChromeDome, @Ambious, @Rubenio, @Scidleee, @vianna77, @Nnamleips, @pbau5, @Kim Hanson, @running_bird, @RickJM694, @billyBobJoe, @HyenaDae, @Davidian1024, and @Buzz313th for contributing to the bug reports that led to these fixes. And thank you to everyone who upvoted the bugs to the top of the list, ensuring they were on our radar. Quote Link to comment Share on other sites More sharing options...
LoSBoL Posted July 11, 2023 Share Posted July 11, 2023 Awesome, thanks for this hotfix Quote Link to comment Share on other sites More sharing options...
The Aziz Posted July 11, 2023 Share Posted July 11, 2023 Oooooohohohohohohohohohooo ^yes that was my actual reaction Quote Link to comment Share on other sites More sharing options...
Stephensan Posted July 11, 2023 Share Posted July 11, 2023 Fixed: trajectory position changes when vehicle transitions between Spheres of Influence [Original Bug Report] as if we heard millions of kerbals scream in joy. Quote Link to comment Share on other sites More sharing options...
PDCWolf Posted July 11, 2023 Share Posted July 11, 2023 Congrats. Quote Link to comment Share on other sites More sharing options...
Kerbart Posted July 11, 2023 Share Posted July 11, 2023 Nice to see more hotfixes! Quote Link to comment Share on other sites More sharing options...
Sylvi Fisthaug Posted July 11, 2023 Share Posted July 11, 2023 This was more than medium news to me! Quote Link to comment Share on other sites More sharing options...
Yakez Posted July 11, 2023 Share Posted July 11, 2023 Props for mentioning contributors. Should have been this way for every mod creator contributing to KSP2 fixes. Otherwise to useless and to slow to say anything. Quote Link to comment Share on other sites More sharing options...
RickJM694 Posted July 11, 2023 Share Posted July 11, 2023 That’s awesome, but can we fix crafts just randomly falling apart? I’d like to be able to *make it* to Duna reliably Quote Link to comment Share on other sites More sharing options...
Scarecrow71 Posted July 11, 2023 Share Posted July 11, 2023 3 hours ago, Intercept Games said: Map & Tracking Station Fixed: trajectory position changes when vehicle transitions between Spheres of Influence [Original Bug Report] I think I may actually lose my mind! I have to go check this out now! Quote Link to comment Share on other sites More sharing options...
herbal space program Posted July 11, 2023 Share Posted July 11, 2023 I'm very glad to see these issues getting knocked off in real time rather than having to wait for months. Now if you can get the orbital decay bug and all that crazy weird stuff about docking fixed, the game will start to become playable for real! Quote Link to comment Share on other sites More sharing options...
Scarecrow71 Posted July 11, 2023 Share Posted July 11, 2023 And I can absolutely confirm that the SOI change issue IS FIXED! I just loaded a game I created way back in 0.1.1 where I headed to Duna, and had it saved in LDO. Created a trajectory to get back to Kerbin - from the correct position, burning retrograde to Duna's orbit - and it worked! Trajectory was calculated properly, did the burn (and a few thoughts on that below), and then warped to get out of Duna's orbit. Trajectory stayed where it was supposed to stay, and I was able to get back to Kerbin in this particular save. Woot! Now, the burn. I have been playing a lot of KSP1 lately, so I wasn't paying attention to the fact that the countdown timer on the maneuver node thing is countdown to when you are supposed to start the burn. I checked how long the burn was supposed to take (42 total seconds), and when the countdown timer got to 21 seconds (half of the total burn time), I started the burn. And that worked far better than at any point where I've followed the timer the way it is currently designed. I think I'm going to keep doing that. Thank you, @Intercept Games for getting this one fixed! Major props! Quote Link to comment Share on other sites More sharing options...
The Aziz Posted July 11, 2023 Share Posted July 11, 2023 I tried it on Minmus - it works, the plan no longer sends me out of Kerbin SOI, even predicted Pe isn't changing. Now to try the same somewhere else, I'd have to be bold enough to try interplanetary travel after not touching it for months thanks to no reliable ingame tools for that. But I did notice a performance drop near planetary surfaces, especially, as usual, Kerbin and KSC. 13 frames is a solid hit compared to average 30 in 1.3.1. In space it's smooth as butter. Quote Link to comment Share on other sites More sharing options...
herbal space program Posted July 11, 2023 Share Posted July 11, 2023 1 minute ago, Scarecrow71 said: I checked how long the burn was supposed to take (42 total seconds), and when the countdown timer got to 21 seconds (half of the total burn time), I started the burn. And that worked far better than at any point where I've followed the timer the way it is currently designed. I think I'm going to keep doing that. I have to believe that this feature is just not properly implemented yet in KSP2. It tells you to start right where you placed your node, and we all know that's not how it works. It would also be great if like in KSP1, the dV countdown showed you what is actually left on the burn rather than just statically what the initial dV was. But I guess we'll have to wait for that. Quote Link to comment Share on other sites More sharing options...
Royalswissarmyknife Posted July 11, 2023 Share Posted July 11, 2023 (edited) LETS GOOOOOOO!!!!!! Edited July 11, 2023 by Royalswissarmyknife Quote Link to comment Share on other sites More sharing options...
Spicat Posted July 11, 2023 Share Posted July 11, 2023 (edited) 34 minutes ago, herbal space program said: I have to believe that this feature is just not properly implemented yet in KSP2. It tells you to start right where you placed your node, and we all know that's not how it works. That's how it works, in ksp2 though. ksp1 account for an instantaneous burn, that's why you need to burn half before and half after, it's not like that in ksp2 as you can now see the trajectory during the burn (sometimes it's doing weird shapes but that's intended). Not accounting for bugs of course (inclination change for instance). Edited July 11, 2023 by Spicat Quote Link to comment Share on other sites More sharing options...
herbal space program Posted July 11, 2023 Share Posted July 11, 2023 (edited) 19 minutes ago, Spicat said: That's how it works, in ksp2 though. ksp1 account for an instantaneous burn, that's why you need to burn half before and half after, it's not like that in ksp2 as you can now see the trajectory during the burn (sometimes it's doing weird shapes but that's intended). That's not how it works period. If you place a maneuver node, your burn needs to be symmetrically timed around it for maximum efficiency regardless of the game version. Putting it all on one side of the node is never the best. That's just orbital mechanics, not the game. Edited July 11, 2023 by herbal space program Quote Link to comment Share on other sites More sharing options...
Spicat Posted July 11, 2023 Share Posted July 11, 2023 (edited) 17 minutes ago, herbal space program said: That's not how it works period. If you place a maneuver node, your burn needs to be symmetrically timed around it for maximum efficiency regardless of the game version. Putting it all on one side of the node is never the best. That's just orbital mechanics, not the game. You can move the node to do exactly that, it's just a visualization change Besides, if you start at the node, the projected maneuver will be what you will have, so it's not a question of efficiency or not, the feature is properly implemented. If you want them to make the node in the middle, make it a suggestion. Edited July 11, 2023 by Spicat Quote Link to comment Share on other sites More sharing options...
K33N Posted July 11, 2023 Share Posted July 11, 2023 Trajectory bugs is a big fix. Quote Link to comment Share on other sites More sharing options...
The Aziz Posted July 11, 2023 Share Posted July 11, 2023 20 minutes ago, herbal space program said: That's not how it works period. If you place a maneuver node, your burn needs to be symmetrically timed around it for maximum efficiency regardless of the game version. Putting it all on one side of the node is never the best. That's just orbital mechanics, not the game. Have you prepared any long-duration maneuvers, eg. with ion engines? To get from an interplanetary speed to get a capture you need a long burn, and projected trajectory reflects that, it's mostly straight for most of the burn until it turns around the body at the end, just when it forms an ellipse. Start it too early and you're doomed because you're at target speed at half the distance and now you're on a collision course. Quote Link to comment Share on other sites More sharing options...
ShadowZone Posted July 11, 2023 Share Posted July 11, 2023 Hotfix summer is in full swing! Congrats to the team for solving one of the most pressing issues for players. Quote Link to comment Share on other sites More sharing options...
VlonaldKerman Posted July 11, 2023 Share Posted July 11, 2023 This is in fact a dub. Quote Link to comment Share on other sites More sharing options...
KUAR Posted July 11, 2023 Share Posted July 11, 2023 1 hour ago, herbal space program said: I have to believe that this feature is just not properly implemented yet in KSP2. It tells you to start right where you placed your node, and we all know that's not how it works. It would also be great if like in KSP1, the dV countdown showed you what is actually left on the burn rather than just statically what the initial dV was. But I guess we'll have to wait for that. I thought the change was clear but it is how it's designed to work, even if it's got some bugs still in it (I don't particularly like the burn time countdown and preferred the dV remaining indicator of KSP1). In KSP2 you are absolutely supposed to start directly on the node, it's for logically sound reasons. The two versions are designed quite differently with regards to manoeuvre nodes. In KSP1 the program assumes that you carry out the burn and change your velocity instantly. Therefore, it's mathematically impossible to perfectly execute it but in most cases it's a sufficiently good approximation to start the burn a half duration before the node. If the duration is small compared with the orbital duration, it's not an issue. But escaping from LKO with a Xenon engine for instance would lead to a very different trajectory. In KSP2 it tries to factor in the duration of the burn as well as the velocity vector change to give a more accurate prediction. The most intuitive way to plan this therefore is to specify the START of the burn time. Perhaps this is important for future interstellar engines which might have crazy long burn times. OK so there's still issues - it's difficult to precisely execute a normal burn without numbers to go off, there are bugs in it, it doesn't factor in staging I suspect, and you can't specify a variable heading for your burn which is dead useful on big inclination changes for instance or long gravity well climbs. But I can see why the philosophy has changed and agree with it. Quote Link to comment Share on other sites More sharing options...
James M Posted July 11, 2023 Share Posted July 11, 2023 I'm trying KSP2 again after these last two hotfixes. Maybe I'll make it to and from the Mun in one piece for once >.> Quote Link to comment Share on other sites More sharing options...
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