While last week's AMA was great, it looks like I forgot to check my staging when lining up the questions - many have pointed out that a lot of Discord queries got answered, but questions submitted through Steam and the KSP Forums were neglected. I'll try to be more conscious of that when the next AMA rolls around, but in an effort to right a past injustice, I'll answer a few of the questions that got missed right now! Here we go:
First, from Filip Hudak, on the forums: When we'll see other exotic fuel types like metallic hydrogen? Will they be added alongside some big update like colonies or will they be added before?
We will be bringing in new engine and fuel types across multiple updates, generally as they become instrumental to the progression. I suspect nuclear pulse will be next up, as it opens up the interplanetary progression quite nicely and is a good supplement to colony building. Chris Adderley has also cooked up a few new methalox engines that I think will be popping up sooner rather than later.
From Moons, on the forums: Adjustable UI/UX, legacy UI, scaling, modularity.
This is a good example of an area that's being developed iteratively. I think the first goal is to give players the ability to rescale the flight HUD, but making it modular and giving both players and modders more control over how things look is a key priority for the UX/UI team.
From walkingwiki666, on Steam: Will the game's price increase as new features are added?
The game's price will certainly increase when 1.0 arrives, though if you purchased the game during Early Access, you'll get all Early Access updates and the 1.0 update for free. After 1.0, we expect to continue providing free updates to the game, just like KSP1 did.
From MARL_MK1, on the forums: It is cool that we can press 'F2' and take HUD-less screenshots, but given that it's the most basic way of taking screenshots, and that many of us players enjoy taking the best pictures possible of our crafts: Does KSP2 plan to implement a fully fleshed C?
I need to do a better job of evangelizing our capture camera controls! If you hit V, you can cycle through camera modes. When you're in Capture Mode, the numpad offers a bunch of new camera controls that you can combine to do smooth, swoopy pans, dollies, zooms, etc. You can combine these with paused time warp to do some pretty fancy stuff. Here are those controls:
Zoom in: Keypad +
Zoom out: Keypad -
Roll left: Keypad 7
Roll right: Keypad 9
Orbit up: Keypad 8
Orbit down: Keypad 5
Orbit left: Keypad 4
Orbit right: Keypad 6
Pan up: Keypad 2 (or up arrow)
Pan down: Keypad 0 (or down arrow)
Pan left: Keypad 1 (or left arrow)
Pan right: Keypad 3 (or right arrow)
Mouse toggle: Backslash
Speed up camera movement: Keypad *
Slow down camera movement: Keypad /
From alphaprior, on the forums: Will it be possible to alter the surface on the planets? Like dig a pit or flatten an area for a colony?
There are no current plans to do this - as you can imagine, it has some brain-bending multiplayer implications, especially when time warp gets involved. But it would be incredibly cool and I'm not aware of any specific technical blockers. It's certainly come up in conversations with Mortoc, our senior graphics engineer. I mean, we have a game with nuclear pulse engines...the fact that you can't make craters with them feels like a missed opportunity. So yeah, we'll keep talking about this.
Thanks for your questions!
Onto business. We have knocked out a few more bugs for Patch Two, including that pesky issue where vehicles with more than 8 parts in a radial symmetry set were loading into the floor. We've just about wrapped up the cherry picking process and can say with confidence that it'll be out sometime in the next two weeks. We'll post an exact date for Patch Two as soon as we know it.
As we continue stabilizing and improving performance, we're also making progress on re-entry heating, new parts, and Science Mode. And just to highlight that other, bigger systems are always being worked on in parallel, here's some pictures of our QA team goofing off in multiplayer:
Yes, collision is working:
Last week's Duna-focused Weekly Challenge yielded some incredible creations! If you're in the mood to see highlights, the most-upvoted posts on both the ksp2_challenges and ksp2_screenshots Discord channels are now archived in the ksp2_bestof channel. There, you'll see stuff like this:
Those hydrogen tanks shine up real nice!
Finally, an apology: we've had some minor technical difficulties getting the next Weekly Challenge put together, but we hope to be bale to get something posted over the weekend. We regret the delay.
This patch fixes a bunch of T-55 issues and reduces the hang when new players spawn with liveries.
v1.6.4f6
General
- Smooth S-Cam camcorder motion when moving it
- Fixed: LSO comms breaks in singleplayer
- Slightly increased GBU-38 steering to fix misses at high speed
Liveries
- Limit livery texture file size
- Limit livery texture dimensions to 4k in multiplayer
- Unload unused livery textures when other player despawns in multiplayer
- Load livery PNG texture on another thread to minimize hang when loading workshop textures
- Fixed scroll bar in MP livery selector
AV-42C
- Changed M230 gun funnel to only appear when locked forward
T-55
- Fixed: player in instructor seat could respawn in slot with no remaining lives
- Fixed: Aircraft Carrier would attack targets in Target Practice missions
- Fixed MWS sensor positions
- Fixed Anti-radiation missile guidance in multiplayer
- Prevent non-passengers from pulling eject handle while landed
- Log who pulls T-55's eject handle in flight log
- Fixed: GBU-12 x2,x3 and GBU-38 x2,x3 bombs fired by copilot did not steer to target in MP
- Fixed: AGM-65 fired by copilot did not steer to target if a unit was locked in MP
- Fixed possible arrestor cable desync when non-owner is flying carrier landing
- Slightly increased carrier cable tension
- Fixed: couldn't play singleplayer standalone workshop missions
- Fixed: throttle setting was incorrect when starting mission airborne
- Fixed: Joystick position did not save/load properly
AH-94
- Fixed: Joystick position did not save/load properly for front seat
Units
- Fixed: T-55 AI couldn't be spawned on enemy carrier
Fixing a bunch of big and small issues in this update, some balance changes, and lastly enhancements in various areas to make the gameplay that much better. Thanks for playing and giving feedback! Hope you enjoy.
Balance:
Greatly increased amount of quicklime produced by limestone burn piles
Increased generation chance of slime
Increased amount of slime oil distilled from slime
Reduced material requirements for leaf roof, stone floor and stone walls
Reduced burn time of oleander burn pile and made its clearing effect faster
Fixes:
Hopefully fixed cause of missing terrain chunks that some have reported. Please let me know if you still see it!
Fixed oleander burn pile not being destroyed after being burned
Fixed UI for oleander burn pile showing an empty "Produces" section
Fixed cleared areas of Blight coming back every day. The center of each Blight area needs to be cleared for it to stop growing
Fixed oleander burn pile clearing not working properly if the area is unloaded for the duration of the burn
Fixed toxic smoke particle effect not factoring in the fog when rendered
Updated water generation in newly generated chunks to reduce jagged shorelines
Fixed cases of the progress bar in the interaction UI (ex. "chopping...") from disappearing randomly
Fixed mid-air projectiles breaking when they are restored after a game load
Fixed lake/river container-filling to preserve initial click location when it starts so that mouse movement doesn't interrupt filling when the target point becomes too far
Fixed water not being tagged correctly internally which would prevent things like projectiles causing a splash when hitting it, code to check building placement in water not working correctly, and click-to-move mode not working correctly on water
Fixed thrown spears flying away too much after hitting the ground
Fixed Bloomery collider being too tall to fit under rafters/roof
Performance:
Disabling various physics-based checks for far away objects to slightly reduce CPU load
Visuals:
Reworked UI for active interactions like "chopping..." to look a bit better
Other changes:
Reworked throw attacks to feel a bit better: projectiles are much faster, the max range is a bit further, projectiles get launched at lower angles, and the spear throw animation orients the spear correctly during the throw
Reworked interactions in click-once interaction mode to greatly reduce the amount of accidental melee attacks happening when trying to interact with things while holding an axe
Allowed posts to be placed in shallow water
Added speed-up possibility to the level ground interaction
those of you following my devlog might have seen this coming. You can now experiment with the new base building / tower crafting feature in the Steam Playtest version!
Building your tower is not at all just cosmetics for housing, there are very functional constructions, such as shield breaking illuminants, decoys that protect your tower and automatic flask dispensers:
I implemented construction elements up to character level 15, so there is a lot more to discover than what I already talked about in previous posts.
Of course, all the new mechanics related to the new day-night cycle are also included in this patch. In the coming weeks I will explain the new elements in detail. Until then, you can start to do some discovering yourself ;)
As always, the full list of changes can be found on our Discord. I'm looking forward to hear what you all think!
This update brings various improvements and performance updates to the game along with 2 major changes:
Sound Settings Sound Settings can now be independently changed for Music / Sound Effects. So if you wish to turn down or off the Music but keep the Sound Effects, you can now do it.
Native Controller Support! Our puzzle game now natively supports controllers. This means you can fully use your controller to play the game. It's fully integrated for the Xbox Controller, Nintendo Pro Controller and Playstation Controllers. Any generic gamepad controller should hopefully work as well out of the box. If it doesn't, please let me know in the Steam Discussions. Re-mapping a controller to mimic a Xbox controller might also help.
If you happen to mapped a controller for the game to imitate Keyboard + Mouse settings, you will want to remove that and set it back to normal Gamepad mode.
While the game is now fully Gamepad compatible. You will still need access to a Keyboard/Mouse to use any Input Text fields. These are mainly in the Level Editor & Block Database when naming or searching for a level. The main game itself won't require one.
Welcome to Midnights at Horizon, the latest Festival Playlist series accompanying the launch of Forza Horizon 5 Rally Adventure. If you’ve yet to experience the rugged Sierra Nueva, jump in today and race on the most challenging and exciting roads in Forza Horizon history. Featuring asphalt roads, dirt trails and thrilling night routes, as well as 10 incredible new off-road cars to unlock, can you prove your mastery across all facets of rally driving?
To celebrate the Grit Reaper’s love of night rally, look out for the neon-transformed airfield south of Mexico, epic drone shows, the Neon Lights Tank and extended nighttime until April 27.
The must have car on this week’s Festival Playlist is the 2021 Rimac Nevera. This 1,914-horsepower hypercar set a record-breaking top speed of 258mph (412kph)! As the world’s fastest electric production car, the Nevera can reach 0-60mph in 1.85 seconds, and blast beyond 100mph in 4.3 seconds. For some sideways action, disable the front motors by pushing the Left Stock to enable “Drift Mode.”
Don’t forget to take your favorite cars to the next level with new customization features available to all players, including fresh rally parts, fire-crackling anti-lag turbochargers and adjustable Tire Profile Size.
Here’s a look at this week’s Festival Playlist rewards, yours to unlock by Thursday, April 6. You’ll also see the series reward cars, which can be unlocked by April 27. Don’t miss out!
SERIES REWARDS
80 PTS: 2012 Porsche 911 GT3 RS 4.0
160 PTS: 2012 Lamborghini Aventador J
SEASON REWARDS
20 PTS: 2021 Rimac Nevera
40 PTS: 2018 Italdesign Zerouno
The Forzathon Shop is restocked with some unmissable gear. Get the 2018 Apollo Intensa Emozione and the 1969 Ford Mustang Boss 302, as well as the Sleepy emote and Grit Reapers Hoodie.
The most anticipated rock-themed game of 2023 is out now: Be a Rock is on sale! Go on a spiritual journey with BE A ROCK. Your spirit is born in the form of a rock as you explore canyons, deserts, and volcanic lands in order to uncover secrets of the past. The game features puzzle solving, and a distinct storytelling style. Get the game now!