KSP Team Intercept Games Posted January 27 KSP Team Share Posted January 27 Heya Kerbonauts, Welcome back to the K.E.R.B.! First up, BIG KSP2 NEWS! v0.2.1.0 arrives NEXT TUESDAY (1/30) with heat balance improvements, map UI updates, and many bug fixes! Hope you're excited for that! We think reentry heating definitely feels better and we're looking forward to hearing your thoughts! The table has been updated below on bug progress and some of these fixes are shipping with the patch next week. Don't have many updates past that! One quick note: you'll notice that "SAS does not hold orientation during time warp" is absent from this list. As we've done before, we've decided to remove this one from the K.E.R.B. list to keep things moving, since we don't have any plans to work on this in the short-term. We agree that using time warp and SAS together during long maneuvers is a valuable goal, but this requires additional design and engineering work which is significant enough that it won't be coming soon. We'll share details on progress in this area when there's news. See you next week! KSP Team Community's Current Top Issues: # Bug Status 1 No trajectory lines in map view Partial fix being tested 2 Stage activation requires a double-click / double-spacebar pressing Fix implemented and verified 3 Parts inside fairing heating up Fix being tested 4 Incorrect "landed" status while in orbit causes trajectory to disappear in Map View Reproducible 5 Rovers are hitting a physics glitch every 1000m from the Location of Rover Being Loaded into the Game with Disastrous Results Improved, investigating long-term solutions 6 "Experiment" button shows available experiments even though the experiments have been done before Fix implemented and verified 7 Upper atmospheres heat up and destroy parts far too quickly Fix implemented and verified 8 Timewarp limit is too restrictive on some non-atmospheric planets (Gilly, Bop, Minmus...) Reproducible 9 Illuminators (lights) do not function [Flicker/Blink for a second and turn off] Fix implemented and verified 10 Landing gear blocked when it is not [also happens with other deployable parts] Unable to reliably reproduce 11 Parachutes didn't deploy Partial fix being tested 12 Control Surface Oscillation in Atmosphere Reproducible 13 Broken DeltaV with multiple engines and/or with side tank attached [fuel tank placement order messes up dV calculations] Investigating 14 For the difficulty of the LIL CHONKER mission, 35 Science as a reward is too low Fix being tested 15 Resource Manager (RM) disallows re-placement of a resource in the Transfer list of the RM, creating duplicates in the parts list of the RM Investigating 16 Dr. Keri Kerman repeating the first textbox on the Minmus discoverable mission debrief Fix implemented and verified 17 A Kerbal on EVA Exerts a Force upon the Vessel Investigating 18 Orbit decay still happening [Landing legs or certain parts interacting can cause it] Fix implemented and verified 19 When Trying to Close a Fairing on a Part, it will Disappear Instead. Investigating 20 VAB camera offset whenever middle mouse clicking on part after panning Investigating Note: this report is not fully representative of the work our team is focused on. This is just to provide insight into our progress on the most concerning issues to our community. Additionally, the lack of a status update does not imply a lack of importance or general progress - we just do not have anything to share at this time. Quote Link to comment Share on other sites More sharing options...
Darrin H Posted January 27 Share Posted January 27 Hi everyone! Just wanted to add that I've got a brand new role on the team reporting directly to me! It's a QA Tools Engineer (SDET) role and encompasses the sort of work that was previously done by our software engineering team, that we're now moving into the QA organization. Come join us to make some cool new tools, automation & frameworks for KSP2! https://careers.take2games.com/job/5605197?gh_jid=5605197 And be sure to check out all of our other open roles across the team: https://www.interceptgames.com/#jobs Quote Link to comment Share on other sites More sharing options...
The Space Peacock Posted January 27 Share Posted January 27 Excited for next Tuesday! Have a great weekend, KSP2 team Quote Link to comment Share on other sites More sharing options...
Jaypeg Posted January 27 Share Posted January 27 Hell yeah Quote Link to comment Share on other sites More sharing options...
chefsbrian Posted January 27 Share Posted January 27 Late friday deployment, bold move. Decent looking patch otherwise, good stuff. Quote Link to comment Share on other sites More sharing options...
The Aziz Posted January 27 Share Posted January 27 grumbles something about docking Quote Link to comment Share on other sites More sharing options...
byaafacehead Posted January 27 Share Posted January 27 Nice to see several rows crossed off! Quote Link to comment Share on other sites More sharing options...
regex Posted January 27 Share Posted January 27 (edited) 5 Rovers are hitting a physics glitch every 1000m from the Location of Rover Being Loaded into the Game with Disastrous Results Improved, investigating long-term solutions "Improved"... I am NOT looking forward to the day when this is removed from the KERB due to "investigating long-term solutions". Edited January 27 by regex Quote Link to comment Share on other sites More sharing options...
Kerbart Posted January 27 Share Posted January 27 11 minutes ago, regex said: 5 Rovers are hitting a physics glitch every 1000m from the Location of Rover Being Loaded into the Game with Disastrous Results Improved, investigating long-term solutions "Improved"... I am NOT looking forward to the day when this is removed from the KERB due to "investigating long-term solutions". "Improved: rover glitches now only every 1652m" Quote Link to comment Share on other sites More sharing options...
mindseyemodels Posted January 27 Share Posted January 27 Are there going to be vfx improvements for reentry anytime soon? I hope the reentry vfx get improvements in the next few updates Quote Link to comment Share on other sites More sharing options...
The Space Peacock Posted January 27 Share Posted January 27 4 minutes ago, Kerbart said: "Improved: rover glitches now only every 1652m" Slowly but surely, we shall fight back the Beast! Quote Link to comment Share on other sites More sharing options...
Little 908 Posted January 27 Share Posted January 27 Thanks *insert name of mysterious person behind intercept games account*! Quote Link to comment Share on other sites More sharing options...
Jaypeg Posted January 27 Share Posted January 27 3 minutes ago, Little 908 said: Thanks *insert name of mysterious person behind intercept games account*! Dakota. Quote Link to comment Share on other sites More sharing options...
ChadDude Posted January 27 Share Posted January 27 (edited) Well done team glad to see the progress being made! Cant wait for future updates as we progress through the road map Edited January 27 by ChadDude my comment originally made no sense lol Quote Link to comment Share on other sites More sharing options...
KerbalsRus Posted January 27 Share Posted January 27 Feels like it has been a year since the last patch Quote Link to comment Share on other sites More sharing options...
dandoesstuff Posted January 27 Share Posted January 27 AWESOME Quote Link to comment Share on other sites More sharing options...
Alpha_star Posted January 27 Share Posted January 27 Good in general, though I am dissapointed seeing control surface issue *12 is still work-in-progress. Re-entry fixes are good because stuff in nowdays KSP2 just heat up too quickly: I have a blackbird which flies well in 0.1.5 but it would just explode at max speed after FS. Quote Link to comment Share on other sites More sharing options...
Snips Posted January 27 Share Posted January 27 Mh, and not a single word about commnet and occlusion. Quote Link to comment Share on other sites More sharing options...
QwertyHpp Posted January 27 Share Posted January 27 25 minutes ago, Snips said: Mh, and not a single word about commnet and occlusion. They've talked about this before (check the discord dev tracker) - iirc the plan rn, with all the other priorities, is to keep it as is until roughly 1.0 Quote Link to comment Share on other sites More sharing options...
Vortygont Posted January 27 Share Posted January 27 I'm really looking forward to new UI, I'm so tired of miss clicking in map view Quote Link to comment Share on other sites More sharing options...
Sade Posted January 27 Share Posted January 27 Can't wait for tuesday, that's at least 6 items crossed from the list! Quote Link to comment Share on other sites More sharing options...
NovaRaptorTV Posted January 27 Share Posted January 27 I'm hoping this bug will get fixed. Quote Link to comment Share on other sites More sharing options...
Snips Posted January 27 Share Posted January 27 3 hours ago, QwertyHpp said: They've talked about this before (check the discord dev tracker) - iirc the plan rn, with all the other priorities, is to keep it as is until roughly 1.0 So I read this posting by Nate, and there is just "...it's definitly a thing we want to revisit, but as always we're have to balance multiple prorities." No statement that it will be coming after 1.0. And just a short but clear statement was all I wish for. Here - not on discord. And for a game, that aims to be a physical space simulation, it's sad that something like commnet and occlusion is a "maybe". Quote Link to comment Share on other sites More sharing options...
NovaRaptorTV Posted January 27 Share Posted January 27 1 minute ago, NovaRaptorTV said: I'm hoping this bug will get fixed. Oops, didn't fully read the KERB. I just saw that bug getting mentioned. My bad everyone! Quote Link to comment Share on other sites More sharing options...
Sade Posted January 27 Share Posted January 27 51 minutes ago, Snips said: , it's sad that something like commnet and occlusion is a "maybe". It's not a maybe, they said the want this. The reason they gave for postponing is that they want to have some sort of visualization to with it to inform the gamer. It is this visualization that needs more time. That said, most KSP2 players today are pretty hardcore, so an option could be to just activate the occlusion and develop the visualization later. (Don't know if you are aware, but your comments read quite salty and grumpy, a bit infantile, I'm assuming that this is just my interpretation) Quote Link to comment Share on other sites More sharing options...
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