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KSP2 Release Notes - Update v0.2.2.0


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KSP2 Update v0.2.2.0 Release Notes

Bug Fixes 

Construction

  • Fixed: Moving stages around in the extended staging stack is difficult
  • Fixed: Duplicated wheels, wings, and decouplers connected to physicsless parts will occasionally fall off or cause the craft to disassemble when launching the vessel
  • Fixed: Loading a craft file with parts surface-attached to other surface attached parts causes parts to show on the floor of the vehicle assembly building
  • Fixed: Duplicating a stack in the VAB that includes a decoupler and an engine causes errors when launching the vessel

Flight & Map

  • Updated parachute safety and destruction algorithms so that parachutes will not deploy in situations where they will immediately break
  • Adjusted parachute default deploy pressures from 0.01 to 0.04 atm so they will deploy after reentry regimes
  • Revised parachute drag numbers to provide a more consistent experience 
  • Fixed: Parachutes that are staged via the staging stack do not appear as staged in the Part Manager
  • Maneuvers can now be created in the map even if a vessel shows 0 delta-V available
  • Fixed: Using the Surface Teleport cheat to move a craft with landing legs extended can cause orbit lines to disappear
  • Fixed: If a vessel is decoupled on the ground, launching will cause a permanent 'Landed' state, causing orbit lines to not be drawn
  • Fixed: Fairings contacting their base plate after being jettisoned causes a permanant 'Landed' state, causing orbit lines to not be drawn
  • Fixed: Using the Teleport to Rendezvous cheat from ground to orbit will cause a permanent 'Landed' state, causing orbit lines to not be drawn
  • Fixed: Craft with landing legs, wheels or landing gear regularly clip into the terrain after timewarping
  • Fixed: Fairings disable parachutes placed inside or near them, even after fairings are ejected
  • Fixed: Fairings and cargo bays sometimes do not detect encapsulated parts correctly
  • Fixed: If a vessel is recovered during the smoke sequence, the next vessel sent to the launchpad will auto-launch

FX and Audio

  • Fixed: Smoke sequence VFX and SFX are missing after reverting to launch

Menus and Settings

  • Updated game credits
  • Removed the Private Division Launcher

Missions and Tutorials

  • Revised Launch A Rocket and Out of Atmosphere missions to require players to land or splash their vessels for successful completion
  • Fixed: The tutorial vessel overheats during the Atmospheric Reentry tutorial

Saving and Loading

  • Added aditional autosave points during Flight gameplay

UI/UX

  • Added a dedicated Recover Vessel button in the flight HUD
  • Added notifications for when a player attempts blocked actions during timewarp or paused states
  • Added UI signpost when timewarping
  • Added notifications for when a parachute breaks in flight
  • Reduced the duration of the pre-launch countdown sequence

SUBMITTING BUG REPORTS AND FEEDBACK

If you'd like to provide feedback about this build,

Suggest a Change on the Forums

Bug reports should be shared to:

KSP Forums Bug Reports

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THIS IS NOT A DRILL

Quote

Removed the Private Division launcher

i don't know how to feel about this. we've won, but at what cost?

Edited by pk9sp
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Seriously, Steam? Now?

image.png?ex=6669cc4d&is=66687acd&hm=c9b

 

Edit: now it briefly said "content configuration unavailable". Did somebody jump the gun and they pulled the update?

Edited by ShadowZone
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removal of the launcher, editing the credits, and patching a lot of stuff really does indicate this is the final update. Rest in Pieces KSP2, you didn't need to exist but you did anyway

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If anyone stumbles across any new (major) bugs in this patch and would still like to report them, the community bug hunter team will still be managing the bug report forums for what its worth

 

Edited by The Space Peacock
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Same vibes as cleaning up the apartment before ending it all. Props to the team for still plugging away on it instead of searching for work on company time while the cheques still clear. I can't say I'd do the same, especially after being done so dirty.

I kinda hope they push out a messy final update that just has all the stuff they've worked on in it, regardless of how complete or integrated. Maybe in a beta channel. It was obvious from the beginning that there was a lot of half-done stuff that just didn't make it into the public releases and it'd be a shame for all that work to be lost forever.

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Just now, The Space Peacock said:

If anyone stumbles across any new (major) bugs in this patch and would still like to report them, the bug hunter team will still be managing the bug report forums.

And I'll take a wild guess you're not allowed to say how or when that feedback and those reports will get reflected in future changes to the game... right?

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