The Subnautica reference is excellent. I hope they make it possible to explore under the ice sheets of Val in the future, although given the nature of the current terrain system, it is impossible or very unlikely.
Maybe they're paying 5D chess and intentionally scripted bugs into the game to make it appear less polished so they could set up the opportunity to take everyone by surprise.
@@amanofnoreputation2164 I've also thought about this but I highly doubt that a professional company would do something like this. If it was a solo developer or a small group of people then yes, this could be a possibility
Well I mean that just supports Matt's theory even more. They probably focused on the graphics and assets mainly and we're planning on figuring out the gameplay aspects lastly. Until Take Two gave them a release date that was closer than they were expecting
@@hendrikpoggenpoel4508 that's what I would say. Blame take two for the mess that KSP2 launched as. The devs probably wanted to take more time to make the game... You know... Maybe work?
@@dod_the_angel they did have like 10 years, and the game was produced for last 3 years. Big bad companies are responible for a lot of wrong but in this particular case i wouldn't jump to conclusions quickly
I can't really see what's people's issue it's early access and bugs were always a core part of KSP gameplay. People got too used to their mods and fine tuning of the engine that happened in KSP1 forgot how buggy the base game still is.
The glitch where your trajectory changes (when leaving Jool) happens to me sometimes in KSP1 as well. When I leave a SOI while autotimewarping, it sometimes takes away from the amount I burnt the engines. Reloading an earlier quicksave and then timewarping manually always fixes this problem.
I think the KSC itself is one of these "decal" things. Because you can see the original "procedurally" generated planet underneath it, and it's one solid object as we've seen in one of your previous videos, when you inadvertently brought the entire thing to space.
I have to give you credit Matt. I was not able to get myself to play the game in its current state, but your videos provide truly fantastic content of the game while sparing us the pain of suffering the bugs ourselves. The devs should be eternally grateful to you for showing the game in such a light that makes us hopeful for the future and how KSP2 could be, even without all of the fundamental features such as science or off world resource processing.
It might be fun/informative to do the same mission in KSP 1 and KSP 2 side by side, so we can see what is different, improved, or broken. Maybe a Dres trip to show off those new rings!
Performance is the biggest problem. There are so many random times that ksp2 just craps out. and is jittering ie 2 frames per second. and thats on a good pc.
@@Kushothe Not for everyone. I notice that when gamers say "it looks better," they're only looking at how glamorous it is, not how realistic it is or how it changes with distance or anything. Kerbin from orbit in KSP 2 looks a whole lot better to me than even the most spectacular KSP 1 mods. KSP 1 uses a horrible (and *far* too common) LoD adjustment algorithm for its terrain, and I haven't noticed any mods improving it. Perhaps it's because modders in general are used to it. But this is all an old argument. IMO, 3D graphics got more glamorous more than actually better with the introduction of shaders in the mid-00s.
I love KSP. I don't mind spending a few hours playing a mission or several months doing career mode over weekends. It is fun and and mentally stimulating. Currently KSP 2 is not worth it. I have an elderly mother I finically support and my early 20's daughter needs all the help she can get too. I work 60 or more hours a week doing back breaking labor on tall buildings. When I need to unwind I game. KSP 2 feels like I'm wasting my life. Hours of frustration just to end up pissed off and quitting. Hopefully one day soon I will have a nice Duna rover mission or Eve SSTO without wanting to shoot my computer. Thanks Matt for suffering so I don't have to.
The first time I received that line was in my return to the life pod, after using the mountain island teleport, I was in the surface and that line showed up. I freaked out, fortunately I didn't have the balls to dive lol
Matt the mothership is what ate the fuel of the lander so don't worry about losing out on dV, the fuel crossfeed system itself is bugged. I had to manually transfer fuel mid flight to fix it, so if you had checked fuel of lander part way thru the mission, you probs would have seen the tank half full maybe.
with vall now having sup oceans there, i wonder if they're gonna add submarine parts to the game later on, it be cool to explore that moon's vast underground ocean, and possibly a few caves as well.
Yeah stages sucking fuel from places they shouldn't be is a bug that I've personally run in to on almost every mission - I think it has to do specifically with inline separators/decouplers because every time I use them it seems like whatever is on the other side of them adds its fuel to the first stage and gets used up in the first stage. Too many kerbals have already been stranded due to this bug
While we all want to see KSP2 videos it's clear that this is really early access, and I wouldn't blame you for posting more KSP1 videos as we wait for a more stable build.
Hey Matt. It's the control stabilization gimbal and reaction wheels. If you disable all gimbal control in each pod and disable all reaction wheels, it will stop spinning.
Unless the liquid is much heavier than water, that ocean being exposed to the near vaccum is nonesensical. Leviathans... well in the first game, we have leviathan class sea beast skeletons... The shifting orbits is a bug that is also present in KSP 1, it can be solved with timewarp most of the time or restart the game. It messes up orbits and wasn't present before 1.7... (at least in 1.3.1 or 1.4.1, I didn't experienced it).
To fix the spinning press alt + x. Pressing alt + wasd “trimms” the craft aka. constantly pressing the key more or less. Somehow this function gets abused by the kraken sometimes. Alt + x removes all trimms.
34:35 this is honestly a really good point, unrelated to what's happening in the video, about the UI genuinely, before he said this i had no idea whether the SAS or RCS was on, the difference between lightish grey and green isn't that large, especially compared to the skeuomorphic UI of ksp1, where not only is it dimmed if it's off, when it's on it has a substantial glow and the brightness is pretty much inverted
You should have been reading the unofficial reddit, just about every bug you've had was described. The false trajectories, build corruption, mysterious loss or gain of fuel, load/save errors. I even give nice little pictures. I havent yet encountered the parachute error, but that part of the part corruption. Recommendations : Save when not under any physics, let the craft settle and turn off SAS and RCS. Keep an eye on the resource monitor, make even a couple of saves. Two saves, seconds apart from each other, one is stable and the other is a junkpile in the making. Be aware that corruption is often is initially invisible, there are tell-tale signs like parts drifting away, missing parts. TWing has the uncanny ability to propogate symptoms. Simple ships with single points of control are immune. Cycling through the control sometimes fixes the spin problem complex ships. A multiprobe seed ship is crazy unstable until the seeds are released and away from each other, then the seeds are very stable. There is an arguement about whether docking ports caused the loss of fuel since patch one. My conclusion based on testing is that its not the ports, but bringing together or seoarating complex ships in certain configurations. I have managed to put 500 ton ships on Duna, Mun and Dres, one mission to duna then Dres, along the way I documented all the bugs, but because of my saves at the right moment never needed to add fuel. Of course my kerbals are going to retire on Dres or one morning after loading the game i will get a message "a bar of soap collided with a sink, ship destroyed" A few errors in your build, shorter fatter tanks have far fewer errors than long tall tanks. I mean you have a whole runway to launch from. At this stage in KSP2 you probably want a dump truck rocket and not a Prius. The fewer struts the better. A very common error i have seen is structural failure on things attached to Trusses and H2 tanks, the fuel tanks are twice as stable, IMO. BTW there is always the math. How to seat engine arrays on large tanks. Span a xsmall or small pointy nose cone to the tank. side mount the center engine in the array and use the traslocate and rotate tool to center the engine so that it centers in the nose cone. Add the distal engines using the symmetry and translocate tools. Adjust the engines to desired protrusion. Remove the nose cone and snap the decoupler, then adjust the decouple with the translocate tool so that the engines do not supercede the decoupler. This is the most stable way to build. Because the decoupler is snapped directly to the tank it renders the enclosed space aerodynamic. If you want to pretend to have a fairing, just get an attachment point and a toob the same size as a tank, and a battery the same radius as the tank. Shove the attachment point into the center of the tankfacing down, add the battery to the point, and with the toob facing the battery add the toob, adjust the height of the toob so that it does not surpass tge tip of the engine, which should be half way diwn the decoupler. Which means the length of the toob touches the decoupler. There will be a small gap in the toob, another bug. Since i launch really big stuff, i general pass Mach at 15 k alt, I really dont care how hairy stuff is below my payload since.
I was watching @Blitz, and it turns out that Jool itself has a surface under all that gas. Don’t know if it did in KSP1, but maybe landing and returning from Jool would be another challenge to give yourself (I’m only 8 minutes in, I don’t know how bad this one goes after all that foreshadowing).
I would love the detail level for trajectory and spheres of influence to follow some 3D modeling/rigging views that fade in or out the surrounding areas to a minimum visable level based on current state. Thus providing a "focus view" that allows you have a better situational awareness. To describe it better; the sphere of influence, orbit lines, and current trajectory would fade in or out based on objects of intrest. Objects of intrest would include, currently controlled space craft, parts that were last docked or connected to the currently controlled space craft, maneuver nodes for the current ships planned trajectory, other objects of intrest in close proximity of the current trajectory, planned trajectory, influenced trajectory, the mouse pointer's proximity to a other objects of intrest (debris, planet/moon, ship). Those objects would fade in those lines and spheres and influences. The other lines and spheres would fade out to a minimum visiable level or an inactive state. You would favor the active controling ship, target, and mouse pointer having the strongest fade in. The fade in around some objects would be like a spot light while other objects of interest, such as trajectory, would be based on proximity to fade in that data. This way, you can see your entire planned route if zoomed out and potental influances would be generally visable based on the nodes, the ship and mouse pointer. Letting the mouse run along the route would also cause it to show more visible lines for influences and orbits. You would also need to exclude the mouse in favor of the the active ship and/or target or account for a depth of exclusion from the mouse pointer to prevent overlapping lines and spheres beyond the range of intrest being faded in. This way the mouse doesn't cause orbits of moons that your not interested in to show up and clutter the view. You could also just ignore the mouse proximity if a target and ship are active or if the mouse is in the immediate area of another object of intrest. You can see things like this in VR games with bluring the edges of your peripheral vision to keep ones focus and motion sickness low or any game where your focus is directed in thus fashion. Some animation studio softwares allow for an xray wire frame to fade in when setting up rigging or key frame sequences, something like an the classic 2D "onion view" (somewhat transpartly drawing the image frame before and optional after of the current image frame) for 3D. This let's you see the big picture by moving the mouse out of the way while allowing your mouse to adjust the details and you work through the animation. In my idea view though the animation would be your current and planned trajectory and the wire frame fade in would be the objects in close proximity to the trajectory, ship, and target. I hope I have given you a good idea of what is in my head. As I hope that when the modding community gets to develop mods for KSP2, that someone will do this.
21:23 - "Lake Baikal is deeper than the Burj Khalifa is tall." It's actually even deeper than that. It's almost *two* Burj Khalifa's deep. Burj Khalifa height - 830m | Lake Baikal deepest point 1642m
The unexpected spinning in KSP2 is due to several factors. I actually have several posts on the causal factors in the reddit. 1. Orthogonalization of the controls. The controls suddenly stop functioning and input commands have the effect of acting in an orthogonal direction. A remedy is to save or go back to a previous save and load. 2. A ship with multiple control units such as HECS in which each unit is separated by a decoupler or port. Symptom includes spin up in Map view that is controlled in ship view. This one was observed in prepatch. The bug is activated by timewarping, and follows a pattern of corruption that occurs in TW that might not be visible until other actions are triggered, such as decoupling. 3. There is a Save/Load error that can cause corruption of the ship that multiplies when exiting timewarp. While i did not discovered the error I think I have the best documented case. A tale-tell sign is when loading a file you see the [] appear and a part floating away. So this error is particularly a problem because one of the methods of correcting spin can actually cause spin or worse. Your ship got corrupted, probably way back in the game, your fuel probably disappeared then.
I hope that once they figure out all the bugs and kinks, that they give the ui an overhaul. Everything looks so annoyingly clustered together in one corner of the screen, and the orbital map is so over-cluttered with all those circles
Like Matt said, and I fully agree, it is most likely that the push to release the game came from Take 2. The developers are fully committed to KSP2 and will get it up to the standard that we have been hoping for, but I also agree with you, that this is not even worthy of calling Early-access. If the release price had been cut significantly to match the state of development, then I would have been happy to buy, it despite the fact that it won't run on my computer at this stage. I also think that they wouldn't have been shredded quite so badly in the reviews.
@@therealjamespickering yep specially since most of the time when games released broken it was due to the publisher forcing the devs to release the games . Hopefully the first patch in Thursday will fix most of the issues.
KSP2 is $78 AUD for us Australians, which is a blind robbery frankly and disgusting. If this game was like 20 bucks I think people would be a lot more forgiving but at this absurd pricepoint they can go to hell.
Thank you for your service in showing us how much of a struggle this game is for the moment. I was considering getting it, but the visual proof saved me fifty bucks.
It occurs to me that 'craziness' would be a good life support stat system. Kerbals slowly go mad in space; you get various bonuses on the rate depending on things like whether you're landed, how much spare space they have, whether they've got company, high-bandwidth communications links, etc. Kerbals who go too space mad become useless. That would encourage overbuilt ships, building decent bases to park your kerbals during long delays, etc. Plus, there's a whole opportunity for rescue missions to collect your crew after they've gone space crazy and won't leave the capsule any more.
I'm pleasantly high, time to binge your ksp 2 series. I'm really really enjoying the way you talk! And this style of video, talking over a timelapse, great!
Russians watch you too! I was surprised that you know a Baikal lake. It's a very deep lake because there is a fault. I like watching your videos, it's very great. Thank you and the UK Space Agency for showing us the Vall's oceans!
I had a similar problem with the jet engines when I did an air launch where the engines were feeding from the center stage fuel tanks even though fuel cross feed was turned off and now fertray’s been stuck in a highly inclined elliptical Kerbin orbit for the past few decades
The reason your parachutes weren’t deploying at the end there is because the game deemed it unsafe to open the chutes, to fix this, you have to go to “deploy settings” and select the unsafe option.
The SOI thing would make a great mod. like a button in map mode that you can toggle between showing current SOI, SOI at closest approach (actual, and maneuver), and the torus the volume of space that will be part of the closest approach at any point (like, if you always stay out of that volume, you'll never get a flyby).
Friend of mine mentioned he had fuel straight vanish from his fuel tanks at random, which destroyed a mission. So I imagine there's a quantum fuel bug.
32:30 this happened to me too while I was trying to leave Duna. I thought something was weird because it looked like I was burning prograde relative to the orbit around the sun, and I was right because I was thrown away from the inner planets. After a lot of head scratching and save hopping I did the manouver node to Kerbin and swung it to the right side of the Duna orbit, which worked out in the end when I left the SOI. I can't blame you at all for using infinite fuel lol Edit: I can't remember when you said it in the video but I was also one of the people that managed to see the orbit line in another SOI, same mission actually. I was coming back to Kerbin and already had an encounter. Initially I focussed on Minmus and there was no line as usual, but when I focussed on the Mun it suddenly showed up! Not sure what happened
My brother worked on KSP for years (since the start when "Squad" was pretty much unknown) and was one of the main people behind fixing the orbital mechanics WAY back at the start. He actually stopped working on KSP2 because of the rushed release thing and wanted no part in it. According to him, it was a corporate decision and it ruined everything including the whole "vibe" of working for/with the team. So rest assured, I'm 99% certain no one actually working on the project wanted to release it in this state.
If you click off of the maneuver node and hover over the cestial bodies pe, it'll show you the height, just not if you have the node selected. Not perfect, but its a little more info for orbital transfers and grav assists.
I know the feeling here. My play style relies heavily on docking ports, and with the docking port glitch, I just can't complete a mission. On day 1, I got a lander stuck on the mun. I was like "I'll accept it, I'll just do mission 2 as a rescue mission. Sent an unmanned rover to the mun, with fuel and food for the stranded kerbal. But that got hit with the "no comnet connection" glitch (no biggy, just have manned missions from now on), and promptly smashed into the surface 10m from the lander. So I sent a second craft, with a much more advanced lander, to just pick the kerbal up, and take them home. But as the lander touched down, the stranded lander fell through the floor, and was crushed by the intense forces of the mun's core. After giving up with that, and starting over, the docking ports would refuse to undock. Not even blow up the ships, the crash screen comes up, but I can still fly the ship with the lander can welded to the crew pod. No amount of saving and reloading could fix it. So I said "To heck with it, I'll wait for patch one to hit". And yeah, the fuel crossfeed glitch is known. Just save a little extra deltaV, so you can put the fuel back in the lander before seperating the stages (with the new fuel transfer window that is super quick and easy to use!). Caught me off-guard once, but once you know to expect it, it's easily fixed. Now, we have a potential patch one release date on 16th! Of course it could still get delayed, but I'm super excited for it to hit, and get back to playing KSP2. I'm not even mad, it's early access, and I'm fine with there being bugs. I just need to wait, until the specific glitches that are blocking me, to get patched. For what it's worth, I'm super loving the new features and graphics. It has so much potential, and I have nothing but hope, for what the game will become. Here's to hoping the patch hits relatively on time, and addresses the worst of the bugs, so we can have a little less stressful time supporting our favorite games series.
Hey Matt! I've encountered that fuel drain bug a couple of times with my own landers in KSP 2. From what I can determine, it seems that the bug isn't tied to the stack separators/decouplers, but is actually related to the Poodle engine itself. I've only ever encounter the fuel drain issue with that specific engine!
Matt when you build rockets, use the biggest tanks possible and the fewest engines. The fewer small tanks, the fewer fuel flow calcs, the better the fps. It's a known issue, and it a good workaround while they fix it.
Not sure how much help this will be, but I learned in Statzenblitz's Jool 5 streams that resetting your trim with Alt X (iirc) should help with persistent roll, pitch, or yaw
I appreciate your patience and courage. Much better than me. I did a space plane carrier and the decoupler decided not to decouple but there was a parasite acceleration so I got to space, but I couldn't stop the parasite acceleration so I just quit. Fuck it. Also, all my methane got burned in air-breathing mode. My methalox tanks decided to become dumb structural fuselage parts during the flight. Fuck it.
I feel your frustration Matt. Literally, just from watching the video. So, not only have I sworn off purchasing KSP 2 until it is actually a functional game, but now I am swearing off watching KSP 2 videos, because what's the point? It's no longer fun.
Re: Jool-->Kerbol SOI trajectory change: I hit that every single time. I think it happens with all sunward burns out of a planet's SOI. The good news is, it's predictable. If you use a KSP 1 transfer calculator (specifically, get your ejection velocity to match, and make sure you'll be burning around periapsis) and trust only your trajectory within your current SOI (for aiming purposes), you'll end up in the right place. Though you won't know it half the time because the encounter indicators love to just disappear until you reload the game, but that's a whole other issue. Re: changing periapsis: this one is so much worse. For some planets/moons, it seems like the periapsis figure is based on where your trajectory is relative to the terrain height below it right now, not even where it'll be when you pass by (which would actually be kind of useful for the more lumpy planets). Seemed to be that way around Minmus and Pol, at least. Which means that it changes as the planet rotates. But there's a SECOND bug, which I haven't found any pattern to, but it looks like you hit it in this video, which changes your periapsis as your orientation relative to the parent body in your current SOI changes. There doesn't seem to be any rhyme or reason to it. It doesn't go away if you time warp. It has nothing to do with using RCS or not. So far there's been no taming it.
What you say about it being released before maturity sounds about right for this. KSP 2 has developers that really vare about the game and isn't just remaking KSP 1.
Ha Ha! I had something similar happen on a Duna mission where my lander inexplicably had no fuel and the parachutes wouldn't deploy! Oddly when I quick loaded the parachutes were open, but still no fuel. Valentina was stranded by the Kraken!
The kraken spin cycle....got me yesterday. Built a fantastic space plane. Plenty of dV. Moment I'd hit space and kick on SAS.....spin cycle. Tack that onto the bug list of things that are surprising they were there 🤔
To see the orbital trajectory, you have to be one soi behind. Ie in order to see your jool approach you have to still be in kerbin's soi. That's how I have gotten it to work somewhat consistently
I found that the weird spinning thing when activating SAS is the ALT button, apparently if you hit ALT and any of the rotate keys, it sort of, locks that rotation? So if your rocket is rotating in a particular way, you would ALT + the opposite direction, if that makes sense... Sometimes it doesn't fix it though.
As far as I'm aware, it shouldn't be possible for liquid water lakes to form on celestial bodies that don't have an atmosphere. It's one of the reasons I remember being given for why Mars doesn't have any liquid water on it. That being it's atmospheric pressure is just too low to allow liquid water to form. Without sufficient pressure, water can only exist in either a gaseous or solid ice form. I could be wrong, but I distinctly remember either reading, watching or being told about this.
Something I just noticed that would be a nice thing to improve: use a font with equally sized numbers for the right hand side fuel/oxidizer levels. The constantly changing position of numbers makes that a lot harder to read than it needs to be.
Small landing legs have a known bug to activate basically a fuel cross feed 23:22
Hope this helps.
Does that also kill frames like in KSP 1?
@@dorp8193 I’m unsure about that part.
But it may.
Edit: I’ll experiment with that during my stream today.
@@dorp8193 fuel crossfeeds basically kill the game in ksp2
So that’s what happened to my minmus mission. I just thought I had forgotten to add a separate landing stage. Sorry bill I guess…
How is that even possible…
KSP: hmm no one is going to vall…
KSP 2: **adds an ocean to vall**
Matt Lowne:
amazing
An ocean? Did you mean a water biome?
Aw hellll naw 💀
really alike this
I would like too bruv 🗿, but I'm still stuck on the first KSP 🗿
The Subnautica reference is excellent. I hope they make it possible to explore under the ice sheets of Val in the future, although given the nature of the current terrain system, it is impossible or very unlikely.
they mentioned completely redoing the system to make more things possible and faster in the latest devblog, soo, maybe it'll be a thing??!
@@ThylineTheGay ...ngl, that would be pretty hot. Actual subusurface oceans/caves...
@@higueraft571 yeahh!, very cool
barotrauma but instead of europa we have vall instead
Kinda surprised by how KSP 2 looks so polished visually and un-polished at the same time with all the bugs, tbh.
Maybe they're paying 5D chess and intentionally scripted bugs into the game to make it appear less polished so they could set up the opportunity to take everyone by surprise.
@@amanofnoreputation2164 I've also thought about this but I highly doubt that a professional company would do something like this. If it was a solo developer or a small group of people then yes, this could be a possibility
Well I mean that just supports Matt's theory even more. They probably focused on the graphics and assets mainly and we're planning on figuring out the gameplay aspects lastly. Until Take Two gave them a release date that was closer than they were expecting
@@hendrikpoggenpoel4508 that's what I would say. Blame take two for the mess that KSP2 launched as. The devs probably wanted to take more time to make the game... You know... Maybe work?
@@dod_the_angel they did have like 10 years, and the game was produced for last 3 years. Big bad companies are responible for a lot of wrong but in this particular case i wouldn't jump to conclusions quickly
Matt showing some love to Vall is so wholesome
Val Kerman
So.... vallsome
I've always loved Val, always visit there first before anywhere else in the jool system
I support the we love call foundation
I haven't even heard about vall
I like how your first stage was the same colour as the navball.
Also nice Subnautica reference 😁
Wait, did I miss it? Where was the Subnautica reference?
@@hendrikpoggenpoel4508 around 26:20 it says there is a bit with the pda
Nice, someone else noticed.
26:35
detecting multiple leviathan-class lifeforms in the region
are you certain whatever you are doing is worth it?
You know, KSP can stand for kraken slayer program and KSC, Kraken Slayer Center. Someone has probably pointed that out already.
Kraken Slayer Program
KSP
I can't really see what's people's issue it's early access and bugs were always a core part of KSP gameplay.
People got too used to their mods and fine tuning of the engine that happened in KSP1 forgot how buggy the base game still is.
KSP 2 Kraken Surrendering Program 2
@@Coolproko Kerbal Surcharging Players 2
@@Coolproko Haha hopefully not.
The space version of “whatever floats your boat” is what ever seals your airlocks
"whatever lights your rocket"
“Whatever orbit your planet”
The glitch where your trajectory changes (when leaving Jool) happens to me sometimes in KSP1 as well. When I leave a SOI while autotimewarping, it sometimes takes away from the amount I burnt the engines. Reloading an earlier quicksave and then timewarping manually always fixes this problem.
I think the KSC itself is one of these "decal" things. Because you can see the original "procedurally" generated planet underneath it, and it's one solid object as we've seen in one of your previous videos, when you inadvertently brought the entire thing to space.
And I guess the decal is what follows your vessel into space ;-)
LOVED the subnautica callout there at the end haha. what a great game. thanks for showing us the Vall ocean!
Let's all thank Matt for going through this mess so we don't have to until the game is playable! :)
I hope he makes a movie on KSP 2!!!!!!!!!
I have to give you credit Matt. I was not able to get myself to play the game in its current state, but your videos provide truly fantastic content of the game while sparing us the pain of suffering the bugs ourselves. The devs should be eternally grateful to you for showing the game in such a light that makes us hopeful for the future and how KSP2 could be, even without all of the fundamental features such as science or off world resource processing.
It might be fun/informative to do the same mission in KSP 1 and KSP 2 side by side, so we can see what is different, improved, or broken. Maybe a Dres trip to show off those new rings!
I would like that
Performance is the biggest problem. There are so many random times that ksp2 just craps out. and is jittering ie 2 frames per second. and thats on a good pc.
KSP1 with visual mods is superior in every way - no need for comparisons.
Ksp2 has nothing to write home about
@@Kushothe Not for everyone. I notice that when gamers say "it looks better," they're only looking at how glamorous it is, not how realistic it is or how it changes with distance or anything. Kerbin from orbit in KSP 2 looks a whole lot better to me than even the most spectacular KSP 1 mods. KSP 1 uses a horrible (and *far* too common) LoD adjustment algorithm for its terrain, and I haven't noticed any mods improving it. Perhaps it's because modders in general are used to it. But this is all an old argument. IMO, 3D graphics got more glamorous more than actually better with the introduction of shaders in the mid-00s.
I never really got very good at KSP but it's something I never grow tired of watching videos on. Thanks and enjoy your time off.
I love KSP. I don't mind spending a few hours playing a mission or several months doing career mode over weekends. It is fun and and mentally stimulating. Currently KSP 2 is not worth it. I have an elderly mother I finically support and my early 20's daughter needs all the help she can get too. I work 60 or more hours a week doing back breaking labor on tall buildings. When I need to unwind I game. KSP 2 feels like I'm wasting my life. Hours of frustration just to end up pissed off and quitting. Hopefully one day soon I will have a nice Duna rover mission or Eve SSTO without wanting to shoot my computer.
Thanks Matt for suffering so I don't have to.
I was literally playing subnautica when you used the PDA's infamous voice line, and it nearly gave me a heart attack
The first time I received that line was in my return to the life pod, after using the mountain island teleport, I was in the surface and that line showed up.
I freaked out, fortunately I didn't have the balls to dive lol
Matt the mothership is what ate the fuel of the lander so don't worry about losing out on dV, the fuel crossfeed system itself is bugged. I had to manually transfer fuel mid flight to fix it, so if you had checked fuel of lander part way thru the mission, you probs would have seen the tank half full maybe.
with vall now having sup oceans there, i wonder if they're gonna add submarine parts to the game later on, it be cool to explore that moon's vast underground ocean, and possibly a few caves as well.
Yeah stages sucking fuel from places they shouldn't be is a bug that I've personally run in to on almost every mission - I think it has to do specifically with inline separators/decouplers because every time I use them it seems like whatever is on the other side of them adds its fuel to the first stage and gets used up in the first stage. Too many kerbals have already been stranded due to this bug
woo glad to see the kerbol system updated in such a cool way!
While we all want to see KSP2 videos it's clear that this is really early access, and I wouldn't blame you for posting more KSP1 videos as we wait for a more stable build.
Hey Matt. It's the control stabilization gimbal and reaction wheels. If you disable all gimbal control in each pod and disable all reaction wheels, it will stop spinning.
Dude my frikking heart stopped when the PDA voice came on!
Unless the liquid is much heavier than water, that ocean being exposed to the near vaccum is nonesensical.
Leviathans... well in the first game, we have leviathan class sea beast skeletons...
The shifting orbits is a bug that is also present in KSP 1, it can be solved with timewarp most of the time or restart the game. It messes up orbits and wasn't present before 1.7... (at least in 1.3.1 or 1.4.1, I didn't experienced it).
To fix the spinning press alt + x. Pressing alt + wasd “trimms” the craft aka. constantly pressing the key more or less. Somehow this function gets abused by the kraken sometimes. Alt + x removes all trimms.
More mission control bits, these are gold! Thank you for struggling through the bugs to make these videos.
26:39 That Subnautica reference is great
Thank you Matt for going through this much pain to make this video for us ❤
Thank you Shrek for appreciating the concept of canned beans
At this point, I think the buggy game is the interesting part. If what we got in KSP2 all worked, these videos would be kind of mundane. 🤣
The warp bug that changes orbits also exists in ksp1, it happens to me a lot when trying to intercept minmus
Ohh, speaking of subsurface oceans, many Moons of Jupiter and Saturn are theorised to have subsurface oceans.
34:35 this is honestly a really good point, unrelated to what's happening in the video, about the UI
genuinely, before he said this i had no idea whether the SAS or RCS was on, the difference between lightish grey and green isn't that large, especially compared to the skeuomorphic UI of ksp1, where not only is it dimmed if it's off, when it's on it has a substantial glow and the brightness is pretty much inverted
Thanks for keeping up the positive content despite the bumpy state KSP2 is currently in!
bumpy is an understatement
Bumpy? This is a dumpster fire for something that has been in the works for 4+ years now. Bumpy would be highly desirable compared to this.
I got flash backs to the first time I saw a reaper in Subnautica
You should have been reading the unofficial reddit, just about every bug you've had was described. The false trajectories, build corruption, mysterious loss or gain of fuel, load/save errors. I even give nice little pictures. I havent yet encountered the parachute error, but that part of the part corruption.
Recommendations : Save when not under any physics, let the craft settle and turn off SAS and RCS. Keep an eye on the resource monitor, make even a couple of saves. Two saves, seconds apart from each other, one is stable and the other is a junkpile in the making.
Be aware that corruption is often is initially invisible, there are tell-tale signs like parts drifting away, missing parts. TWing has the uncanny ability to propogate symptoms.
Simple ships with single points of control are immune. Cycling through the control sometimes fixes the spin problem complex ships. A multiprobe seed ship is crazy unstable until the seeds are released and away from each other, then the seeds are very stable.
There is an arguement about whether docking ports caused the loss of fuel since patch one. My conclusion based on testing is that its not the ports, but bringing together or seoarating complex ships in certain configurations.
I have managed to put 500 ton ships on Duna, Mun and Dres, one mission to duna then Dres, along the way I documented all the bugs, but because of my saves at the right moment never needed to add fuel. Of course my kerbals are going to retire on Dres or one morning after loading the game i will get a message "a bar of soap collided with a sink, ship destroyed"
A few errors in your build, shorter fatter tanks have far fewer errors than long tall tanks. I mean you have a whole runway to launch from. At this stage in KSP2 you probably want a dump truck rocket and not a Prius. The fewer struts the better. A very common error i have seen is structural failure on things attached to Trusses and H2 tanks, the fuel tanks are twice as stable, IMO.
BTW there is always the math.
How to seat engine arrays on large tanks.
Span a xsmall or small pointy nose cone to the tank.
side mount the center engine in the array and use the traslocate and rotate tool to center the engine so that it centers in the nose cone. Add the distal engines using the symmetry and translocate tools. Adjust the engines to desired protrusion. Remove the nose cone and snap the decoupler, then adjust the decouple with the translocate tool so that the engines do not supercede the decoupler. This is the most stable way to build. Because the decoupler is snapped directly to the tank it renders the enclosed space aerodynamic.
If you want to pretend to have a fairing, just get an attachment point and a toob the same size as a tank, and a battery the same radius as the tank. Shove the attachment point into the center of the tankfacing down, add the battery to the point, and with the toob facing the battery add the toob, adjust the height of the toob so that it does not surpass tge tip of the engine, which should be half way diwn the decoupler. Which means the length of the toob touches the decoupler. There will be a small gap in the toob, another bug.
Since i launch really big stuff, i general pass Mach at 15 k alt, I really dont care how hairy stuff is below my payload since.
I was watching @Blitz, and it turns out that Jool itself has a surface under all that gas. Don’t know if it did in KSP1, but maybe landing and returning from Jool would be another challenge to give yourself (I’m only 8 minutes in, I don’t know how bad this one goes after all that foreshadowing).
28:46 matt finally admits hes good at the game
I would love the detail level for trajectory and spheres of influence to follow some 3D modeling/rigging views that fade in or out the surrounding areas to a minimum visable level based on current state. Thus providing a "focus view" that allows you have a better situational awareness.
To describe it better; the sphere of influence, orbit lines, and current trajectory would fade in or out based on objects of intrest. Objects of intrest would include, currently controlled space craft, parts that were last docked or connected to the currently controlled space craft, maneuver nodes for the current ships planned trajectory, other objects of intrest in close proximity of the current trajectory, planned trajectory, influenced trajectory, the mouse pointer's proximity to a other objects of intrest (debris, planet/moon, ship). Those objects would fade in those lines and spheres and influences. The other lines and spheres would fade out to a minimum visiable level or an inactive state. You would favor the active controling ship, target, and mouse pointer having the strongest fade in. The fade in around some objects would be like a spot light while other objects of interest, such as trajectory, would be based on proximity to fade in that data.
This way, you can see your entire planned route if zoomed out and potental influances would be generally visable based on the nodes, the ship and mouse pointer.
Letting the mouse run along the route would also cause it to show more visible lines for influences and orbits.
You would also need to exclude the mouse in favor of the the active ship and/or target or account for a depth of exclusion from the mouse pointer to prevent overlapping lines and spheres beyond the range of intrest being faded in. This way the mouse doesn't cause orbits of moons that your not interested in to show up and clutter the view. You could also just ignore the mouse proximity if a target and ship are active or if the mouse is in the immediate area of another object of intrest.
You can see things like this in VR games with bluring the edges of your peripheral vision to keep ones focus and motion sickness low or any game where your focus is directed in thus fashion.
Some animation studio softwares allow for an xray wire frame to fade in when setting up rigging or key frame sequences, something like an the classic 2D "onion view" (somewhat transpartly drawing the image frame before and optional after of the current image frame) for 3D. This let's you see the big picture by moving the mouse out of the way while allowing your mouse to adjust the details and you work through the animation. In my idea view though the animation would be your current and planned trajectory and the wire frame fade in would be the objects in close proximity to the trajectory, ship, and target.
I hope I have given you a good idea of what is in my head. As I hope that when the modding community gets to develop mods for KSP2, that someone will do this.
I aint reading allat
21:23 - "Lake Baikal is deeper than the Burj Khalifa is tall."
It's actually even deeper than that. It's almost *two* Burj Khalifa's deep.
Burj Khalifa height - 830m | Lake Baikal deepest point 1642m
Subnautica is my favourite game of all time ( sorry ksp ) and that reference absolutely made my day ( even more than seeing a new Matt Lowne video ).
The unexpected spinning in KSP2 is due to several factors. I actually have several posts on the causal factors in the reddit.
1. Orthogonalization of the controls. The controls suddenly stop functioning and input commands have the effect of acting in an orthogonal direction. A remedy is to save or go back to a previous save and load.
2. A ship with multiple control units such as HECS in which each unit is separated by a decoupler or port. Symptom includes spin up in Map view that is controlled in ship view. This one was observed in prepatch. The bug is activated by timewarping, and follows a pattern of corruption that occurs in TW that might not be visible until other actions are triggered, such as decoupling.
3. There is a Save/Load error that can cause corruption of the ship that multiplies when exiting timewarp. While i did not discovered the error I think I have the best documented case.
A tale-tell sign is when loading a file you see the [] appear and a part floating away. So this error is particularly a problem because one of the methods of correcting spin can actually cause spin or worse.
Your ship got corrupted, probably way back in the game, your fuel probably disappeared then.
“ALL THESE WORLDS ARE YOURS EXCEPT VALL. MAKE NO ATTEMPT TO LAND THERE.”
CGP GREY REFERENCE???
/J
I feel everyone knew that that “message” was from a seamoth in Subnautica.
Wait... so it has liquid water but no atmosphere?
I hope that once they figure out all the bugs and kinks, that they give the ui an overhaul. Everything looks so annoyingly clustered together in one corner of the screen, and the orbital map is so over-cluttered with all those circles
26:38 that triggered a little panic attack
i see i'm not the only void here
Nice that you added the voice message from the computer from subnatica
The state of this game as they released it is heart breaking. This is yet another case of Early access abuse.
May I suggest blaming take two?
Like Matt said, and I fully agree, it is most likely that the push to release the game came from Take 2. The developers are fully committed to KSP2 and will get it up to the standard that we have been hoping for, but I also agree with you, that this is not even worthy of calling Early-access. If the release price had been cut significantly to match the state of development, then I would have been happy to buy, it despite the fact that it won't run on my computer at this stage. I also think that they wouldn't have been shredded quite so badly in the reviews.
@@therealjamespickering yep specially since most of the time when games released broken it was due to the publisher forcing the devs to release the games . Hopefully the first patch in Thursday will fix most of the issues.
@@dod_the_angel I'm not buying it. There is no way in hell this is exclusively Take2's fault.
KSP2 is $78 AUD for us Australians, which is a blind robbery frankly and disgusting. If this game was like 20 bucks I think people would be a lot more forgiving but at this absurd pricepoint they can go to hell.
Thank you for your service in showing us how much of a struggle this game is for the moment. I was considering getting it, but the visual proof saved me fifty bucks.
It occurs to me that 'craziness' would be a good life support stat system. Kerbals slowly go mad in space; you get various bonuses on the rate depending on things like whether you're landed, how much spare space they have, whether they've got company, high-bandwidth communications links, etc. Kerbals who go too space mad become useless. That would encourage overbuilt ships, building decent bases to park your kerbals during long delays, etc. Plus, there's a whole opportunity for rescue missions to collect your crew after they've gone space crazy and won't leave the capsule any more.
Kerbalism does this
I'm pleasantly high, time to binge your ksp 2 series. I'm really really enjoying the way you talk! And this style of video, talking over a timelapse, great!
Russians watch you too! I was surprised that you know a Baikal lake. It's a very deep lake because there is a fault. I like watching your videos, it's very great. Thank you and the UK Space Agency for showing us the Vall's oceans!
I had a similar problem with the jet engines when I did an air launch where the engines were feeding from the center stage fuel tanks even though fuel cross feed was turned off and now fertray’s been stuck in a highly inclined elliptical Kerbin orbit for the past few decades
The reason your parachutes weren’t deploying at the end there is because the game deemed it unsafe to open the chutes, to fix this, you have to go to “deploy settings” and select the unsafe option.
Love the Subnautica reference. Great game.
The SOI thing would make a great mod.
like a button in map mode that you can toggle between showing current SOI, SOI at closest approach (actual, and maneuver), and the torus the volume of space that will be part of the closest approach at any point (like, if you always stay out of that volume, you'll never get a flyby).
Friend of mine mentioned he had fuel straight vanish from his fuel tanks at random, which destroyed a mission. So I imagine there's a quantum fuel bug.
32:30 this happened to me too while I was trying to leave Duna.
I thought something was weird because it looked like I was burning prograde relative to the orbit around the sun, and I was right because I was thrown away from the inner planets.
After a lot of head scratching and save hopping I did the manouver node to Kerbin and swung it to the right side of the Duna orbit, which worked out in the end when I left the SOI.
I can't blame you at all for using infinite fuel lol
Edit: I can't remember when you said it in the video but I was also one of the people that managed to see the orbit line in another SOI, same mission actually.
I was coming back to Kerbin and already had an encounter. Initially I focussed on Minmus and there was no line as usual, but when I focussed on the Mun it suddenly showed up! Not sure what happened
My brother worked on KSP for years (since the start when "Squad" was pretty much unknown) and was one of the main people behind fixing the orbital mechanics WAY back at the start. He actually stopped working on KSP2 because of the rushed release thing and wanted no part in it. According to him, it was a corporate decision and it ruined everything including the whole "vibe" of working for/with the team. So rest assured, I'm 99% certain no one actually working on the project wanted to release it in this state.
Thalassophobia is the term about fear of large and deep bodies of water. Just a bit of trivia.
Would be cool if there was cryo volcanoes on Vall, having open water exposed to vacuum doesn't make much sense.
pretty sure tom scott has a good video on the strid that matt was talking about!
Have you tried using the ksp2 mods? There's some really helpful ones out now
If you click off of the maneuver node and hover over the cestial bodies pe, it'll show you the height, just not if you have the node selected. Not perfect, but its a little more info for orbital transfers and grav assists.
I know the feeling here. My play style relies heavily on docking ports, and with the docking port glitch, I just can't complete a mission. On day 1, I got a lander stuck on the mun. I was like "I'll accept it, I'll just do mission 2 as a rescue mission. Sent an unmanned rover to the mun, with fuel and food for the stranded kerbal. But that got hit with the "no comnet connection" glitch (no biggy, just have manned missions from now on), and promptly smashed into the surface 10m from the lander. So I sent a second craft, with a much more advanced lander, to just pick the kerbal up, and take them home. But as the lander touched down, the stranded lander fell through the floor, and was crushed by the intense forces of the mun's core.
After giving up with that, and starting over, the docking ports would refuse to undock. Not even blow up the ships, the crash screen comes up, but I can still fly the ship with the lander can welded to the crew pod. No amount of saving and reloading could fix it. So I said "To heck with it, I'll wait for patch one to hit".
And yeah, the fuel crossfeed glitch is known. Just save a little extra deltaV, so you can put the fuel back in the lander before seperating the stages (with the new fuel transfer window that is super quick and easy to use!). Caught me off-guard once, but once you know to expect it, it's easily fixed.
Now, we have a potential patch one release date on 16th! Of course it could still get delayed, but I'm super excited for it to hit, and get back to playing KSP2.
I'm not even mad, it's early access, and I'm fine with there being bugs. I just need to wait, until the specific glitches that are blocking me, to get patched. For what it's worth, I'm super loving the new features and graphics. It has so much potential, and I have nothing but hope, for what the game will become.
Here's to hoping the patch hits relatively on time, and addresses the worst of the bugs, so we can have a little less stressful time supporting our favorite games series.
I hope that in the future the subsurface ocean will span the whole planet, like it does on Europa.
Yeah, I've had a ton of issues with upper stages being drained even though there's no crossfeed at all. I really hope they fix that soon 🙃
Landing Gear?
Hey Matt! I've encountered that fuel drain bug a couple of times with my own landers in KSP 2. From what I can determine, it seems that the bug isn't tied to the stack separators/decouplers, but is actually related to the Poodle engine itself. I've only ever encounter the fuel drain issue with that specific engine!
Matt when you build rockets, use the biggest tanks possible and the fewest engines. The fewer small tanks, the fewer fuel flow calcs, the better the fps. It's a known issue, and it a good workaround while they fix it.
Every time I want to buy KSP2, I just watch a video about it and I decide to wait lol
Not sure how much help this will be, but I learned in Statzenblitz's Jool 5 streams that resetting your trim with Alt X (iirc) should help with persistent roll, pitch, or yaw
How is there liquid water in a vacuum?
the water ain't watering.
I appreciate your patience and courage. Much better than me. I did a space plane carrier and the decoupler decided not to decouple but there was a parasite acceleration so I got to space, but I couldn't stop the parasite acceleration so I just quit. Fuck it. Also, all my methane got burned in air-breathing mode. My methalox tanks decided to become dumb structural fuselage parts during the flight. Fuck it.
I use the tubes (at the bottom of the structural parts). You can adjust the fairings on them and use them as engine plates
I feel your frustration Matt. Literally, just from watching the video. So, not only have I sworn off purchasing KSP 2 until it is actually a functional game, but now I am swearing off watching KSP 2 videos, because what's the point? It's no longer fun.
Re: Jool-->Kerbol SOI trajectory change: I hit that every single time. I think it happens with all sunward burns out of a planet's SOI. The good news is, it's predictable. If you use a KSP 1 transfer calculator (specifically, get your ejection velocity to match, and make sure you'll be burning around periapsis) and trust only your trajectory within your current SOI (for aiming purposes), you'll end up in the right place. Though you won't know it half the time because the encounter indicators love to just disappear until you reload the game, but that's a whole other issue.
Re: changing periapsis: this one is so much worse. For some planets/moons, it seems like the periapsis figure is based on where your trajectory is relative to the terrain height below it right now, not even where it'll be when you pass by (which would actually be kind of useful for the more lumpy planets). Seemed to be that way around Minmus and Pol, at least. Which means that it changes as the planet rotates. But there's a SECOND bug, which I haven't found any pattern to, but it looks like you hit it in this video, which changes your periapsis as your orientation relative to the parent body in your current SOI changes. There doesn't seem to be any rhyme or reason to it. It doesn't go away if you time warp. It has nothing to do with using RCS or not. So far there's been no taming it.
the mission control bit was great.
What you say about it being released before maturity sounds about right for this. KSP 2 has developers that really vare about the game and isn't just remaking KSP 1.
@Matt Lowne Apparently the landing legs act as a fuel crossfeed. So any stage with landing legs will drain to other stages.
I bet you love the beauty of the trajectory lines in patch 1 hehe. It’s so nice plus the massive maneuver node!!!
Ha Ha! I had something similar happen on a Duna mission where my lander inexplicably had no fuel and the parachutes wouldn't deploy! Oddly when I quick loaded the parachutes were open, but still no fuel. Valentina was stranded by the Kraken!
26:45 the “Entering ecologicaly dead zone” would have been scarier, nice subnautica reference tho! Keep up the good work
btw the spin is actually trim there is a keybind to reset it its a bug!
The kraken spin cycle....got me yesterday. Built a fantastic space plane. Plenty of dV. Moment I'd hit space and kick on SAS.....spin cycle.
Tack that onto the bug list of things that are surprising they were there 🤔
Love the subnautica Easter egg!
Might I suggest "whatever pumps your fuel" as an alternative to "whatever floats your boat"?
To see the orbital trajectory, you have to be one soi behind. Ie in order to see your jool approach you have to still be in kerbin's soi. That's how I have gotten it to work somewhat consistently
"Trust me, we've done this before. We'll be fine!" is not something you want to hear from mission control 😂
River Wharfe: _
The Strid: I *Laughs in Evil*
KSP 2 rockets as soon as you get into orbit: "LET'S BEYBLADE! . . ."
Haha, glad they had a good movie to watch for 6 months… at least it was ‘Paul’ and not ‘The Wedding Singer’ 🤣
I found that the weird spinning thing when activating SAS is the ALT button, apparently if you hit ALT and any of the rotate keys, it sort of, locks that rotation? So if your rocket is rotating in a particular way, you would ALT + the opposite direction, if that makes sense... Sometimes it doesn't fix it though.
Sorry you had to go through this. You’re very brave.
As far as I'm aware, it shouldn't be possible for liquid water lakes to form on celestial bodies that don't have an atmosphere. It's one of the reasons I remember being given for why Mars doesn't have any liquid water on it. That being it's atmospheric pressure is just too low to allow liquid water to form. Without sufficient pressure, water can only exist in either a gaseous or solid ice form. I could be wrong, but I distinctly remember either reading, watching or being told about this.
Fell asleep with this playing in the background, and the wonderful subnautica reference jolted me out of unconsciousness
Something I just noticed that would be a nice thing to improve: use a font with equally sized numbers for the right hand side fuel/oxidizer levels. The constantly changing position of numbers makes that a lot harder to read than it needs to be.
Man!!!! I absolutely love watching KSP and KSP2 Matt Lowen videos!!!!!!!
Whatever floats your boat, whatever reaction controls your system.
Dont suppose anyone knows where I can find the Charr easter egg leak that he was talking about at 17:24?
Thanks for bringing back that Subnautica message, still chilling now.