The problem is that ksp 2 hasn't had a bug update in 3 months when last year it was monthly. That and its been pretty much silent besides two "leeks" even dedicated to ksp 2 is tired of waiting for a bug update, we don't even want content just more bug fixes/more performance.. Not the fact that we don't have the next best thing, communication is down more and more, and hopefully next week that will change.. we hope, there is a lot of signs from CM Dakota, and CM Mike that they been working on a plan to start giving the users better communication and there is "news" next week.
43:20 that is actually also a "feature" in KSP1, that you might get in, but not out; For instance, you can connect a service bay to a crew cabin, and enter the crew cabin through the service bay, but it will not let you leave through that same door
@@sixbytes6362 His music has reached far beyond just KSP. It's been used in countless videos for decades and plenty of games like SCP:CB. Therefore, he has indeed contributed to humanity, and not "Kerbanity*."
So the bug at 36:25 appears to be the 1km bug where when a rover moves 1KM it suddenly gets a phantom force applied to it. If you survive, you can then go another KM before it happens again.
i can tell the wheels only have collision on the inner edge of the bottom of the wheel. so the rest of the wheel clips into the damn ground, and once that corner touches, the suspention compresses as much as it can because of the weird angle, and the game like, shoves the wheel in that direction to compensate for the suspention being bottomed out
i have used unity wheel colliders as well as coming to the conclusion tey suck and built my own. you are almost right but it is actually worse. the wheel are not even their "inner-edge" they are just lines... raycasts downward from the axis in the middle to hitscan the ground and see distance to apply suspension force. the friction forces of the wheel are found using the relative velocity of its root, the "radius" and the wheels spin rate
Hello Matt! Idk if you saw this but, i just want you to know that ive been watching you since 2014. Back then i was still a kid who love rocketships. Seeing your ksp videos really brighten up my days, especially back when you used to make movie out of it, The Dune Attack. What a masterpiece. This year I finally turn 20 and I finally could afford to bought me the kerbal space program!!! I'm so gassed finally i could hands on the game I love and copy what you did. Its been a really long journey and I'm so happy that you still thriving with it
This makes me nostalgic for the days of KSP1 building a Mun base bit by bit with KIS/KAS. I used to be so good at docking and precision landing... now I can barely land within 10km of the Mun arch. 🤣
With the death dance bug, it also happens if a kerbal walks into another kerbal. It might be due to velocity (Or RPM) Because it happened at its worst when the wheels were spinning fast.
My first Apollo-style Mun landing attempt in KSP2 had the entire lander warping into the Mun every time I tried to timewarp to a point where I could leave with a decent rendezvous. After a lot of frustration I discovered that it only happened if I was controlling the ship on the ground while timewarping. That was followed by the bug of orbital lines not showing because it thought the ship was still landed, and then docking ports refusing to work because they thought they were already docked. Both requiring edits of the save file to fix. Definitely some painful issues left to be worked out.
@@MattLowne It's interesting to realize that someone else's suffering can bring so much joy to so many people. Hmmm. I don't know what that says about me. I DO know what that says about the KSP2 marketers. KSP2 is actually the source of suffering. You are a catalyst. Converting suffering into ....... the opposite of suffering. Whatever that is. :)
Wheel physics: I qote Nate Simpson himself in 2019: "We want the wheel physics to be so good that we could play Track Mania on Duna." So much for that promise... Are you sure you turned off the reaction wheels of the capsule? The glitch might come from the fact that the center of the wheels go underground, thus the forces are inverted somehow. They should add side collision meshes to the wheels. The rock must be a reference to the one rock that one of the Apollo mission discovered that was so huge they didn't know at first if they were closing on it or not.
Wheels in game engines require relatively precise settings to work fine. What surface they'll be on, the weight of the vehicle, the gravity acting upon it. Since all of these values change depending on which planet you land on, wheels in KSP can never be "strut on, forget about it" plug&play. You have to set all the sliders and values yourself. Changing the spring strength to almost zero for example would've stopped your rover from bouncing off the surface whenever the wheels touched the surface in an angle that allowed the springs to engage and impart force. We can only hope that the KSP 2 developers will do the wheel testing for us and give wheels a list of presets to choose from, like "Kerbin wheel settings" and "Duna wheel settings", etc.
I'm an Indie/Solo game dev. In every game engine I've tried, which is Unreal 5, Godot, and Unity (plus Blender), you can tweak every physics force on each object seperately, it's not just "plug and play." And it's good that it's like that because sometimes you don't want hyper realistic physics in your game. In KSP 1 and 2 I always have to tweak the breaking force and springs on my wheels because if you leave everything on automatic, you get a lot of bouncing (I found that out the hard way on Eve.) It also looks like you heavily bounce when you hit the flat side of the wheels. My guess is you're holding a direction and the forces get wacky because you're not only hitting the ground, you're going forward/backwards. Just my two cents though, always love your content Matt!
I know it looks a little different, but I certainly appreciate you making a functionally close match to the Mass Effect 1 Mako ground vehicle! Joking aside, many appreciations for the suffering you put yourself through for our entertainment. And, at least this one didn't have you making an impromptu Whiskey review by the end! (Though, I quite enjoy those, too)
This one really feels like a classic Matt Lowne video; I love it! :D And the size of it; if it were split into 2 or 3 parts, I'd still watch it, but it is nice to have the occasional longer video to sit down to. (And then I had to pause it anyway! XD ) Sorry to hear about the bugs. Ooh! There's a KSP1 video coming soon? I mean, KSP2's got looks and novelty going for it, but I'm still playing KSP1. I've played it more in the last week than for quite a while. Oh, it's a controller video! That'll be fun. :) I hope the wiring goes well; I find that sort of thing is often the hardest part. Then again, I do have some pretty big issues with remembering details and keeping them straight. That is a neat base. Oh, the ocean disappeared! I thought you were going for a retrograde launch, but that still left me wondering where the desert came from. :) Close landing; nice! Sometimes, I think I want to make a space game. Then, I remember I'd have to deal with wheel physics and I just nope! ;) I don't exactly know what the problem is, but I've seen tutorials and developer statements where they say to crank up some force to insane levels, and crank up some opposing force also to insane levels to balance it. When wheels or landing gear behave like this, doesn't it look exactly like there are some insanely strong forces which aren't being balanced after all? There was a lot less of this 20 years ago. The hatch-blocked code should err on the side of allowing rather than blocking access. That's my opinion and I'm sticking to it. Harrumph! At least your quickloads are reasonably speedy. I have KSP1 in 8GB of RAM and for some reason it's worse on this laptop despite having the same amount of RAM. It's on an SSD in the laptop where it was on a hard drive before. I don' geddit. Well, that was fun in the end. Thank you, Matt! :D (Speaking of delirious, at the end, I rolled my scroll wheel to get a closer look at the landed capsule... and it pretty-much synchronized with the zoom-in on screen! 😅)
It's a good idea to test run the rovers on Kerbin, trying to flip them, and adjust the wheels accordingly. Like you want your center of gravity close to the center between the wheels to reduce the flip flops when it rolls.
“So you know what I’m going through”, i.e. KSP2 is still painful to play. I haven’t touched it in a while, and it’s sad to hear things haven’t improved 😢
If you’re looking for mods to showcase, I can’t recommend station parts expansion redux more. It’s made by nertea (so you know its good) and the parts are super high quality and they pair really well with freeIVA, so it’s super good for building surface bases (a lot better than planetary base systems imo)
I've lost the ocean once too on a return to Kerbin in the career mode about a month ago. It came back after I got my science and next mission, but I landed well below see level (and yes I reported it)😅
I also had issue with time warp. I’ll land my ship on the mun and if I used a time warp when my kernel wasn’t in the ship the vessel will launch it self up when I ended the time warp. Made trying to land on the mun pointless if it gonna make it self fall over for no reason
the missing ocean bug has been a thing for a long time, it happened to me on my way back from a mun mission, i looked down and saw sand so i though i was landing in a desert, but then i looked on the map and it showed me landing in the ocean, so i just ended up touching down about a kilometer down at the bottom of the ocean
To fix the wheels from tumbling you all over, just press and hold "b" and you will put the breaks on. The reason it happens is because the wheels are still spinning until you hit the breaks so it applies the force from the wheels as soon as it hits the ground
For rovers, I nowadays I always make the wheels extend out as far as possible. Granted, I use robotic parts for that, but it’s not necessary. It makes robots much more stable and the chance of it flipping over way smaller. Not sure if it would solve any buggy problems in KSP2, however.
The only issue I've ever had with rovers and wheels in KSP1 is just that they take forever to get anywhere a useful distance away when driving at a reasonable/realistic speed but physics timewarp with something on the surface is likely to make it explode
The rover thing isnt unitys fault. The ksp team is probably using a pretty bad or basic raycast approach for their wheels, which means that it calculates the distance between the surface and the rover to make counter forces (these are the springs in the rover). If the rover wheels are inside the surface or pretty close, counter forces will push it back.
the rover does seem to have a piece of the wheel that is going slightly into the ground making it spit it out or "death dance" which is a problem with unity that i deal with when i make stuff in it i just make things thicker and that gets it to behave. At least that looks like what is happing and is probably why the ground ate the rover just spat it out on the wrong side the wheel mesh may also be too complicated. i hope they fix this and assume they will with the colony update
Can you do a voyager-course reconstruction? I just watched your old SSTO video, where you visited every body in the Kerbal-System, but you took 101 years and flew all over the Place and you'd only have to change your initial trajectory for entering the outter most planet and then correct it to Kerbin instead of interstellar space.
This video game has failed as a product and failed us as fans. To "release" in "early access" when it's minimum viable product was less than the current KSP was a huge red flag. If I were a victim blamer, I'd say the community was foolish for ever purchasing it with hope. But, I am not. So, I say good riddance to this mess of a product.
I believe the rover is capped to a 1km radius from where it "spawned". When it hits that barrier it will apply a hard right turn. It's made me not want to build wheeled vehicles at all in KSP2. Hopefully, one day we can have these things ironed out. Like you Matt, it does make me worried for colonies. Maybe that patch will bring the fixes we are looking for? We can only hope.
I'm from the UK to and know what you mean about the heating, I've got portable air conditioning unit it's about £250 from high street stores.... (but make sure you buy an air conditioner rather than air coolers as there useless)
17:00 tbh i think most of spin there was from last gimble of vectors before cutoff 36:26 yeah wheels under certan angles is bugged only bottom part is stable and tbh i found that if you drive in strait line on bottom of wheels part driving pretty stable even under time warp but at the moment when wheels turn and go under ground rover goes in death spin, i drove on eeloo and there i was mostly ok and only problem was when my rover suddenly got in air at some point but i tested it with Anth and he said that many mproblems can be related to flags and yeah wheels under angles not stable, and then i almost died irl when i was driving on dres because i drove in mountain range and wheels there was pain and then when i got back to my craft it got turned upside down so i had to try and turn it back up with kerbal. Recently i got back to ksp1 and tbh ksp1 not a perfect game too because ksp1 several times desktop crashed on me with minimal mods and ksp2 almost never desktop crashed my game and ksp1 has very long loading times and in ksp2 i can comfortable restart game hwen it bugged out but tbh i little bit played devil's advocate here
The rover is a part of a Kraken praising cult. It is taking part in a Kraken worshipping death dance. I thought the giant skull was the game's physical version of the Kraken.
As someone who has built and driven a multitude of Duna rovers, the whole wheel physics thing is infuriating. I just reverted back to KSP1 at some point, I probably won’t jump back into KSP2 until after colonies is out.
I once made a Mun station in a highly elliptical orbit sorta like the Gateway, just to say I could, but god it was such a massive pain in the ass to dock with, so much waiting to meet up in it's elliptical orbit. Feels like something you would only seriously consider if you have the math skills to calculate a rendezvous right off, which I didn't. If I was using life support mods back then, I would have definitely killed Kerbals as they waited to reach the station lol
You're lucky the lander and base did not end up 20km underground after leaving timewarp on the Mun. I had to wait in real time for the mothership to reach position before taking off to dock with it. KSP2 good only for those who wish to torture themselves.
Used to watch your videos a lot man this popped up in my feed today, you sont get as many views as you did but i just want to say keep up the good work
The fundamental bugs with basic functionality concern me the most for the future of KSP2. If it can't do the most simple things like load a craft, or drive a rover then everything else is going to be built on top of quicksand. The Devs need to get these issues fixed as a priority over anything else.
Is it maybe something to do with how the game moves the universe around the craft: like bumping in a rover is like jumping onto a moving treadmill? (I know nothing about programming)
Apparently there's a glitch where every kilometer you drive in a rover it spins out. Without fail, exactly every kilometer. I think the only way to avoid it is to quicksave and quickload every kilometer.
LTT should help you build a dream cockpit / KSP work space. it would be so totally amazing if you had art from the Int. Space Station as windows etc...
if theres one thing that i wanna see in ksp 2 that wouldnt be that hard to add is interactable IVA like the ksp 1 mod that lets you float around the cockpit
Please do this challenge day 23 WARNING: A VERY HARD CHALLENGE INCOMING! Good challenge idea: The Ultimate Goat Test Challenge The goal of the challenge is to collect as many points as possible. It is done in a fresh science mode save. The challenge is done in 3 steps: *1. Before the challenge begins:* Before the challenge begins, you will need to get the settings for it. You can even choose multiple at a time. They can't be broken but they will reward you by multiplying the score at the end of the challenge. +X% means that X% of the total score will be added to it. All percentages are summed up first before applying Hardcore mode (if you kill a Kerbal you lose all of your points, no quicksaves are allowed): +100% Quicksaveless (already applies if Hardcore mode is active but without the additional reward for it, you CAN die, but still, no quicksaves): +30% One ton at a time (every rocket needs to weigh at most 1000 tons): +50% Absurd introvertism (you only have one Kerbal, if he dies, another one replaces them): +70% Forgot the thingy (no docking allowed): +30% *2. During the challenge* The points are scored for landing on the celestial body and returning back to Earth. Each celestial body weighs a specific amount of points: Eve: 280 Moho: 245 Tylo: 235 Laythe: 210 Vall: 200 Bop: 190 Pol: 175 Eeloo: 165 Dres: 155 Ike: 145 Duna: 140 Gilly: 130 Minmus: 120 The Mun: 110 Kerbin (you need to get to space, land, get to space again and land again, all within one launch): 100 The points will only be earned if a kerbal lands on the celestial body and goes back to Kerbin (a robotic spaceship doesn't count!). If the Kerbal dies on the way back after landing on the body, you will lose half of all the potential points it could've scored if the rocket would've gotten back to Kerbin, for example if you land on Vall and then crash on your way back, you will not gain the 200 points from that launch and only lose 100 points (except if you revert that). You will also lose 35 points each time you upgrade in the tech tree. *3. After the challenge:* You may stop the challenge any time as long as no Kerbal is in space. The points are multiplied by the conditions you chose in the beginning. If your points are negative, you have lost the challenge. If you are good enough you will get a medal (just a trackmania Easter egg) 🏅 2986 points (my PB) 🥇 2700 points 🥈 2400 points 🥉 2100 points
To me it seems like the wheels are made of 2 parts, the tyre and the rim. Now if you hit the tyre without the rim at a weird angle trying to displace it, its warped back to its intended position applying physics which is the "phantom" force you are seeing. (Note: this is only a guess, i dont have access to the KSP2 source to verify this in any way.)
So unfortunate to see how rampant the bugs still are. I'm not as patient for putting up with quality issues, so I still have put hardly any time into KSP2. With the rate at which they're fixing them, I'm doubting I ever will. Makes me sad. KSP is one of my all-time favorites.
I have found all rover wheels act this way it is more noticeable with the larger ones wich kinda kills rovers for me and all the missions that require get x tons to y because it's like if I am going to send a big ass vehicle to duna I might as well give it wheels but no the bigger you go the worst it gets
Take your personal data back with Incogni! Use code MATTLOWNE at the link below and get 60% off an annual plan: incogni.com/mattlowne
Alright.
The problem is that ksp 2 hasn't had a bug update in 3 months when last year it was monthly. That and its been pretty much silent besides two "leeks" even dedicated to ksp 2 is tired of waiting for a bug update, we don't even want content just more bug fixes/more performance.. Not the fact that we don't have the next best thing, communication is down more and more, and hopefully next week that will change.. we hope, there is a lot of signs from CM Dakota, and CM Mike that they been working on a plan to start giving the users better communication and there is "news" next week.
You are the reason I started playing ksp again
I'm to poor for that shite
I have been watching so long, you helped me get into ksp which now is my defo fav game. i love ur vids ty matt
43:20 that is actually also a "feature" in KSP1, that you might get in, but not out;
For instance, you can connect a service bay to a crew cabin, and enter the crew cabin through the service bay, but it will not let you leave through that same door
"i wonder how KSP 2 is doing.."
*sees rover breakdancing on the mun*
*goes back to playing KSP 1*
this aged well
@@llliiimmmeee Ksp2 dead
@@kreatandzonalwolf1426 we know
everyone knows
@@llliiimmmeee yeahh just sayin
I love it when you use the ld KSP music made by Kevin Mcleod. He deserves a medal for his contributions to humanity.
Kerbanity*
@@sixbytes6362 His music has reached far beyond just KSP. It's been used in countless videos for decades and plenty of games like SCP:CB. Therefore, he has indeed contributed to humanity, and not "Kerbanity*."
@@randomtexanguy9563-- I've even heard his music in adverts on television. He's literally everywhere.
@@randomtexanguy9563 I know about his music in SCP:CB. Played the game alot. Was just supposed to be a KSP joke
@@sixbytes6362 ok
So the bug at 36:25 appears to be the 1km bug where when a rover moves 1KM it suddenly gets a phantom force applied to it. If you survive, you can then go another KM before it happens again.
i can tell the wheels only have collision on the inner edge of the bottom of the wheel. so the rest of the wheel clips into the damn ground, and once that corner touches, the suspention compresses as much as it can because of the weird angle, and the game like, shoves the wheel in that direction to compensate for the suspention being bottomed out
This is the kind of information the programming team needs to come up with themselves to figure out what the actual problem is. Good catch!
i have used unity wheel colliders as well as coming to the conclusion tey suck and built my own. you are almost right but it is actually worse. the wheel are not even their "inner-edge" they are just lines... raycasts downward from the axis in the middle to hitscan the ground and see distance to apply suspension force. the friction forces of the wheel are found using the relative velocity of its root, the "radius" and the wheels spin rate
@@brodakarat6340 jesus, thats so rediculus, that makes them look lazy... they really only used a pre-made unity thing? damn..
Hello Matt! Idk if you saw this but, i just want you to know that ive been watching you since 2014. Back then i was still a kid who love rocketships. Seeing your ksp videos really brighten up my days, especially back when you used to make movie out of it, The Dune Attack. What a masterpiece. This year I finally turn 20 and I finally could afford to bought me the kerbal space program!!! I'm so gassed finally i could hands on the game I love and copy what you did. Its been a really long journey and I'm so happy that you still thriving with it
I still remember that i commented and challenged you to go to mun only in IVA, and you actually make it couple weeks after that 😂 super sickkk
This makes me nostalgic for the days of KSP1 building a Mun base bit by bit with KIS/KAS. I used to be so good at docking and precision landing... now I can barely land within 10km of the Mun arch. 🤣
Loved the rover shenanigans, just like the apollo missions!
With the death dance bug, it also happens if a kerbal walks into another kerbal. It might be due to velocity (Or RPM) Because it happened at its worst when the wheels were spinning fast.
Having the title for this video be the one i voted on gave me more pleasure than a presidential vote lmao
Same
same
Rest In Peace KSP2, it’s a damn shame
My first Apollo-style Mun landing attempt in KSP2 had the entire lander warping into the Mun every time I tried to timewarp to a point where I could leave with a decent rendezvous. After a lot of frustration I discovered that it only happened if I was controlling the ship on the ground while timewarping.
That was followed by the bug of orbital lines not showing because it thought the ship was still landed, and then docking ports refusing to work because they thought they were already docked. Both requiring edits of the save file to fix. Definitely some painful issues left to be worked out.
Aint no way Matt forgot about his Jool Surface colony, crazy
Watching the rover tumbling was the most entertaining since the spaghetti episode. It actually had me laughing again. Thanx :)
laught at my suffering
@@MattLownei mean if it’s funny 😄
@@MattLowne It's interesting to realize that someone else's suffering can bring so much joy to so many people. Hmmm. I don't know what that says about me. I DO know what that says about the KSP2 marketers. KSP2 is actually the source of suffering. You are a catalyst. Converting suffering into ....... the opposite of suffering. Whatever that is. :)
Matt over here subscribed to every single VPN and data security thingy ever invented
Yeah I tried to hack him once but all the VPNs ganged up on me and it was like avengers endgame but I was the bad guy 😢
Thank you (insert vpn name here) for sponsoring this video
I had a mini heart attack when I saw the title thinking Matt got early access to the colonies update 😑
haha, colonies update, that'll come out, ever, right?
Yeah definitely @artemisfowl7191
Wheel physics: I qote Nate Simpson himself in 2019: "We want the wheel physics to be so good that we could play Track Mania on Duna."
So much for that promise...
Are you sure you turned off the reaction wheels of the capsule? The glitch might come from the fact that the center of the wheels go underground, thus the forces are inverted somehow.
They should add side collision meshes to the wheels.
The rock must be a reference to the one rock that one of the Apollo mission discovered that was so huge they didn't know at first if they were closing on it or not.
Wheels in game engines require relatively precise settings to work fine. What surface they'll be on, the weight of the vehicle, the gravity acting upon it.
Since all of these values change depending on which planet you land on, wheels in KSP can never be "strut on, forget about it" plug&play.
You have to set all the sliders and values yourself.
Changing the spring strength to almost zero for example would've stopped your rover from bouncing off the surface whenever the wheels touched the surface in an angle that allowed the springs to engage and impart force.
We can only hope that the KSP 2 developers will do the wheel testing for us and give wheels a list of presets to choose from, like "Kerbin wheel settings" and "Duna wheel settings", etc.
I'm an Indie/Solo game dev. In every game engine I've tried, which is Unreal 5, Godot, and Unity (plus Blender), you can tweak every physics force on each object seperately, it's not just "plug and play." And it's good that it's like that because sometimes you don't want hyper realistic physics in your game. In KSP 1 and 2 I always have to tweak the breaking force and springs on my wheels because if you leave everything on automatic, you get a lot of bouncing (I found that out the hard way on Eve.) It also looks like you heavily bounce when you hit the flat side of the wheels. My guess is you're holding a direction and the forces get wacky because you're not only hitting the ground, you're going forward/backwards. Just my two cents though, always love your content Matt!
@35:37 "aageogyoopuh" new catchphrase just dropped
I know it looks a little different, but I certainly appreciate you making a functionally close match to the Mass Effect 1 Mako ground vehicle!
Joking aside, many appreciations for the suffering you put yourself through for our entertainment. And, at least this one didn't have you making an impromptu Whiskey review by the end! (Though, I quite enjoy those, too)
This one really feels like a classic Matt Lowne video; I love it! :D And the size of it; if it were split into 2 or 3 parts, I'd still watch it, but it is nice to have the occasional longer video to sit down to. (And then I had to pause it anyway! XD )
Sorry to hear about the bugs.
Ooh! There's a KSP1 video coming soon? I mean, KSP2's got looks and novelty going for it, but I'm still playing KSP1. I've played it more in the last week than for quite a while. Oh, it's a controller video! That'll be fun. :) I hope the wiring goes well; I find that sort of thing is often the hardest part. Then again, I do have some pretty big issues with remembering details and keeping them straight.
That is a neat base.
Oh, the ocean disappeared! I thought you were going for a retrograde launch, but that still left me wondering where the desert came from. :)
Close landing; nice!
Sometimes, I think I want to make a space game. Then, I remember I'd have to deal with wheel physics and I just nope! ;) I don't exactly know what the problem is, but I've seen tutorials and developer statements where they say to crank up some force to insane levels, and crank up some opposing force also to insane levels to balance it. When wheels or landing gear behave like this, doesn't it look exactly like there are some insanely strong forces which aren't being balanced after all? There was a lot less of this 20 years ago.
The hatch-blocked code should err on the side of allowing rather than blocking access. That's my opinion and I'm sticking to it. Harrumph!
At least your quickloads are reasonably speedy. I have KSP1 in 8GB of RAM and for some reason it's worse on this laptop despite having the same amount of RAM. It's on an SSD in the laptop where it was on a hard drive before. I don' geddit.
Well, that was fun in the end. Thank you, Matt! :D
(Speaking of delirious, at the end, I rolled my scroll wheel to get a closer look at the landed capsule... and it pretty-much synchronized with the zoom-in on screen! 😅)
It's so unbelievable how badly they messed this game up.
It's a good idea to test run the rovers on Kerbin, trying to flip them, and adjust the wheels accordingly. Like you want your center of gravity close to the center between the wheels to reduce the flip flops when it rolls.
This is why im subbed to matt. Good ol ksp content
These rover physics make the Mass effect Mako look like a finely tuned machine. :D
Just started my first ever Mun colony in modded KSP 1 (just restock) this morning, so I’d say this is a sign.
25:32 You can increase patched conics in the settings, it's in second from the top in gameplay settings just under max persistent debris
“So you know what I’m going through”, i.e. KSP2 is still painful to play. I haven’t touched it in a while, and it’s sad to hear things haven’t improved 😢
If you’re looking for mods to showcase, I can’t recommend station parts expansion redux more. It’s made by nertea (so you know its good) and the parts are super high quality and they pair really well with freeIVA, so it’s super good for building surface bases (a lot better than planetary base systems imo)
Matt literally took the ocean for the blue paint 💀💀💀
So this is why he suggested calling it “I’ve lost faith in KSP2”
Sick! I can’t wait to do this when I finally get KSP 2… eventually…
I've lost the ocean once too on a return to Kerbin in the career mode about a month ago. It came back after I got my science and next mission, but I landed well below see level (and yes I reported it)😅
I also had issue with time warp. I’ll land my ship on the mun and if I used a time warp when my kernel wasn’t in the ship the vessel will launch it self up when I ended the time warp. Made trying to land on the mun pointless if it gonna make it self fall over for no reason
the missing ocean bug has been a thing for a long time, it happened to me on my way back from a mun mission, i looked down and saw sand so i though i was landing in a desert, but then i looked on the map and it showed me landing in the ocean, so i just ended up touching down about a kilometer down at the bottom of the ocean
To fix the wheels from tumbling you all over, just press and hold "b" and you will put the breaks on. The reason it happens is because the wheels are still spinning until you hit the breaks so it applies the force from the wheels as soon as it hits the ground
17:01 (nice time stamp) The rocket starting spinning because you sent it into a spin just before cutting the engines off
For rovers, I nowadays I always make the wheels extend out as far as possible. Granted, I use robotic parts for that, but it’s not necessary. It makes robots much more stable and the chance of it flipping over way smaller.
Not sure if it would solve any buggy problems in KSP2, however.
The only issue I've ever had with rovers and wheels in KSP1 is just that they take forever to get anywhere a useful distance away when driving at a reasonable/realistic speed but physics timewarp with something on the surface is likely to make it explode
I've found that enabling only the driving and steering that is needed seems to work best. Disable steering in the back and disable drive in the front.
The rover thing isnt unitys fault. The ksp team is probably using a pretty bad or basic raycast approach for their wheels, which means that it calculates the distance between the surface and the rover to make counter forces (these are the springs in the rover). If the rover wheels are inside the surface or pretty close, counter forces will push it back.
The mental breakdown caused by a KSP 2 megaproject
the rover does seem to have a piece of the wheel that is going slightly into the ground making it spit it out or "death dance" which is a problem with unity that i deal with when i make stuff in it i just make things thicker and that gets it to behave. At least that looks like what is happing and is probably why the ground ate the rover just spat it out on the wrong side the wheel mesh may also be too complicated. i hope they fix this and assume they will with the colony update
Can you do a voyager-course reconstruction?
I just watched your old SSTO video, where you visited every body in the Kerbal-System, but you took 101 years and flew all over the Place and you'd only have to change your initial trajectory for entering the outter most planet and then correct it to Kerbin instead of interstellar space.
This video game has failed as a product and failed us as fans. To "release" in "early access" when it's minimum viable product was less than the current KSP was a huge red flag. If I were a victim blamer, I'd say the community was foolish for ever purchasing it with hope. But, I am not. So, I say good riddance to this mess of a product.
I bet more Kerbals will volunteer for Matt's colony missions now that there's actually the possibility of returning.
I believe the rover is capped to a 1km radius from where it "spawned". When it hits that barrier it will apply a hard right turn. It's made me not want to build wheeled vehicles at all in KSP2. Hopefully, one day we can have these things ironed out. Like you Matt, it does make me worried for colonies. Maybe that patch will bring the fixes we are looking for? We can only hope.
The rover just spazzing on the moon is almost symbolic in a way. Maybe a mech could get around the bad wheel physics if there is a robotics mod out
I'm from the UK to and know what you mean about the heating, I've got portable air conditioning unit it's about £250 from high street stores.... (but make sure you buy an air conditioner rather than air coolers as there useless)
is it possible to keep a mun-stationary orbit, where you could always launch payloads straight up, to reach it?
Create project orion! You dont have to make it stock parts only
Loving this return to a classic Matt Lowne KSP1 custom mission 👍
17:00 tbh i think most of spin there was from last gimble of vectors before cutoff 36:26 yeah wheels under certan angles is bugged only bottom part is stable and tbh i found that if you drive in strait line on bottom of wheels part driving pretty stable even under time warp but at the moment when wheels turn and go under ground rover goes in death spin, i drove on eeloo and there i was mostly ok and only problem was when my rover suddenly got in air at some point but i tested it with Anth and he said that many mproblems can be related to flags and yeah wheels under angles not stable, and then i almost died irl when i was driving on dres because i drove in mountain range and wheels there was pain and then when i got back to my craft it got turned upside down so i had to try and turn it back up with kerbal. Recently i got back to ksp1 and tbh ksp1 not a perfect game too because ksp1 several times desktop crashed on me with minimal mods and ksp2 almost never desktop crashed my game and ksp1 has very long loading times and in ksp2 i can comfortable restart game hwen it bugged out but tbh i little bit played devil's advocate here
The rover is a part of a Kraken praising cult. It is taking part in a Kraken worshipping death dance. I thought the giant skull was the game's physical version of the Kraken.
I loved your KSP1 videos, and I would like to see you go back and do something back in that game.
I kept having those same glitches last time I played when I tried to land at the mun or bust site. Quite infuriating. Massive bugs needed to be fixed
As someone who has built and driven a multitude of Duna rovers, the whole wheel physics thing is infuriating. I just reverted back to KSP1 at some point, I probably won’t jump back into KSP2 until after colonies is out.
matt lowne i respect you for doing ksp2 because it still have a lot of bugs and is pretty limited
I once made a Mun station in a highly elliptical orbit sorta like the Gateway, just to say I could, but god it was such a massive pain in the ass to dock with, so much waiting to meet up in it's elliptical orbit. Feels like something you would only seriously consider if you have the math skills to calculate a rendezvous right off, which I didn't. If I was using life support mods back then, I would have definitely killed Kerbals as they waited to reach the station lol
Matt. It's 1:30AM. I want to watch this whole thing so bad.. but... sleep... hmm... very hard decision.
I love when my 4 ton rover breakdances on the moon.
Imagine what Matt will do when the colony update will come out.
He will make amazing colonies on all celestial bodys.
Wait until the interstellar update...
You're lucky the lander and base did not end up 20km underground after leaving timewarp on the Mun.
I had to wait in real time for the mothership to reach position before taking off to dock with it.
KSP2 good only for those who wish to torture themselves.
43:28 Is there an invisible ladder on top of the hatch?
Now I will never ask a stranger for a drive 39:03 😂😂lol
More KSP1 content please!
you gotta love the care put in every sponsorship
The video is very interesting and building a wider car body can largely avoid this problem, mainly because it is less likely to roll over.
I really want to see a collaboration between Matt and UA-camr VAOS. That would be so fun to watch.
VAOS is cool, but his swearing gets on my nerves.
dont blame the little rover, hes simply learning how to breakdance!
The Kraken was thirsty. Did it do a Kerbin pitstop for water before slapping the gateway station into a spin?
Used to watch your videos a lot man this popped up in my feed today, you sont get as many views as you did but i just want to say keep up the good work
That floor clipping bug happened to me on eeloo, no idea how to fix it but just don’t time warp on the surface.
Yeah, surface time warps were a decent way to summon the kraken in KSP1 as well.
The fundamental bugs with basic functionality concern me the most for the future of KSP2. If it can't do the most simple things like load a craft, or drive a rover then everything else is going to be built on top of quicksand.
The Devs need to get these issues fixed as a priority over anything else.
the ksp1 music during the building is very appreciated
do you think you could to a video/tutorial on the b9 part switch error for ksp 1?
Is it maybe something to do with how the game moves the universe around the craft: like bumping in a rover is like jumping onto a moving treadmill? (I know nothing about programming)
Going back and watching this again just emphasizes all the reasons why the plug was pulled.
Apparently there's a glitch where every kilometer you drive in a rover it spins out. Without fail, exactly every kilometer. I think the only way to avoid it is to quicksave and quickload every kilometer.
Had both of the bugs that bugged you a lot also when finishing all the science goals. I hope they watch your videos and fix them.
"What do you need Game???" Made me laugh
It looks like a lightsaber handle 14:01 ahahahHaha
Self-conscious rover FTW
Making a picture... it disappears
Otherwise: DANCING!!!
Is this the mockup for the prison on Eeloo?
LTT should help you build a dream cockpit / KSP work space. it would be so totally amazing if you had art from the Int. Space Station as windows etc...
if theres one thing that i wanna see in ksp 2 that wouldnt be that hard to add is interactable IVA like the ksp 1 mod that lets you float around the cockpit
Please do this challenge day 23
WARNING: A VERY HARD CHALLENGE INCOMING!
Good challenge idea: The Ultimate Goat Test Challenge
The goal of the challenge is to collect as many points as possible. It is done in a fresh science mode save.
The challenge is done in 3 steps:
*1. Before the challenge begins:*
Before the challenge begins, you will need to get the settings for it. You can even choose multiple at a time. They can't be broken but they will reward you by multiplying the score at the end of the challenge. +X% means that X% of the total score will be added to it. All percentages are summed up first before applying
Hardcore mode (if you kill a Kerbal you lose all of your points, no quicksaves are allowed): +100%
Quicksaveless (already applies if Hardcore mode is active but without the additional reward for it, you CAN die, but still, no quicksaves): +30%
One ton at a time (every rocket needs to weigh at most 1000 tons): +50%
Absurd introvertism (you only have one Kerbal, if he dies, another one replaces them): +70%
Forgot the thingy (no docking allowed): +30%
*2. During the challenge*
The points are scored for landing on the celestial body and returning back to Earth. Each celestial body weighs a specific amount of points:
Eve: 280
Moho: 245
Tylo: 235
Laythe: 210
Vall: 200
Bop: 190
Pol: 175
Eeloo: 165
Dres: 155
Ike: 145
Duna: 140
Gilly: 130
Minmus: 120
The Mun: 110
Kerbin (you need to get to space, land, get to space again and land again, all within one launch): 100
The points will only be earned if a kerbal lands on the celestial body and goes back to Kerbin (a robotic spaceship doesn't count!). If the Kerbal dies on the way back after landing on the body, you will lose half of all the potential points it could've scored if the rocket would've gotten back to Kerbin, for example if you land on Vall and then crash on your way back, you will not gain the 200 points from that launch and only lose 100 points (except if you revert that).
You will also lose 35 points each time you upgrade in the tech tree.
*3. After the challenge:*
You may stop the challenge any time as long as no Kerbal is in space. The points are multiplied by the conditions you chose in the beginning. If your points are negative, you have lost the challenge.
If you are good enough you will get a medal (just a trackmania Easter egg)
🏅 2986 points (my PB)
🥇 2700 points
🥈 2400 points
🥉 2100 points
ASMR Matt Lowne KSP Gameplay for Studying and Working
To me it seems like the wheels are made of 2 parts, the tyre and the rim. Now if you hit the tyre without the rim at a weird angle trying to displace it, its warped back to its intended position applying physics which is the "phantom" force you are seeing. (Note: this is only a guess, i dont have access to the KSP2 source to verify this in any way.)
So unfortunate to see how rampant the bugs still are. I'm not as patient for putting up with quality issues, so I still have put hardly any time into KSP2. With the rate at which they're fixing them, I'm doubting I ever will. Makes me sad. KSP is one of my all-time favorites.
The rover glitch might be something to do with the suspension mixed with the gravity making it glitch out
Not the slidey glitch tho I have no idea what that is 😂
The rover looks like a crocodile doing a death roll 😂
It has been my experience that rovers behave badly with SAS. I don't think that's what's going on here, but yes rovers are very naughty.
Aww, I was hoping for a complete walkthrough in for science for KSP 2...
Instructions unclear: tried to dock and made a kraken drive
I'm wondering if part of the problem with the rover going crazy is because you have SAS turned on?
I have found all rover wheels act this way it is more noticeable with the larger ones wich kinda kills rovers for me and all the missions that require get x tons to y because it's like if I am going to send a big ass vehicle to duna I might as well give it wheels but no the bigger you go the worst it gets
If i could explain the whole kerbal space program game i would say: bad piggies for space enthusiasts basicly