Kerbal Space Program 2

Kerbal Space Program 2

Bloodstorm Feb 25, 2023 @ 1:32am
2
Bug list for the developers
Had a great time playing the game for the first time today! I like the graphics and the Kerbal voice-overs! As with any early access game, I discovered some Issues. Some are outright bugs, some are suggestions:

GENERAL
#1) Starting the game for the first time: load progress bar went to about 2/3 complete, then froze for a very long time. I eventually gave up, killed the executable using the Windows task manager. On a second try, the game loaded fine.

#2) The first time the video played with Paige introducing the game (film meltdown, slide show, etc.) this video played twice in a row before proceeding to the in-game menu screen.

#3) The game did not recognize my native monitor resolution of 2048x1152, but instead defaulted to 1920x1080, resulting in a blurry look until I realized what was going on.

VAB
#4) After saving a design in the VAB, almost all buttons in the VAB interface became grayed out and un-clickable. The back arrow taking me back to the KSC in-game menu worked, but going out to that menu and then into the VAB again did not change the grayed-out state of the VAB controls. Quitting and restarting the game fixed it.

#5) Holding down SHIFT to "view more" does not work with the new engine mounting plates.

#6) It would be nice if Undo (CTRL+Z) did not automatically reset the view back to the root part.

#7) The delta V values for individual stages do not always show up in the VAB (except for the top/final stage or sometimes a seemingly random collection of stages) and when this happens I'm pretty sure the total delta V shown is wrong (even accounting for engine performance in vacuum vs atmo). The individual stages delta V do show up once the spacecraft is launched (and the total value then immediately adjusts to a value that seems correct).

#8) The trip planner should take aero-braking into consideration for the delta V estimates. It should also be possible to check delta V from anywhere to anywhere, not just from Kerbin to anywhere. It's quite possible to build a stage on Kerbin that's intended for use elsewhere.

#9) I thought I read somewhere that fairings that are automatically placed over engines between two stages should now appear with the correct diameter, matching the OD of both stages? I must have read that wrong, because these auto-fairings still have diameters matching only the engine.

#10) Adding components with 10 actions (i.e., engine/decoupler/parachute) to my rocket a scroll bar showed up over the staging sequence on the right hand screen in the VAB. (Quite literally right over it!) The scroll bar doesn't seem to do anything, however, since all 10 stages/actions are still visible on my screen. I assume this is intended for when a rocket has more stages than can fit on the screen.

#11) Btw, when you drag an engine/decoupler/parachute from one stage in the sequence to another it would be nice with some kind of visual indication as to what is actually being dragged!

LAUNCH
#12) The game again froze at 2/3 progress bar during a "revert to launch" and after displaying a spinning blue Windows circle for a while eventually the game crashed.

#13) Loading the auto-save after the game crash I was no longer allowed to "revert to VAB," although "recover vessel" was allowed. That may have consequences on the in-game economy if it happened in career mode.

#14) Also, after recovering the vessel sitting on the launch pad, the four kerbonauts on board all vanished.

#15) A visual 10-second clock counting down during countdown would be nice, to match the voice over, followed by a mission elapsed timer counting up ("clock running").

#16) I don't think the G-force meter next to Kerbonauts is accurate. The meter is very hard to read, but on the launch pad it seems to indicate zero G or even slighly negative, when the G-force should be 1.

MANEUVER NODES
#17) All the numerical values for apoapsis/periapsis/ascending/descending nodes should be visible when manipulating a maneuver node. Original KSP had this even without mods (and when comparing the current maneuver node interface to many of the excellent KSP 1 mods, this feels very clunky!).

#18) Estimated burn time should also be shown, btw.

#19) Also thinking that being able to add and change maneuver nodes while the game is paused could be very helpful to players that are new to KSP.

#20) There should be a "+1 orbit" button on the maneuver nodes (and I guess a "-1 orbit" button, too, if one accidentally clicks the "+1 orbit" button too many times).

#21) In addition to the six arrows on the maneuver node that can be used to adjust the burn vector, there should be two arrows that allows the node to be moved along the orbital trajectory. Yes, I know one can just drag the node with the mouse, but this is often too coarse of an adjustment.

#22) A snap-to function would be nice to have maneuever nodes snap to apoapsis/periapsis/ascending/descending nodes.

(I have screenshots of most of these issues.)
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Showing 1-15 of 26 comments
Oooooh, so that's how the KSP 2 moderators show the community how they want to see replies.. hmmm
Rod Feb 25, 2023 @ 1:36am 
Why bother, it's a cash grab. Stop helping developers who can't help themselves worth a ♥♥♥♥.
Dr.Bourinos Feb 25, 2023 @ 1:38am 
While it's commendable to do devs job in the hope of getting a better product, they'll not read it here, go to the launcher and hit the feedback button. (if it works, I didn't even bother to try when I saw the state of this crap).
Bloodstorm Feb 25, 2023 @ 1:39am 
LOL. If you look at my other posts for other games you would probably realize that I'm a player not a KSP 2 moderator!
Sreve Feb 25, 2023 @ 1:40am 
I had random Parts spawn and appear out of no were and fly across the screen at very fast speeds on the Space Complex menu and later once when I reentered the Atmosphere with my Craft.

It was a new Campaign (no other Vehicles) and I got no idea were they came from. Managed to get a Screenshot of it and published it one my profile.

I haven't been able to replicate it.
Bloodstorm Feb 25, 2023 @ 2:01am 
@Dr. Bourinos Thanks! I hadn't noticed the feedback button on the launcher. I submitted the same issues there along with screenshots.

And personally I think constructive feedback is absolutely necessary in any early access game. Without it, how could one expect a better product when the game leaves early access? Certainly, early access players who *don't* provide constructive feedback to the developers can't then complain about the game once it launches - they missed their chance for legit complaints, imho!
Dr.Bourinos Feb 25, 2023 @ 2:06am 
Originally posted by Bloodstorm:
@Dr. Bourinos Thanks! I hadn't noticed the feedback button on the launcher. I submitted the same issues there along with screenshots.

And personally I think constructive feedback is absolutely necessary in any early access game. Without it, how could one expect a better product when the game leaves early access? Certainly, early access players who *don't* provide constructive feedback to the developers can't then complain about the game once it launches - they missed their chance for legit complaints, imho!
You're welcome.
While I kind of agree with you for regular early alpha, for this one there is absolutely 0 chance that the devs didn't know how broken everything was so I'll wait a couple more years before buying it again and submitting feedback.
[PL]YASQL Feb 25, 2023 @ 2:16am 
Originally posted by Rod:
Why bother, it's a cash grab. Stop helping developers who can't help themselves worth a ♥♥♥♥.
Ok' now finally when you blew it all out, you may go back to KSP1 forum or where the hell you used to troll before and do your thing, and let those who actually bought it and want to work on it do own stuff.
Cereal Killer Feb 25, 2023 @ 2:25am 
Originally posted by Rod:
Why bother, it's a cash grab. Stop helping developers who can't help themselves worth a ♥♥♥♥.
stop getting developers and publishers confused.
Malkuth Feb 25, 2023 @ 2:44am 
Originally posted by Cereal Killer:
Originally posted by Rod:
Why bother, it's a cash grab. Stop helping developers who can't help themselves worth a ♥♥♥♥.
stop getting developers and publishers confused.
Just block the guy, he’s a troll. Block them all.
Niroc Feb 25, 2023 @ 2:48am 
I don't think the devs read the steam forums. If you go to the launcher there's a feedback button. I suggest copy pasting the stuff OP wrote here into that.
Bloodstorm Feb 25, 2023 @ 12:00pm 
A few more issues discovered during 45 minutes of play this morning...

GENERAL
#23) There should either be more than 3 auto-saves, or the later auto-saves should not overwrite the auto-save made on the launch pad. (Or both!)

MANEUVERS
#24) No trajectories are shown in the sphere of influence when focusing on the target celestial body.

#25) Maneuver nodes sometimes get dragged along with the spacecraft. When this happens, they cannot be deleted.

#26) Having the ability to destroy a vessel in the same interface as where one trashes maneuver nodes seems a bit risky to me. Could be easy to accidentally destroy a vessel when one intends to just delete a maneuver node! (Even more so considering issue #25.)

#27) The default key binding for Steam screen shots (F12) sometimes also opens a window called AeroGUI, which can't be moved and can only be closed by taking another screenshot (pressing F12). I looked under Settings>Input and can't find any key mapped to F12, so I can't change this key binding, whatever it is.

#28) The labels "Enter SOI" sometimes get duplicated.

#29) The labels "Enter SOI" do not consistently give you the option to time warp to them. Specifically, if you delete on old maneuver node that has already been executed, a future "Enter SOI" label loses the time warp short cut.

#30) There are occasions when the burn timer shows all zeros: delta V zero, "start burn in" zero, "stop burn in" also zero (never seen the latter show anything but zero unless the burn has already started!).

#31) Warp to maneuver does not work "due to proximity to celestial body" (even when in a very high orbit over the Mun". Btw, couldn't get a screenshot of this because the message only shows up once, on the first click on the warp arrows.

#32) This might be as intended, but I can't add another maneuver node close to another maneuver node.

FLIGHT
#33) Extending the legs on my lander sent it shooting away from my nearby orbiter, tumbling end-over-end, and one of the lander legs went missing. :( The two craft had decoupled from each other moments before, but the lander legs were nowhere near the orbiter and should not have interfered.

#34) When I right-click on a component, e.g., a solar panel in order to extend it, I don't really need to see a long list of every component on my space craft! I just need to see what I can do with my solar panel. Maybe the devs intent here is for us to create more action groups and not rely on right-clicking on components(?), to someone like me who is used to how it worked in KSP 1, I do feel that the long list that comes up takes up way too much real estate on the screen. The small sticky windows in KSP 1 were much more handy, allowing me to keep open just what I need (science experiments, solar panels, lander legs), and nothing else.

#35) Seems like the graphical viewing system is still based on polar coordinates? When changing the view with the right mouse button, it's impossible to move the view past theta = 0 and theta = 180. This is -first of all- silly, because there is no global coordinate system in space(!), and second it's annoying because I often find I want to view my space craft from an angle I can't easily move to, instead bumping into the limits of theta = 0 or 180. Yes, there's a way around it, which involves spinning the view clockwise or counterclockwise 180 degrees, and the continuing to change the theta angle, but... as I said, kind of silly in space!

(Also submitted these bugs and suggestions through the in-game feedback interface.)
[PL]YASQL Feb 26, 2023 @ 3:03am 
Originally posted by Bloodstorm:
A few more issues discovered during 45 minutes of play this morning...

GENERAL
#23) There should either be more than 3 auto-saves, or the later auto-saves should not overwrite the auto-save made on the launch pad. (Or both!)

MANEUVERS
#24) No trajectories are shown in the sphere of influence when focusing on the target celestial body.

#25) Maneuver nodes sometimes get dragged along with the spacecraft. When this happens, they cannot be deleted.

#26) Having the ability to destroy a vessel in the same interface as where one trashes maneuver nodes seems a bit risky to me. Could be easy to accidentally destroy a vessel when one intends to just delete a maneuver node! (Even more so considering issue #25.)

#27) The default key binding for Steam screen shots (F12) sometimes also opens a window called AeroGUI, which can't be moved and can only be closed by taking another screenshot (pressing F12). I looked under Settings>Input and can't find any key mapped to F12, so I can't change this key binding, whatever it is.

#28) The labels "Enter SOI" sometimes get duplicated.

#29) The labels "Enter SOI" do not consistently give you the option to time warp to them. Specifically, if you delete on old maneuver node that has already been executed, a future "Enter SOI" label loses the time warp short cut.

#30) There are occasions when the burn timer shows all zeros: delta V zero, "start burn in" zero, "stop burn in" also zero (never seen the latter show anything but zero unless the burn has already started!).

#31) Warp to maneuver does not work "due to proximity to celestial body" (even when in a very high orbit over the Mun". Btw, couldn't get a screenshot of this because the message only shows up once, on the first click on the warp arrows.

#32) This might be as intended, but I can't add another maneuver node close to another maneuver node.

FLIGHT
#33) Extending the legs on my lander sent it shooting away from my nearby orbiter, tumbling end-over-end, and one of the lander legs went missing. :( The two craft had decoupled from each other moments before, but the lander legs were nowhere near the orbiter and should not have interfered.

#34) When I right-click on a component, e.g., a solar panel in order to extend it, I don't really need to see a long list of every component on my space craft! I just need to see what I can do with my solar panel. Maybe the devs intent here is for us to create more action groups and not rely on right-clicking on components(?), to someone like me who is used to how it worked in KSP 1, I do feel that the long list that comes up takes up way too much real estate on the screen. The small sticky windows in KSP 1 were much more handy, allowing me to keep open just what I need (science experiments, solar panels, lander legs), and nothing else.

#35) Seems like the graphical viewing system is still based on polar coordinates? When changing the view with the right mouse button, it's impossible to move the view past theta = 0 and theta = 180. This is -first of all- silly, because there is no global coordinate system in space(!), and second it's annoying because I often find I want to view my space craft from an angle I can't easily move to, instead bumping into the limits of theta = 0 or 180. Yes, there's a way around it, which involves spinning the view clockwise or counterclockwise 180 degrees, and the continuing to change the theta angle, but... as I said, kind of silly in space!

(Also submitted these bugs and suggestions through the in-game feedback interface.)

hi did you post that on discord aswell ?

https://discord.com/channels/1039959585949237268/1078721867956879400
Brygun Feb 26, 2023 @ 3:30am 
Reminder they want you to submit via the Launcher's little feedback button in the bottom right.

Personally Ive submitted ~2 dozen including several asking them to put the feedback button in the game itself.
Bloodstorm Feb 26, 2023 @ 11:10am 
@Brygun Yes, as noted twice above I've also submitted these using the feedback button in the launcher window.
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Date Posted: Feb 25, 2023 @ 1:32am
Posts: 26