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.
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 .-.)
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 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.
~ 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.
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.
@@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
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.
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.
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.
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
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
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
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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
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!!!!
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.
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.
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.
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.
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.
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
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.
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
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.
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.
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.
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
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.
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.
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
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.
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.
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
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
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.
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
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.
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.
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 ✌️
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.
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
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.
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
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
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
One of the reasons I've never really made it far in KSP is that I've got relatively limited time to play games and my interests shift from game to game, so there's long periods away from any game and when I come back to it, I usually start over in it. Not really the fault of KSP devs. :D However, one compounding factor, was the many many many updates to KSP, which is great, but it has a few detractions. Save games might no longer work, mods might need updates, the updates might have "must have" fixes and what not.
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
Two things I hate the most are wobbly stuffs (even using Kerbal Joints Reinforcement mod), mainly with the Breaking Ground robotic parts. And how everything is biiiig, trying to make small things without tweakscale is impossible... Cubesats ? quite big smallest available probe core say : in your dreams... Decently sized and visually correct rover reproduction ? Nah, it will look bad or be HUGE, or be made of a LOT of parts clipped together and not possible in career... Realistic sized small spacecraft ? Tanks empty weight laugh at you forcing you to put a lot of additional tanks... Small custom capsule/sample return vehicle ? Super thick fairing base doesn't agree and no available small enough parts agree with it... Things holding properly together and a stock equivalent of tweakscale allowing for really small things, and/or custom/procedural parts the way Simple Rocket 2 do it would be great !
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
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!
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.
I got into KSP about 3-4 years ago and found it hard for the first week and I only reached the mun and build a few space stations (it was so fucking fun) but then when I heard ksp2 was first announced I stoped playing Bc I was going to wait to play the new ksp game but that was like 2 years ago and I hope this game lives up to expectations. I know it will be a sandbox on early access at first but I can’t wait for each content update: this time I’m going way further than than the mun and Minmis
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.
I like to call the way grip on the ground acts in KSP 1 "binary". Things either stay in place, or they go skating off over the horizon. There is no "it's only sliding a little bit". It's either rock steady, or it's sliding off as if it was on a tilted air hockey table. And god forbid you try to turn a rover with the steering. That too, is binary. Either you remain on your current course with the wheels changing steering angle but not changing your course, or the wheels grip, you change course. But you don't just change course. No, at any speed that's practical to get "somewhere else" within a reasonable time period (say 25m/s), which the wheels can easily reach, any tiny input on the steering will either result in an ineffectual powerslide, or an immediate flipping motion that results in you thinking "Wait crap where's the emergency RCS so I can avoid tumbling and exploding". You can only save it sometimes, and you have to save it once every 5 minutes if not more frequently. The result? Endless frustration and me swearing to never use any wheels other than landing gear ever again, and even then I'm still extremely skittish about using landing gear (It's worse than "I can't trust them as far as I can throw them", I can't even trust them when they're "sitting in my hand not being thrown yet"). Oh and if you don't adjust the stock suspension settings, the wheels will just "randomly" clip in and out of the ground for no apparent reason, to the point that either no force on earth can move the craft, or the violence of the landing gear springing out of the ground causes the entire vessel to flip over. This doesn't happen on terrain, but it does happen on all runways that aren't just natively part of Kerbin's PQS terrain (aka the runway at KSC, the island runway, the rest of the roads at KSC, any of the "suspiciously geometric" terrain shapes aren't part of Kerbin properly, they're built into it on another coding level, and the interaction between wheels and that other coding level SUCKS MAJORLY).
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.
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. 🤷♂
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
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
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.
I am one of those players that have (basically) not ventured beyond Minmus, but at least in my case it wasn't because of difficulties with orbital mechanics or anything, in fact, it was because I found it too easy, not challenging enough, boring. "Add more boosters" really is an effective mantra... too effective, perhaps. I felt like I didn't need to optimize my craft in the slightest, I could afford to have as much fuel as I pleased, and after testing 1 craft in sandbox to see if it could enter the duna atmosphere and land I saw I succeeded first tyr and... didn't really wanna try it on my career mode now... The only really interesting challenge after mastering the mun and minmus, to me, seems going to eve surface and back. That's the only thing I find daunting. The rest is just... pack in more delta V, I guess. If the game threw less money at me, if I had to care about life support a little bit so I couldn't rely on super long manned missions for efficiency, my interest would reignite. This is why I've been thinking about trying out some mods... Alternatively, planets that present new unique challenges could also be added so the player would have to keep specific techniques in mind. And the KSP2 devs did promise exactly that, alongside base building so there's something to actually do once you get to a planet!
I think you should consider looking into the rp1 mod/mod collection, I've had a lot of similar complaints and never spent much time playing stock ksp but rp1 is a real challenge, especially at first.
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
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.
All of the things you mentioned are fixable more easily than the problem I really had with KSP1: PERFORMANCE. It was slow as hell even on the best of gaming PCs.
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
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.
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.
Just at 100 hours myself and also haven't gone any further than Minmus. Something else I'd like KSP2 to have is a better way to lock satellites into communication constellations (so the satellites don't drift over time, creating blackspots). Currently I use a mod to ensure they're all locked to the same orbits.
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.
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
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
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.
Wheels sliding on Minmus or other icy bodies is INTENTIONAL, it's a feature. Next time add RCS tanks and thrusters to maneuver on those bodies. Landing gear slidings on very mild slopes is a problem. Although, try to orienate your lander (thus playing with each leg springload), if you have powerful enough reaction wheels, you can stop the sliding, moslly, in those cases. The revert brake problemn well. I had it also. The only way to mitigate it is to have two people on the rover, let the pilot in his seat while the scientists collects all the science. So One person rover are not recommanded unless there is a probe core to hold the command priority. Fun thing is that the later versions troublew with patch conics didn't exist around 1.4.1 version of the game... The patch conics were perfectly stable at that time. Why did they fuck that up later on??? As for orbital mechanics, they are what they are, unless you make the transfers being set automatically (which doesn't really work in stock KSP, their window planner is a mess, even implemented by Trigger Au himself... not to mention the alarm clock that gets offset with each year that passes... making long term games a nightmare to come back to old tools...), it wouldn't be possible to give a somewhat real space experience because seting maneuver nodes is part of the game. If players are unable to comprehend what to do, they are just not good enough to go further than the Mun, I don't have any problem with that. As for the burn indicator, since 1.6 or something, the game seems unable to calculate correctly the burn time or NERV engines. A four minutes burn becomes 8 minutes... so I always have to set the burning time indicator to 100% so the burn time indicated corresponds to the first half of the real burn...
Landing gear and wheels sliding on icy bodies being an intentional feature would have been utterly stupid on the part of the developers. Firstly, for several millennia we've known how to anchor and move on ice with spikes and rough surfaces. Secondly, Earth ice is slippery because it is water ice close to melting temperature that is recycled continuously. Deep space objects are frozen well below the melting temperature and have had eons of space dust and gravel landing on the surface and being fused it. The surface would be more likely similar to the ice-sand-salt mixture you get on roads towards the end of winter. Nah, this is just a failure to code any form of a realistic friction model into the system.
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.
@@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.
3:57 I am one of this guys. ~500h in game, but never realy Land on other planats. (apart from eve) Building space stations was just to funy. But for Real, Land ones on minmus and you have more then enough science points to unlock everything. At least on normal settings. Don't have a reason to go. Apart from eve. Bcs it's so difficult to land on it and come back successful.
I think what Intercept needs to get right is better optimizing the game so it works well without bogging down PC/console cpus, ensure the kraken won't show its ugly face so players dont have to reset their missions, fixing the maneuver node planner so encounters aren't jumping everywhere along with providing multiple encounters so if using a gravity assist, its easier to understand if that will get you to the next body properly, and providing information on the IU regarding TWR breakdowns for each stage, accurate total Delta V, etc. I would like to see better way to properly align CG and center of thrust instead of eyeballing it. If launching an asymmetrical load and those two things are off by the slightest touch, bye bye rocket control. I like that in the VAB, part sizes are easily recognizable and engines are organized based on where they operate best at. So excited for this game!
Landing legs and gear being buggy and not being able to do the larger missions without unplayable amounts of lag is what drove me from the game. I am still very excited for KSP2 because I would hope these issues will be properly fixed.
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.
yes fr, you’ll need a colony in order to build the largest engines/ships
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 .-.)
@@EzioD86 The boat... might not be really useful, but a static building can be quite useful as a refuel station via ore mining
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???
No, you are just uncreative. There are literally an infinite amount of missions and things to do in KSP.
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.
I have like 300 h around and I’ve landed on Duna in Career
@@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.
Wait Kerbin or Kerbol?
@@printedprops8730 Kerbol is sun, and kerbin is main planet that you start on.
~ 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.
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.
same here its sad i have gone to everywhere once and then left forever
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
@@lasimies4142 yeah. But it won't change the fact that it gets boring af, which is the point. Soooo...
@@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
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.
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.
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.
I dunno is it the same bug but I was able to work around it by making it primary docking port.
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
I can’t wait for the game! KSP2 will have modular parts, so it will be easier to make good plane replicas.
Ive been building Stock + BDarmory Planes with over 100parts cant wait to lower the part count with produceral parts
@@Skittleshunter64 my current mission has 905 (modded) parts and runs at 2 frames per second
ahhh
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
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
Use hydraulic cylinders to stop sliding
@@josephschaefer9163 13 days left to ksp2 mate, will try it there :DDDD
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
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.
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.
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.
Doing your own Kepler equations? Sounds fun, I guess there should be an option to disable that stuff being done automatically.
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.
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.
Yea it’s SO fucking annoying! I thought I just sucked
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.
@@squidwardfromua People can’t have fun anymore?
@@squidwardfromua those are hours I wouldn't have been playing Kerbal Space Program
@@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.
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.
Expectations for KSP2 are so high, I were a developer I'd be terrified
Word is they're building an actual rocket to get some distance between them and rabid fans.
*was
itll exceed it still
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.
Kerbalism ?
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.
This is my biggest bugbear too!
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.
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
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
I really hope they fix the friction on the surface of planets and moons
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.
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.
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.
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.
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.
Nitpick: They didn’t promise to kill the Kraken. They said it was a *goal*.
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.
Just out of curiosity, did you have mod parts on this ship?
@@asparagusstaging430 no
:(
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.
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.
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.
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.
For the interplanetary mission, mechjeb was efficient with the advanced inteplanetary trajectory mode
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
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
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!!!!
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.
@@kcOO69360 It doesn't take 30 minutes unless you are swinging way out and encounter Jool on the way back.
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.
The brake situation can be resolved by clicking the brake icon rather than using the "B" key.
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.
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.
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.
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.
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
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.
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
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.
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.
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.
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.
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
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.
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.
Hydraulic cylinders stop sliding. You're welcome
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
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.
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.
8:12 Oh my, its almost here (kinda). That was an awesome ending.
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
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
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.
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
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.
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.
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 ✌️
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.
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
think that was planet factory maybe?
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.
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
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
I hope KSP 2 has MechJeb or an equivilant as part of the base game.
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
Only 5 years and 14 days until KSP2 is done! Can't wait!
One of the reasons I've never really made it far in KSP is that I've got relatively limited time to play games and my interests shift from game to game, so there's long periods away from any game and when I come back to it, I usually start over in it.
Not really the fault of KSP devs. :D
However, one compounding factor, was the many many many updates to KSP, which is great, but it has a few detractions. Save games might no longer work, mods might need updates, the updates might have "must have" fixes and what not.
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
Two things I hate the most are wobbly stuffs (even using Kerbal Joints Reinforcement mod), mainly with the Breaking Ground robotic parts.
And how everything is biiiig, trying to make small things without tweakscale is impossible...
Cubesats ? quite big smallest available probe core say : in your dreams...
Decently sized and visually correct rover reproduction ? Nah, it will look bad or be HUGE, or be made of a LOT of parts clipped together and not possible in career...
Realistic sized small spacecraft ? Tanks empty weight laugh at you forcing you to put a lot of additional tanks...
Small custom capsule/sample return vehicle ? Super thick fairing base doesn't agree and no available small enough parts agree with it...
Things holding properly together and a stock equivalent of tweakscale allowing for really small things, and/or custom/procedural parts the way Simple Rocket 2 do it would be great !
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
I loved hunting down the easter eggs in career, Hope we got as many cool ones when 2 gets here!
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!
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.
I got into KSP about 3-4 years ago and found it hard for the first week and I only reached the mun and build a few space stations (it was so fucking fun) but then when I heard ksp2 was first announced I stoped playing Bc I was going to wait to play the new ksp game but that was like 2 years ago and I hope this game lives up to expectations. I know it will be a sandbox on early access at first but I can’t wait for each content update: this time I’m going way further than than the mun and Minmis
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.
I also gave up on game , but CKAN is a total game changer, if you want see all that original ksp could have become add some CKAN to your life
I like to call the way grip on the ground acts in KSP 1 "binary".
Things either stay in place, or they go skating off over the horizon.
There is no "it's only sliding a little bit". It's either rock steady, or it's sliding off as if it was on a tilted air hockey table.
And god forbid you try to turn a rover with the steering.
That too, is binary. Either you remain on your current course with the wheels changing steering angle but not changing your course, or the wheels grip, you change course. But you don't just change course. No, at any speed that's practical to get "somewhere else" within a reasonable time period (say 25m/s), which the wheels can easily reach, any tiny input on the steering will either result in an ineffectual powerslide, or an immediate flipping motion that results in you thinking "Wait crap where's the emergency RCS so I can avoid tumbling and exploding".
You can only save it sometimes, and you have to save it once every 5 minutes if not more frequently. The result? Endless frustration and me swearing to never use any wheels other than landing gear ever again, and even then I'm still extremely skittish about using landing gear (It's worse than "I can't trust them as far as I can throw them", I can't even trust them when they're "sitting in my hand not being thrown yet").
Oh and if you don't adjust the stock suspension settings, the wheels will just "randomly" clip in and out of the ground for no apparent reason, to the point that either no force on earth can move the craft, or the violence of the landing gear springing out of the ground causes the entire vessel to flip over. This doesn't happen on terrain, but it does happen on all runways that aren't just natively part of Kerbin's PQS terrain (aka the runway at KSC, the island runway, the rest of the roads at KSC, any of the "suspiciously geometric" terrain shapes aren't part of Kerbin properly, they're built into it on another coding level, and the interaction between wheels and that other coding level SUCKS MAJORLY).
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.
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. 🤷♂
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.
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
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
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.
After 20 hours or so i made it to duna because I had practice with Spaceflight simulator before . Thank you Stef Moroja for that❤️
Spaceflight simulator saved my ksp game too. I never understood how to get to Duna after so much time until I did it in SFS, then it clicked
@@aquatax24 I think because its in 2d and the Orbit lines are better to see
I am one of those players that have (basically) not ventured beyond Minmus, but at least in my case it wasn't because of difficulties with orbital mechanics or anything, in fact, it was because I found it too easy, not challenging enough, boring. "Add more boosters" really is an effective mantra... too effective, perhaps. I felt like I didn't need to optimize my craft in the slightest, I could afford to have as much fuel as I pleased, and after testing 1 craft in sandbox to see if it could enter the duna atmosphere and land I saw I succeeded first tyr and... didn't really wanna try it on my career mode now... The only really interesting challenge after mastering the mun and minmus, to me, seems going to eve surface and back. That's the only thing I find daunting. The rest is just... pack in more delta V, I guess.
If the game threw less money at me, if I had to care about life support a little bit so I couldn't rely on super long manned missions for efficiency, my interest would reignite. This is why I've been thinking about trying out some mods...
Alternatively, planets that present new unique challenges could also be added so the player would have to keep specific techniques in mind. And the KSP2 devs did promise exactly that, alongside base building so there's something to actually do once you get to a planet!
I think you should consider looking into the rp1 mod/mod collection, I've had a lot of similar complaints and never spent much time playing stock ksp but rp1 is a real challenge, especially at first.
I really hope they fix performance for large objects. Its literally a game killer for me because i love building big stations.
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
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.
All of the things you mentioned are fixable more easily than the problem I really had with KSP1: PERFORMANCE. It was slow as hell even on the best of gaming PCs.
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
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.
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.
Just at 100 hours myself and also haven't gone any further than Minmus.
Something else I'd like KSP2 to have is a better way to lock satellites into communication constellations (so the satellites don't drift over time, creating blackspots). Currently I use a mod to ensure they're all locked to the same orbits.
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.
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
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
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.
nah that's starter with end game stuff
Wheels sliding on Minmus or other icy bodies is INTENTIONAL, it's a feature. Next time add RCS tanks and thrusters to maneuver on those bodies.
Landing gear slidings on very mild slopes is a problem. Although, try to orienate your lander (thus playing with each leg springload), if you have powerful enough reaction wheels, you can stop the sliding, moslly, in those cases.
The revert brake problemn well. I had it also. The only way to mitigate it is to have two people on the rover, let the pilot in his seat while the scientists collects all the science. So One person rover are not recommanded unless there is a probe core to hold the command priority.
Fun thing is that the later versions troublew with patch conics didn't exist around 1.4.1 version of the game... The patch conics were perfectly stable at that time. Why did they fuck that up later on???
As for orbital mechanics, they are what they are, unless you make the transfers being set automatically (which doesn't really work in stock KSP, their window planner is a mess, even implemented by Trigger Au himself... not to mention the alarm clock that gets offset with each year that passes... making long term games a nightmare to come back to old tools...), it wouldn't be possible to give a somewhat real space experience because seting maneuver nodes is part of the game. If players are unable to comprehend what to do, they are just not good enough to go further than the Mun, I don't have any problem with that.
As for the burn indicator, since 1.6 or something, the game seems unable to calculate correctly the burn time or NERV engines. A four minutes burn becomes 8 minutes... so I always have to set the burning time indicator to 100% so the burn time indicated corresponds to the first half of the real burn...
Landing gear and wheels sliding on icy bodies being an intentional feature would have been utterly stupid on the part of the developers. Firstly, for several millennia we've known how to anchor and move on ice with spikes and rough surfaces. Secondly, Earth ice is slippery because it is water ice close to melting temperature that is recycled continuously. Deep space objects are frozen well below the melting temperature and have had eons of space dust and gravel landing on the surface and being fused it. The surface would be more likely similar to the ice-sand-salt mixture you get on roads towards the end of winter.
Nah, this is just a failure to code any form of a realistic friction model into the system.
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.
What a pity that this beautiful game cannot be bought in my country. Get to piracy.
get a vpn! indie devs need all the money they can get.
@@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.
@@lisopilka hopefully this current world event gets solved so normal citizens can live their lives freely
Seeing their recently posted PC requirements, its gonna be tough for KSP2
3:57 I am one of this guys.
~500h in game, but never realy Land on other planats. (apart from eve)
Building space stations was just to funy.
But for Real, Land ones on minmus and you have more then enough science points to unlock everything. At least on normal settings.
Don't have a reason to go. Apart from eve. Bcs it's so difficult to land on it and come back successful.
As long as they dont make it to easy, that's why I love kerbal it makes you think and perfect everything
I think what Intercept needs to get right is better optimizing the game so it works well without bogging down PC/console cpus, ensure the kraken won't show its ugly face so players dont have to reset their missions, fixing the maneuver node planner so encounters aren't jumping everywhere along with providing multiple encounters so if using a gravity assist, its easier to understand if that will get you to the next body properly, and providing information on the IU regarding TWR breakdowns for each stage, accurate total Delta V, etc. I would like to see better way to properly align CG and center of thrust instead of eyeballing it. If launching an asymmetrical load and those two things are off by the slightest touch, bye bye rocket control. I like that in the VAB, part sizes are easily recognizable and engines are organized based on where they operate best at. So excited for this game!
Oh and I haven't heard anything about a career mode, does anyone know if that is coming back, but better?
Landing legs and gear being buggy and not being able to do the larger missions without unplayable amounts of lag is what drove me from the game. I am still very excited for KSP2 because I would hope these issues will be properly fixed.