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What Kerbal Space Program 2 HAS TO Avoid 

ShadowZone
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Playing a big mission in the original Kerbal Space Program opened my eyes again to a lot of issues the game has. Here's what I mean.
🠴Videos mentioned🠶
Invictus - The Final Mission: • INVICTUS PART 1: The U...
Why Last Mission in KSP: • One Final Mission Befo...
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0:00 What I learned
1:15 Why this is actually good
1:59 The wheel situation
3:29 Why many players just quit
5:35 The thing that almost made me give up
7:27 KSP2 needs to do better
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8 авг 2024

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Комментарии : 450   
@Forcemaster2000
@Forcemaster2000 Год назад
The biggest thing KSP 2 has to do for me is to have a purpose in its missions! In KSP there are so many cool things that you can create ( i.e. Space stations, fuel depots, bases ) but in the end, none of them really have a purpose, they're just pretty things to look at.
@clayel1
@clayel1 Год назад
yes fr, you’ll need a colony in order to build the largest engines/ships
@EzioD86
@EzioD86 Год назад
wdym, space station are useful for science, fuel depot for long mission and/or refuel, bases for sciences, sat for unmanned mission, plane for atmospheric exploration/science etc .. Nearly everything is useful except i would say boat and static building (like building a house .-.)
@joyu2105
@joyu2105 Год назад
@@EzioD86 The boat... might not be really useful, but a static building can be quite useful as a refuel station via ore mining
@evanm6739
@evanm6739 Год назад
Wait what I’m so confused what do you mean they don’t have purpose in it’s missions? Are you reading the mission descriptions???
@evanm6739
@evanm6739 Год назад
No, you are just uncreative. There are literally an infinite amount of missions and things to do in KSP.
@sonicsupersam7793
@sonicsupersam7793 Год назад
After hundreds of hours of ksp i finally made my first landing on another body (the mun) and started a science mode. This whole time ive just been launching satellites and crashing into kerbol. ksp is a great game and the sandbox mode can keep you captured for hundreds of hours without leaving kerbin’s sphere of influence. i’ve spent 20 hours refining crafts to perfection before now.
@GodzillaJawz
@GodzillaJawz Год назад
I have like 300 h around and I’ve landed on Duna in Career
@sonicsupersam7793
@sonicsupersam7793 Год назад
@@GodzillaJawz i have a career mode save, but i havent played it really. i much prefer science mode. If career mode had better contracts i’d probably play it more, but none of them were very interesting.
@printedprops8730
@printedprops8730 Год назад
Wait Kerbin or Kerbol?
@mioszmajkowski6504
@mioszmajkowski6504 Год назад
@@printedprops8730 Kerbol is sun, and kerbin is main planet that you start on.
@ravenna6543
@ravenna6543 Год назад
~ 200 hours for me and I've got a Mun landing, and a Duna landing. Never anything significant either and both were one way trips. I just couldn't figure out how to get there with enough fuel after the landing to take off, much less to return home.
@sebastiaomendonca1477
@sebastiaomendonca1477 Год назад
For me, above anything else, the one reason i haven't left Kerbin's system much is the lack of incentive to do so. There's currently not much to see, you land on a planet and thats it, you've just seen all there is to experience on it.
@Meatloaf_TV
@Meatloaf_TV Год назад
same here its sad i have gone to everywhere once and then left forever
@lasimies4142
@lasimies4142 Год назад
i suggest you get a graphics mod. It really makes planets like eve and laythe worth visiting. the view of jool from laythe is amazing
@DavidUtau
@DavidUtau Год назад
@@lasimies4142 yeah. But it won't change the fact that it gets boring af, which is the point. Soooo...
@lasimies4142
@lasimies4142 Год назад
@@DavidUtau challenge yourself and try to do stuff dont just land and call it a day. make huge colonies with planes and big rovers. designing big stuff and having everything work is satisfying af
@MizterMoonshine
@MizterMoonshine Год назад
Same here. Once you learn the hohmann transfer and get to the moon, you've beat the game. Anything beyond that is just the same thing again but on a bigger scale.
@azzzertyy
@azzzertyy Год назад
I've encountered the docking port bug, you're bang on the money with your explanation of how you think it works. It happens when a craft changes its data mid-flight, typically after the docking port has been used before.
@simonmacmullen9102
@simonmacmullen9102 Год назад
I've seen it too. Can confirm that you can fix it with a text editor. Hint: set the docking acquire force to something unique so you can be sure you're looking at the right docking port. For me it wasn't associated with anything getting damaged, it just happened.
@TheRealJupitz
@TheRealJupitz Год назад
I dunno is it the same bug but I was able to work around it by making it primary docking port.
@Davespenathome
@Davespenathome Год назад
I'm suffering this trauma at the moment, I've tried everything but the coding. Its ruining a multi planet plan 2/3 of the way through
@wujternolek
@wujternolek Год назад
I can’t wait for the game! KSP2 will have modular parts, so it will be easier to make good plane replicas.
@Skittleshunter64
@Skittleshunter64 Год назад
Ive been building Stock + BDarmory Planes with over 100parts cant wait to lower the part count with produceral parts
@clayel1
@clayel1 Год назад
@@Skittleshunter64 my current mission has 905 (modded) parts and runs at 2 frames per second ahhh
@Mushele
@Mushele Год назад
The thing that actually made me almost quit is the sliding you mentioned, even on the perfectly flat surface, brakes on, landing gear, no landing gear, the new ground ancor, nothing fixes it. The vehicles just wont stick to the ground when I want them to
@n.o6889
@n.o6889 Год назад
I had a project to make a small colony on the mun, this problem made me quit this idea when I realised the buggyness of trying to keep something in place and leveled, it's so frustrating
@josephschaefer9163
@josephschaefer9163 Год назад
Use hydraulic cylinders to stop sliding
@Mushele
@Mushele Год назад
@@josephschaefer9163 13 days left to ksp2 mate, will try it there :DDDD
@alexsiemers7898
@alexsiemers7898 Год назад
One of the shorts released by the KSP channel shows a top-heavy lander on Vall, _and it doesn’t slide after landing_ So at least we can expect that to be addressed
@devikwolf
@devikwolf Год назад
The disappearing encounter has been one of the most frustrating and persistent issues for me. I've been playing since 0.19 (or earlier) and for over 10,000 hours, and that disappearing encounter STILL manages to ruin missions for me regularly. The sliding landing gear is also especially egregious.
@V8chump
@V8chump Год назад
Yea it’s SO fucking annoying! I thought I just sucked
@squidwardfromua
@squidwardfromua Год назад
Wow, 10 000 hours. 12 years are like 100 000 hours, so you played 2+ hours each day for 12 years on average. Imagine what could have been done if you spent this time for learning some important for you stuff... I spent almost 500 hours and I grieve about the time.
@josephhoward4697
@josephhoward4697 Год назад
@@squidwardfromua People can’t have fun anymore?
@devikwolf
@devikwolf Год назад
@@squidwardfromua those are hours I wouldn't have been playing Kerbal Space Program
@squidwardfromua
@squidwardfromua Год назад
@@josephhoward4697 Where did I say this? Where did I recommend smth to this man or say smth bad to him? I wrote this comment without any bad thought, the reason I've written it is in the last sentence. I enjoyed the game, it's my favorite actually, but time is lost forever.
@cmilkau
@cmilkau Год назад
Expectations for KSP2 are so high, I were a developer I'd be terrified
@Bjawu
@Bjawu Год назад
Word is they're building an actual rocket to get some distance between them and rabid fans.
@attilavs2
@attilavs2 Год назад
*was
@andyluce7871
@andyluce7871 Год назад
itll exceed it still
@WebHead948
@WebHead948 Год назад
For some of the issues you mentioned what is really needed are more tools in the exploration planning stage of a mission. Going out blindly looking for encounters is no good, and players shouldn't have to go outside of the game to see when the transfer windows are (shout out to Alex Moon's transfer window calculator). Just like Kerbal Alarm Clock was implemented in KSP1, a transfer window calculator should be available in KSP2. I'm not sure what your suggestion was getting at for small changes to encounters with small changes in burn time, but that is just an orbital mechanics thing, and if they try to nerf that then it will break all of the physics in the game. That's why players need to pack small RCS thrusters to make fine tuned adjustments to their trajectory. My biggest fear for KSP2 is that they mess with the orbital mechanics to make it "easier". One of the most fun things I have done in KSP is work out the equations of motion myself on paper and then seen it in action in game. It's such a satisfying experience to see the work go from paper to the game.
@interbard
@interbard Год назад
The stock KSP1 alarm clock is complete shit. It only really works if you're at a perfectly circular and equatorial LKO, and if you try to use it anywhere else (e.g Duna-Kerbin return window) it gives you false info on when the window is.
@mortisCZ
@mortisCZ Год назад
They don't need to make it easier just provide better tools to work with and around orbital mechanics. Help us not swing around blindly. And the level of detail for complex multi phase travel can be locked behind game progression. A bit like Mechjeb works in Rss/Ro but maybe better balanced.
@Scrogan
@Scrogan Год назад
Doing your own Kepler equations? Sounds fun, I guess there should be an option to disable that stuff being done automatically.
@Bjawu
@Bjawu Год назад
The issue isn't that small changes to encounters can have huge effects, that's perfectly normal. The issue is that 1/ the UI doesn't make it easy at all to fine-tune these keyhole moments, it doesn't let you test very minute changes ; and 2/, when your finely crafted trajectory is finally right, timewarp can break it for no apparent reason. I agree that simplifying orbital mechanics themselves would destroy the game, but a smarter UI and better timewarp physics would be a literal gamechanger.
@RobFeldkamp
@RobFeldkamp Год назад
THANK YOU! You raise very important points. You raise them well. You raise them respectfully. And with a big audience. And your timing is spot on. Hopefully many players will have this in the middle of their mind when they start out in KSP 2. Especially the points you made about skiing on the surface, the value of time and not being confident you can safely load a complex game. That made me almost give up a LOT. And has permanently left me with a slight sense of dread in the back of my mind when playing. That with the loading times makes KSP always feel like a commitment rather than quick fun.
@0xC47P1C3
@0xC47P1C3 Год назад
I really hope they fix the friction on the surface of planets and moons
@Warriorking.1963
@Warriorking.1963 Год назад
It wan't much I wanted... I could actually live with Kraken attacks, vessels sliding on the surfaces of planets and moons... but something that really got my blood pressure up, was the light landing struts bouncing high above the ground, when you jumped to a vessel landed on another body. It had been a problem from day one, and they never even attempted to address it. It's got to the stage now, that I won't even consider buying KSP2, until I see and hear from others who do, if such an issue is still present in the new game.
@whoshotdk
@whoshotdk Год назад
This is my biggest bugbear too!
@kimchristensen2175
@kimchristensen2175 Год назад
I managed to save a few jumping vessels by quickly engaging SAS/RCS or hitting W/A/S/D, but the worst was when you were landing another vessel near your base and seeing it explode as it came into view. The annoying thing is that the Devs kept adding new content, which created new bugs, without ever fixing these majorly irritating ones.
@U_Geek
@U_Geek Год назад
Now that I hear it said by someone else it does feel weird to create 8 different quicksaves to do a single minmus mission. But when the game doesn't function properly I can't help but make a 9th one too.
@Omegasutoraiki
@Omegasutoraiki Год назад
The only reason I haven't gone to planet/moon beyond the Mun and Minmus is because I never felt I had prepared enough before leaving. I have made some probes and stuff that went beyond but never to another planet. I plan to go to every single planet and moon in KSP2. Also I always enjoyed playing the game with requires coms, part pressure, G-Force, reentry cutting coms, and other settings to make it harder which I find a lot of fun in. I was going to try and send missions to Duna at one point but I never got around to sending a relay there so I could keep communication with my missions.
@attilavs2
@attilavs2 Год назад
Kerbalism ?
@traiantrante4211
@traiantrante4211 Год назад
There is a tool that i use to this day to help with the undocking bug: KML_Windows_v0.9.2 .It's save file editor and it has a right click function to repair the stuck docking ports. You load your quicksave in KML, you find the vessel, you right click on the vessel and click on repair docking connection ( or smth like this) . I'ts easy and it works.
@Rotaletro
@Rotaletro Год назад
Good to know about the right click option in KML. I also used it to fix this issue but did it by hand. As I remember it did have warning but I do not think it had the option to fix it in the right click menu, but I think I used earlier version of KLM, so maybe that was not implemented in that version yet.
@Brixxter
@Brixxter Год назад
Bugs have definitely ruined my motivation for the first game. Last year I decided to get back into it after a long hiatus. I spent hours assembling a big mothership in LKO designed to travel around the kerbolar system and deploy landers. It was big but by no means crazy. When I was ready to start the actual mission and send the ship on its way, the whole UI just broke. Selecting parts on the ship would only open the top bar and not the actual part window. Tried rebooting, reloading, everything. Loading and launching other crafts on that save worked just fine but whenever I load this particular ship the UI just dies completely. I haven't played KSP since then, played Juno instead. Still hurts to think about.
@asparagusstaging430
@asparagusstaging430 Год назад
Just out of curiosity, did you have mod parts on this ship?
@Brixxter
@Brixxter Год назад
@@asparagusstaging430 no
@stevenlaczko8688
@stevenlaczko8688 Год назад
:(
@Emu0181
@Emu0181 Год назад
Yeah, really hoping that they fix ground/vessel interactions and wheels in general. I can't tell you how many times I killed Bob driving around in a science rover. Also the bugs with docking a wheeled vessel to a larger vessel (as you commented about in your Invictus video) as this makes the contracts involving expanding a ground base nearly impossible
@N9GamingOfficial
@N9GamingOfficial Год назад
Yeah I've had my fair share of bugs like that. Worst of which being one that breaks the ESC menu and scene changing - unable to save, look at the map, go to the space center/tracking station/ main menu - it's a nightmare when it happens haha
@scottjorgensen5233
@scottjorgensen5233 Год назад
For the interplanetary mission, mechjeb was efficient with the advanced inteplanetary trajectory mode
@4077Disc
@4077Disc Год назад
if you stage advance (hit space bar) and engage a docking port on a vehicle that is docked to another vehicle, it breaks the staged docking port. manually changing the save file does fix it, but there are utilities for fixing KSP save files out there. They are great and very useful for more issues than just this one.
@Br3ttM
@Br3ttM Год назад
I mainly want large stations that the kraken won't rip to pieces. My attempts to build a ring station always resulted in it looking like a wriggling worm at 5x speed.
@chrisbolland5634
@chrisbolland5634 Год назад
The docking port issue literally just happened to me doing an apollo style landing on a 6.4x scale mun mission. In low Mun orbit, I couldn't undock the lander from the capsule, so I had to just fire the jettison docking port and shroud and return to kerbin without landing. If I hadn't built in that feature I'd have been stuck.
@Rotaletro
@Rotaletro Год назад
In my opinion the biggest problems with KSP (besides the usual ones like ability to handle large number of parts and atrocious game/scene loading times) is lack of navigation automation in stock game. Once you have done circulation or transfer to target like 10 to 20 times it gets really tedious. If I didn't know about mods, especially MechJeb, I would have stopped playing KSP after few weeks. Most functionality of MechJeb should have been in the stock game from at least version 1.0.
@Opusss
@Opusss Год назад
The brake situation can be resolved by clicking the brake icon rather than using the "B" key.
@Eliktro
@Eliktro Год назад
the furthest I was in ksp was pol (smallest jool moon) and it was bc I realised i had enough fuel to land and go to orbit, but i havent even reached eve's surface
@NeoMorphUK
@NeoMorphUK Год назад
I hope we get a MechJeb for KSP2. I like building rockets that are almost totally automated… and yeah it’s harder than you think.
@DanStaal
@DanStaal Год назад
Part of why I have (almost - I landed on a planet outside of Kerbal's SOI exactly once) not gone beyond Kerbal's SOI is actually the Kraken issues that you talk about: I'm thinking of my playthroughs more as coherent space programs and not just individual missions. I want to be able to land on a planet, explore, set up for the next mission, and come back. That (especially with life support...) takes a large ship - and getting that large ship to actually *work* long enough to leave the SOI is often as big an issue as anything else. Also, since it's more of a space program, I often have several missions going on at once - which limits the usefulness of timewarp for extended periods, and makes waiting for a transfer window more of an issue. I sometimes note that while my early exploration goes fairly fast, later on even with timewarp my overall progress in the game can actually be slower than real time.
@matsbacklund6471
@matsbacklund6471 Год назад
I think docking ports have (or had) 2 construction nodes. So when you build your craft and add a docking port you could connect it to the broken node behind the working one. It may also be connected to the node on the part the connector is supposed to be connected to. Both have happened to me.
@A_piece_of_broccoli
@A_piece_of_broccoli Год назад
the friction of wheels and landing gear is multiplied by the force of the suspension it uses. harder suspension = greater force to the ground = more friction so using the advanced suspension settings, coupled with the traction control system and friction controls, you can actually make the vehicles drive amazing. always remember though, stronger suspension in the front means more turning power, and doing so allows for better cornering and control but can also cause instability. you literally have to tune your cars lmao
@timpeters7852
@timpeters7852 Год назад
In okay with manual maneuvers in the kerbing system but as soon as I progress outwards to other planets I want a single button I can press for an automated transfer node. A natural progression from fully manual maneuvers to fully automated once would be the dream since I'm mostly just really looking forward to colonizing everything everywhere.
@Khether0001
@Khether0001 Год назад
Suspension of belief is necessary to some point. I wish things didn't wobble once you attached them and that mechanical hinges and pistons were just strong enough to do whatever.
@kapytanhook
@kapytanhook Год назад
Yeah, in space it should just be rigid or able to be made rigid. You already make it so you can only attach stuff on a single point. Struts only go so far. I want big ships that can be rigid and not break My pc and let me timewarp burning ion drives ffs. They have no thrust, I dont want to wait 50 mins to get to eloo
@MrTomyCJ
@MrTomyCJ Год назад
With KSP 2 I always have Joseph Anderson's Subnautica review on the back of my mind. About how pre-releases can be an advantage but also a problem and a stain.
@madmanmortonyt4890
@madmanmortonyt4890 Год назад
While I'm not a fan of pre-releases, I think KSP2 is one of the exceptions. The community surrounding this game is very dedicated and intelligent. If anyone is gonna find bugs, it's gonna be them. Also I think it's a good way to temper expectations, rather than releasing the "full" version with game-breaking bugs still in there.
@superkii
@superkii Год назад
I feel like it would be cool so if you time warp, nearby players get a notification in which you can choose if you want to go with them or stay. And for the other players, it should run as if on their screen
@MeMrMellow
@MeMrMellow Год назад
I gave up on trying to go to Jool and further planets because of the time warp and how long just the burn takes. I know I could’ve installed mods to make it better but I’m not into modding and I don’t like having to install extra stuff to fix something that the game itself should’ve fixed. I’m soooooo excited for KSP 2!!!!
@lunaticbz3594
@lunaticbz3594 Год назад
I was going to say Jool isn't bad at all, but then again I've only ever gone there in science or sandbox mode. If I was trying to get there with fuel efficient engines... yeah I haven't done that.
@maxxiong
@maxxiong Год назад
@@kcOO69360 It doesn't take 30 minutes unless you are swinging way out and encounter Jool on the way back.
@kapytanhook
@kapytanhook Год назад
It really does, ion engines or even the nuclear one on a decent aize ship. 30 minute burns are not strange, in the video he had a 45 minute burn. Even with the x3 unstable as shit Physics warp it will take 15 minutes of real time. Just to do the burn. And then 10 minutes of max warp speed to get there. Not to mention the longg insertion burn. It takes hours and hours to do a few steps on a big jool mission with a good ISP. It's crazy. I really hope they fix the warp speeds while burning.
@chiefrobertz42069
@chiefrobertz42069 Год назад
I loved hunting down the easter eggs in career, Hope we got as many cool ones when 2 gets here!
@user-ep7nb7se2p
@user-ep7nb7se2p Год назад
For me, the most annoying part of inter-planetary transfer is the time window. For a very long time, the game does not have any tools to plan for the interplanetary transfer window and I have to use mods. Since transfer out of the window is almost impossible, I really hope the base game should at least include a transfer alarm
@awilliams1701
@awilliams1701 Год назад
I've actually edited my saved game before. It wasn't that exact issue, but it was very similar. It was something involving docking. I just had to modify that value and it worked.
@bjoern_eberhardt
@bjoern_eberhardt Год назад
If undocking doesn't work, use the other docking port to undock (they usually come in pairs, hence, docking!) No need to reload savegames etc.
@alexofbree5278
@alexofbree5278 Год назад
KSP1 already significantly improved wheels in an update not that long ago. I can only imagine how KSP2 will improve on wheels, seeing as there will be a significant focus on rovers
@kasuha
@kasuha Год назад
4:34 Those bugs with encounter indicators and SOI crossing detection were my pet peeve. I had them studied to detail, I had numerous bug reports on them providing example saves, even some videos to demonstrate, explaining when they happen, why they happen, even some pretty well supported guesses what is the problem but they were never fixed while I was still playing the game and it's really sad to see they still are in the game. Yes, I really hope KSP2 will be better in this regard. Similar thing with docking ports. That bug appeared later, I believe even after 1.0 was released. Reported number of reproduction scenarios but that's all I remember, it was too long ago. What infuriated me the most on my bug reports was that sometimes they were just dismissed with responses like "needs confirmation" or "needs more information" and when I downloaded files I appended to them and followed steps I posted to reproduce they still worked in most recent release and demonstrated these bugs just fine. Eventually I got tired of that and quit. I didn't play KSP for several years now and while I definitely plan to buy KSP2 I am not sure how much time will I be able to dedicate to it. Time flows and things have changed.
@badethics7542
@badethics7542 Год назад
This is part of the reason why I like using Mechjeb2, the automation saves a lot of time when something goes wrong and you have to reload a save, though a lot of the times I have no qualms with cheating my craft back to its position/orbit when applicable
@Celticway1
@Celticway1 Год назад
For me, the reason I haven’t gone Interplanerary is just how much of a hassle it is to make launch vehicles. I think this will be solved with colonies and biulding in space thogh
@gefulltetaubenbrust2788
@gefulltetaubenbrust2788 Год назад
This orbital mechanics thing is the most egregious part to me. I picked up on the game after a long break a while ago. I built an SSTO that after some optimizing had pretty ridiculous dV. I actually made it to Laythe and took off again. Planned an intricate gravity assist to get back out of the Jool system aaaaaand the encounter disappeared mid flight. Tried new trajectories, same exact thing. I was effectively soft locked around Jool, but not because I messed up with my build or maneuvers but just because the patched conic calculations are buggy. It really sucks if something so integral to the gameplay feels so unfair.
@Vessekx
@Vessekx Год назад
Nitpick: They didn’t promise to kill the Kraken. They said it was a *goal*.
@BanjoGate
@BanjoGate Год назад
The worst thing about this is needing to wait longer to see the outer planets! I only visited a few of them once, with some kind of cheaty/op/janky engines from the interstellar mod. Skelton was a neat planet, until I realized the geometry of the planet didn't match in map mode, resulting in me flying into the giant mountain while on orbit... And there were another two planets that I remember (don't think they were OPM), Ablate which was REALLY close to the sun and Inaccessable, which... orbited faster than escape velocity of the planet. Those two were fun. Can't wait for part 2
@thecrazyinsanity
@thecrazyinsanity Год назад
think that was planet factory maybe?
@robo336
@robo336 Год назад
In my latest playthrough, I was experimenting with building a SSTO space-plane, when some of the parts were suddenly not available anymore. It turns out the game had reverted to an earlier save during one of my return to hangar clicks, where I had not unlocked those parts yet. Hoping KSP2 will have dealt with many of those bugs.
@SpaceManMike1234
@SpaceManMike1234 Год назад
In regards to that docking port issue, there is a mod called "Dock Rotate" that has helped me to avoid the issue for the most part thanks to the fact that it adds in some extra state checking for the docking ports. Someone could probably take that state check itself and make it its own mod, but it has certainly been quite useful for avoiding that dreaded docking port problem in my experience!
@JokubasVas
@JokubasVas Год назад
I have flown to many planets in the kerbol system (not all of them) in my two years of playing, but recently I have found myself spending a lot of time building refining kerbin missles, planes and sometimes I don't even fly to space for long periods. It doesn't mean I can't do that/ it is difficult, it's just that there is much more for me to do on kerbin than any other celestial body
@Etheoma
@Etheoma Год назад
bugs on docked vessels made me give up, quite a few times. It's when you have lots of docked vessels on something like a space constructed ship, in the end I would just hyperedit the whole assembly up after it bugged out because I had already done the work so, seems fair play to me.
@mirzaaljic
@mirzaaljic Год назад
6:50 You described something that seems realistic to me. Part gets damaged and malfunctions. May be unintentional and accidental, but that's how accidents happen IRL.
@Sharpthingy
@Sharpthingy Год назад
I’ve had the exact docking port issue, from searching online I found that staging docked ports (that didn’t start docked, AKA orbital assembly) will mess up the config. Just edited the save game and fixed it
@lisopilka
@lisopilka Год назад
What a pity that this beautiful game cannot be bought in my country. Get to piracy.
@sonicsupersam7793
@sonicsupersam7793 Год назад
get a vpn! indie devs need all the money they can get.
@lisopilka
@lisopilka Год назад
@@sonicsupersam7793 You can't get a bank card through vpn. Especially if you have to live in Russia. Even if this is done, there will be a speculative margin of 20%+ And these are not indie developers, they are owned by Take-Two Corporation.
@Marksterx2
@Marksterx2 Год назад
@@lisopilka hopefully this current world event gets solved so normal citizens can live their lives freely
@mrmoore2050
@mrmoore2050 Год назад
8:12 Oh my, its almost here (kinda). That was an awesome ending.
@sambal777
@sambal777 Год назад
Not sure since its been a while since i played but the brakes beeing inverted might be because you double tapped B to permanently lock brakes unless holding B.
@LuizMoratelli
@LuizMoratelli Год назад
Did you plan to release a new video analyzing the gameplay released yesterday?
@mrmaverick007
@mrmaverick007 Год назад
Somewhat experienced unity dev here, i don't know for sure how ksp's parts work however from what I know it's possible you are correct because they more than likely stored each part parented to the root part so when one is deleted it goes through the whole object family to find it, it's possible it somehow reset it
@exalosm
@exalosm Год назад
This is so funny to listen to at the end of May 2023, when it became clear to everyone that KSP2 is a complete scam
@BuranStrannik
@BuranStrannik Год назад
Regarding wheels. They actually do work very well, automatic tweakables don't. Seems like that automation was coded to fit a typical gamer. By default it tries to leave you that arcadey full torque and hard turns to try and play racing games in space, but compensate for physics being a thing mainly with low friction to prevent you from flipping over on any sharp move. That results in almost zero friction in most cases (even on Kerbin it's too low!) and slidey wheels. Set them up manually. Higher friction, lower torque and be careful with steering when riding at ludicrous speed, as you would driving a car (30 m/s is highway speed if someone doesn't realise, ya know what happens if you yank the steering hard at highway?)) and keep in mind that lower gravity means lower dangerous speed. There's a reason why Mars rovers crawl like snails and it isn't cowardice. Also disable the SAS/reaction wheels until they're necessary, or have them weak enough to not defy local gravity. They'll try to tilt your rovers at every slope change, raising wheels from the ground on one side and compressing suspension on another, and thus messing with your control.
@adamhorn8414
@adamhorn8414 Год назад
Orbit drifting makes sense if you look at it realistically, mid course correction burns can increase accuracy and greatly decrease delta v wasted matching inclinations when you can do it for pennies "years" earlier
@insanebannanastyle
@insanebannanastyle Год назад
2:20 I had an ad about motor oil right after he said that 😅
@AstroHopefulBenjaminGottsch
Your first video from ksp 2 should be a remake of invictus in ksp 2. Allowing you to show off the new planets surfaces, new parts, and test everything out in the most extreme situations.
@k0lpA
@k0lpA Год назад
nah that's starter with end game stuff
@bodan1196
@bodan1196 Год назад
I also have encountered this issue with docking ports, and I suspect it has to do with using the "change root part" in the VAB. I can't say that I have investigated this, but as the craft file should logically be "re-written" when the root is changed, and that I can't recall having the issue on any other crafts built without using the re-root tool...
@the_steamtrain1642
@the_steamtrain1642 Год назад
As someone with 470 hours and who hasn't gone further than Eve and Duna it's simply the fact that unless you are a huge rocket nerd the gameplay loop quickly becomes repetitive, sure I can go to Jool but it's just the same as going to Duna just with a different rocket
@Charon-5582
@Charon-5582 Год назад
A problem I had for the longest time was with landed ships clipping a meter into the surface when loaded into physics causing them to explode. Luckily it is fixed now.
@treetalk_
@treetalk_ Год назад
I think KSP has general issues with friction, or the lack thereof, I've tried making walking robots several times, using the Grip pads, they slide around just as much as other parts (and also hardly connect to the leg structure, but that might just be kraken? dunno) I've not really gone outside of the kerbin body group (Kerbin, Mun and Minmus) outside of Duna because trying to figure out launch windows is beyond me, some kind of infographic to give relative positions in-game would help, and having the ability to create ships off-kerbin (which will be a feature added to ksp2 at some point) will make it much more interesting going to different bodies. I'm really hopeful that crafts are more.. rigid and it's more friendly going inter-planetary.
@youtubian2500
@youtubian2500 Год назад
As to the last point about rigid parts, idk if you're aware that you can individually control part rigidity of your crafts if you enable it in the settings. Maybe you meant something else, just wanted to point that out ✌️
@Krisdafour
@Krisdafour Год назад
Anyone have the issue where you get a duna encounter, make an inclination node half way through the interplanetary flight. Warp to node and then you end up back in high kerbin orbit?!
@johantaube3022
@johantaube3022 Год назад
For me, there has always been a problem with the lack of feeling progress and variability when playing for a while. First touchdown on a new planet is always cool, but there's never much incentive or excitement to do a second landing on the same body. I think that the promised base-building can help a lot here. I'm just a bit worried about the incentive to build further out. If there's no reward for it, why build a base on Tylo when you can build a bigger one in less time on Minmus? Maybe some rare raw resource needed for interstellar travel only found on harder-to-get-to bodies? Hope they have some nice idea about it at least
@franciscomagalhaes7457
@franciscomagalhaes7457 Год назад
Remember how Squad didn't want to give delta v details about the vehicle and the requirements to visit other celestial bodies because "something something it makes the game seem more complicated" or something along those lines? Yeah I hope this philosophy is finally done for. I freaking hate having to install mods and googling delta v requirements for different missions.
@eekee6034
@eekee6034 Год назад
Planet design, especially 1/10-scale planetary diameters combined with real-world heights for mountains and hills are a big part of the problem with landing gear. I'm sure it's a big part of the reason there's no flat land. With this 10:1 difference between horizontal and vertical scales, even the most minor uplifts will create slopes 10 times steeper than in the real universe.
@Khether0001
@Khether0001 Год назад
You need to do *one call to memory for each component* that is part of a craft, which hinders performance quite a lot If you could "bake"/"combine"/"collapse" (etc.) all the components that are not movable parts of the ship into a single mesh, it would not be able to necessarily damage components individually. Still, I would give that up in a heartbeat if it meant the system has to deal with one single (STABLE AND FAST) call to memory. I'm a CGI artist by profession and combining separated meshes into a single one made entire cities load 100 times faster (and some ties at all) for some cinematic shots, we used to do that all the time for videos and movies
@MicrogravityMischief
@MicrogravityMischief Год назад
brakes: it would be nice to be able to put the rovers in park! i solved the sliding landing gear problem by using the grip pads and custom landing gear, usually hydraulic cylinders... but it would be nice if they used the same programming they use for the grip pads on the stock landing gear. great video... fingers crossed
@Darthsinduk
@Darthsinduk Год назад
The docking port issue happens to me all the time. I end up using an engineer and remove the port on eva and put it back on. So frustrating.
@adriangaleron3293
@adriangaleron3293 Год назад
I gave up playing my career file when tried a rescue mission to dress' orbit. I planned sending a mining craft to the asteroid belt around dress. I gave up when, after trying on several asteroids, the drill could not extract anything...
@Sledgeskitty
@Sledgeskitty Год назад
the thing i absoloutely hate is the EVA construction bugs i encountered one and i was completely confused after i put the antannae on my space station bill was almost stationary and my transfer craft was moving relative to bill???? i managed to fix this by just doing some timewarp but its still quite a pain in a bum to deal with maybe i should pay the kraken a visit on bop to thank it for the glorious time i had during eva construction
@Grant5272
@Grant5272 Год назад
I hope KSP 2 has MechJeb or an equivilant as part of the base game.
@MachoWally
@MachoWally Год назад
I've played KSP for about 3 years and still haven't gotten to Duna or any of the outer planets. I got close one time but ended up at Jool. Didn't even get a good orbit at Jool and drifted back in the Sun's influence. (ran out of fuel) Trying to get a decent orbital encounter is needlessly difficult as you said in your video.
@Francois424
@Francois424 Год назад
My most annoying and frequent bug as a veteran player who now builds motherships is the "Docking Kraken" So I get my 700 part contraption around Moho, undock and land both a rover and a refueler. everything works. I spend 20 hours exploring Moho, getting all biomes by rolling around and doing quick flights over harsh terrain, everything works. Liftoff and get to orbit with the refueller evac'ing the rover's crew and a lot of fuel, everything works. Dock with the mothership? Rapid disassembly and explosions... Reloading ? after FIVE TRIES (and 90min later) I manage to finaly dock without explosions. Prepare maneuver node and start to push throttle up? EXPLOSIONS ! And this one I never fixed. So I spend 3 weeks designing rovers/refueler/mothership then a couple hours getting there, then 2 more weeks roving around (I love that tho), only to be unable to continue the mission to my second target, Eve. That was my last real mission in 1.8.1 I never got the itch to bother again with it after that. I do hope they can fix that without removing all the little things that made KSP1 fun to play.
@BigIronEnjoyer
@BigIronEnjoyer Год назад
They especially better get these things right because Juno New Origins seems to do them all quite well. Burn planning and time compression most especially. Going to any of the local moons takes less than 5 minutes, and pretty much all of that is the launch and a couple burns. For the transit you can crank up to 100,000x time compression and be there almost instantly. Going to other planets takes just a bit longer, but that's just because of the longer burns involved, and a little more fine tuning needed in the burn planning to get your encounter. There's also plenty of reason to actually go to all these places in career mode. You get tech points for a fly-by of a body, orbiting a body, landing on a body. And each body has several landmarks that you also get points for reaching. Most of these landmarks involve some kind of unique terrain feature too. I'm not off the hype train for KSP2 by any means. But Juno does a ton of stuff better than KSP1 does. KSP2 has to at least match those standards now. Its not enough to be the same mechanics with shiny new graphics. They'll be in big trouble if that's all they manage to deliver.
@RickRusch
@RickRusch Год назад
ive been playing for a few years and still never traveled past minmus. planing to meet up with other planets is just such a steep learning curve, same with docking
@Steve211Ucdhihifvshi
@Steve211Ucdhihifvshi Год назад
my last version of modded ksp was so great, none of these issues, theres a lot of mods you can download to fix this stuff in ksp 1.
@champifun2
@champifun2 Год назад
On Mun I had a lot of fun. For example creating a super fast rover rcs assisted capable of going 60 m/s and making monstrous jumps. Otherwise create a race course and test a lot of vehicles like motorbikes or other.
@fractalelf7760
@fractalelf7760 Год назад
I can attest to this problem with a landing on another world, in this case Duna. In my current game (still on 1.7.3) - I have a "KSA", "Khina" and "KSSP" trio of missions racing each other to get there. Some small error by the US ended up knocking their landing back by 30 days. The variance in trying to get an encounter is too twitchy. In all there cases, minor tweaks to encounters were necessary en route. I worry that this video is frankly four years too late.
@attilavs2
@attilavs2 Год назад
As a lot of people say, the main thing is purpose : i did a career and went in orbit, mun, minmus, send probes to eve (orbit) and duna (orbit+landed) and asked why ? And then i installed kerbalism, went to the mun and flyby of minmus (engine reliability worries) and then got completely bored
@vedritmathias9193
@vedritmathias9193 Год назад
I'm one of those players that has almost never seen any of the other celestial bodies. My reason, is that I spend so much time trying to set up orbital or planetary stations, and then eventually get burnt out because I do it while in Career mode
@shivan2418
@shivan2418 Год назад
Only 5 years and 14 days until KSP2 is done! Can't wait!
@nappalnation7877
@nappalnation7877 Год назад
Im really hyped on ksp2 because I play Ksp since I’m like 4 years old 😂. But at the same time I’m a bit sad at the original Ksp is very likely to be abandoned not just by private division but also from the players.
@martijn9568
@martijn9568 Год назад
I guess an easier way to plan missions wouldn't hurt either. Like before you build your spacecraft, you've already done the delta-v calculations, but for all that you're relaying on outside resources. I think we can al agree that having to rely on outside help is bad for a game. They could even import the space flight plan into the navball and the orbital view.
@cmilkau
@cmilkau Год назад
KSP is ridiculously successful, particularly regarding a gameplay that normally would be rather niche. Can it be "much more" successful?
@fleetadmiralj
@fleetadmiralj Год назад
KSP losing encounters has been THE biggest bugabo in my own current "final" campaign in Kerbal right now. I think I've lost an encounter with the Mun or Minmus at least 3 times so far and I'd *really* like to know what causes it or how to avoid it.
@markchun98
@markchun98 Год назад
The parts should have real functionality. A satellite should help to transmit data. A telescope should help to find something interesting
@Screeno1993
@Screeno1993 Год назад
Basically it needs to be less glitchy. But it might be because it's early access. It's a shame there will be no tech tree and science on launch.. I love the progression of it. I'm going to wait till that comes out to buy this.
@basicwindtec9780
@basicwindtec9780 Год назад
Docking ports always had a capacity to jamm without any sort of explosion. As a player with a habit of doing a large number of separate units all docked together this has meant that I just can't get to Jool. Let's hope KSP II solves this. And makes wheels work. And gets asteroids to not be possessed dragon's egss when you mine them a bit.
@csapsuirad6675
@csapsuirad6675 Год назад
i just want to be able to build huge things into space. I wanted to build a huge hub for all my future planet exploration but everytime i came with the second part of the hub i would find the first one destroyed.
@Drepface
@Drepface Год назад
biggest issue by far has been performance and crashes. just makes me dread starting up the game, loading for 10 minutes, only for it to crash while encountering a planet and then have to sit through 10 more minutes of loading for it to possibly crash yet again the neat part is this gets worse the more planets you have in a system, so bigger planet packs produce more crashes and lag leading to me visiting even fewer planets
@patrickfargie1146
@patrickfargie1146 Год назад
I spend most of my time in KSP bulding aircraft with the occasional Mun mission here and there. I've have hundreds of hours of joy with solar powered aircraft just vibing to music and flying around the planet, but that's just me. Lol
@rhydderc127
@rhydderc127 Год назад
While I do want it to be a real simulator of true orbital physics, I agree that the difficulty getting encounters to work is what limited me to Kerbin/Mun/Minmus - I just never could reliably plot courses to other places. The encounter stuff was just confusing and random to me, I completely failed to understand what I was supposed to do. Still, I had no end of fun making rockets, rovers, planes and satellites.
@tylosenpai6920
@tylosenpai6920 Год назад
Me with nearly 200 (?) quicksaves for my Grand Tour mission : ... And yes...i remember dealing with the docking port issue at some point...
@stevebutters306
@stevebutters306 Год назад
I'm a big milsim nerd and ksp with bahamutos weapons mod turned ksp into the best vehicle concept proofing sandbox around. I know it's not the appeal of most of the fans but I'd love maybe a spinoff or dlc for military vehicles, the building mechanics are ideal.
@GPandzik
@GPandzik Год назад
3:55 - I'm one of those. I've been playing since ... geez, 2012; I've got about 312 hours in the game (compared to Factorio with 3,552.4 or Fortresscraft Evolved with 1,598.6 hours, respectively), and I've only gotten two missions to crash into Duna. Everything else I've done has been in the Kerbin/Mun/Minmus system. The newest mission system got me blasting some probes out into Kerbol orbit, but that's it, thus far. 🤷‍♂
@MythosHB
@MythosHB Год назад
Wow, that infamous undocking bug made it into your Invictus wrap up. Don't make me think about that any longer 🤪
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