Kerbal Space Program 2 [Early Access]
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Silent_Lurker




Posts: 7515
Location: France
PostPosted: Tue, 19th Dec 2023 19:02    Post subject:
Trailer out :



Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
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$team, Orishit, Upay, PSN : Athlonic
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PostPosted: Wed, 29th May 2024 15:02    Post subject:
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dethy




Posts: 3127
Location: Conclave of Shadows
PostPosted: Wed, 29th May 2024 16:11    Post subject:
Well.... that's the end of this saga.

Fricken sad how badly this was mismanaged from start to finish.


My specs:
Ryzen 5950x @ boosting 5ghz, Gigabyte x570 Aorus Master, 128gb G.Skill Trident Neo pc3600 ram, nVidia RTX 5080, SoundBlasterX G6, Samsung 980 Pro m.2 1TB and Hynix m.2 1TB storage SSD. Custom watercooling loop.

Derpsole: Nintendo Switch, Derpstation 5 Pro
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Silent_Lurker




Posts: 7515
Location: France
PostPosted: Thu, 30th May 2024 07:58    Post subject:
This.

Biggest issue, no official mod support from the start and no actual career mode. Mad
So lack of content and sandbox mode that don't give interest nor progression reward feeling.

It is like they went, "hey let's made a new KSP with better Gfx it will sell by millions easily ! Wooh"

KSP 2 made me stop working on Chatterer mod and play KSP 1, well ... Back to the root I guess.

Neutral


Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
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sip74




Posts: 690

PostPosted: Thu, 30th May 2024 10:12    Post subject:
What a shitshow.

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Silent_Lurker




Posts: 7515
Location: France
PostPosted: Tue, 11th Jun 2024 21:47    Post subject:
KSP2 Release Notes - Update v0.2.2.0

Quote:
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 & 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


Could be the "final" update, if no new dev team pick this project up Sad

Edit :
Quote:
***Removed the Private Division Launcher

This was one of the best move so far Laughing


Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
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