“We are making a big, expansive game loaded with new features, but doing so will take longer than we previously anticipated,” says the Kerbal Space Program 2 development team via Twitter. Had a great deal of fun doing this mission.Kerbal Space Program 2 has been delayed due to complications caused by the coronavirus. Featuring the latest in "Behiiiind youuuu lenses". Selfie capture technology provided by Dinkelstein Kerman. Here's a couple of teaser shots from the above full mission report:Ĭhase plane operated by Goliath National Products, all rights reserved, maybe, what rights, its just a camera buddy. KSP2 is capturing my imagination all over again in a way that KSP1 did in its early days. I was once again blown away by the music, but this time the scenery from the surface as well (having only seen it from a flyby previously). With this new design I was able to complete the mission. For some reason they just seem to work better at the moment, and don't experience as many inter-stage bugs as probe cores. Workaround I want to try: pause the game and try to start it manually that wayĪfter a bit more testing yesterday and today I landed on a new design that utilised a Mk1 command pod instead of probe cores. It only started after I went into the parts manager and clicked on the start button several times, but by then the rocket had fallen far away from the plane and was pointing down, so it failed The engine on the rocket fails to start through staging after decoupling - it coughs a bit like it was out of fuel. Workaround: Use resource transfer to fill up the tank before decoupling Workaround: Add more Goliaths (which slows down the frame rate)įuel flow bug is draining fuel from the rocket although the decoupler has crossfeed OFF It feels like they were more powerful before? With six Goliaths I struggle to reach 10k altitude. Have Goliaths been nerfed? I'm trying to launch a Medium-sized rocket (biggest Medium fuel tank, Mk 3 pod), and have a twin-body lifter built around that. Things that are currently getting in the way - most of these are known issues I'm sure: Will keep trying as I think there's a work around to this one also. I'll have another crack at it!Įdit 2 - Building from scratch half worked in that I can now air launch the rocket (as long as I use control from here on the rocket at launch), This time I encountered the loss of SAS control bug on the second stage of the air launched rocket, as well as the no CommNet bug, so the rocket just spins without hope of recovery. I've seen a few videos, so I know it's definitely possible to air launch a rocket in KSP2. This obviously should work, but it appears the workaround will be to just create the whole shebang at once. Any workarounds anyone know of?Įdit - I'll leave the above post up as others may encounter the same issue, but I think what I did wrong was to take a previously vertically integrated ship and attach it to a new horizontally built plane in the VAB (which is possible in KSP1 through subassemblies) which may have resulted in this bug. I'm trying to work on this challenge as it's a really exciting one, but I haven't managed to find a workaround to the problem that dropped stages become uncontrollable in atmosphere.
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