Regarding the fairings (at 5:05) I just found out today, that the fairings can actually deploy correctly when the ejection force just is set to a much higher value than the default one.
25:12 "If this, then that" That's a nice simplified gist of what coding is (at least, for single threaded programming). The thing is though, that it can be hard to define what "this" is, meaning that you can easily make a mistake and therefore not get "that" when you want it.
hehe math be like hehe concat be like hehe unary be like hehe while loop be like hehe for loop be like hehe if then else end be like --lua programmer who wishes for unary
Actually if it were fossilized it would be rock, bone don’t survive they create a mold and are slowly filled by rock replacing the bone as it wears down, that’s why they’re so rare.
You're right. Coding is mostly just If this, then that. The issue starts when you have a game with a thousand ifs. It's like that box of cables and wires you have. when you put them in the box they were just cables. But somehow, when you open the box it's become a tangled ball from hell and no matter how much you try to find the one wire you need, the tangle seems to get worse as you work on it.
Sounds a bit like hardware design: If you want [X] done, you need components [a, b, d, etc.] in some layout.... You start to design a PCB as efficiently as possible (minding your trace lenghts, widths and paths to make sure it all works)... But then stuff gets added, so you have to move chunks of your design around to accomodate that...And then there's this little thing called heat and the solutions that come with that so you can't always put things where you want them and have to accomodate for that too... But you manage to somehow work it all out and look at the end result...... And then it needs to be updated and you can start the whole nightmare all over again... Also, I'm sure it's more painful to find mistakes during testing in hardware than software: In software you're in for hours of bughunting and -fixing.... In hardware you have that too, but you also get the benefit of having a batch of basically useless PCBs (and yes, _most_ of such faults do get picked up before sending the designs off to manufacturing, but it happens sometimes that you get your boards in, get it all set up and find out that it doesn't work (right)) reminding you that you just made an error costing a bunch of money... Sounds bad, maybe... And sure, there's a lot of, shall we say "colourful language" being thrown around a lot of the time... But all in all it's great fun😁
@@TehSmokeyManand then you have to code the microcontroller on the pcb and find out you have tx and rx wrong and need to redo a whole bunch of traces and wait for snailmail to deliver another stack of 5 dollar PCB's.
@@samuraidriver4x4 Wait, what? $5,-? Man, this overengineering and feature creep is getting out of hand here; test batches are about 7 times more expensive for me. Getting more expensive by the generation basically, due to the updates and features that keep getting added😆
I love the new update in KSP 2, I have a video idea. What about you make a video how many tiers you can unlock within 1-3 Launches, since you mentioned it in your last KSP 2 video. Would be great to see!
My best mission so far is a medium sized probe lander to eve. Also beware you currently cannot use the inflatable heat shields. At least not on eve. They just explode
The heating is not modeled correctly at high altitudes in my opinion. Parts should not overheat on takeoff or reentry at high altitudes, but do fine at high speed at lower altitudes.
Just tried right clicking and dragging the screen to change the view on your launch... been playing too much since science mode has come back! 2/3rds of my playtime is now this mode is here!
25:00 game dev here, yea thats about right,. theoretically the only check to see if a ship was within the sphere of influence is to check the distance between the ship and the celestial body, like 500,000,000 meters or something. But with most code, although it is literal like "if this then that" its more like "if this and this and this or this and this but not this, then that." But yea you were pretty spot on in most situations.
The worst bug i've encountered was some teleportation of vehicles. Once this happened on Minmus, where my lander teleported like 100 meters skyward, then fell back down. Luckily, because this is Minmus we are talking about, it survived the impact undamaged. Another time, i was trying to dock a big interplanetary craft together in orbit, when the other craft suddenly teleported.
@@santigamerprogamer6493 Basically! The Kraken reached out from the void, my lander vanished and I got a suborbital trajectory warning on it. I don’t even know where or what body it crashed on.
Just thinking about the "maneuver node/plan" thing, I honestly think node is the less stressful. I mean it's a point you want to do a thing whereas, plan suggests there's a lot more thinking and action needed. That's just me. Love seeing KSP2 in a much better state now anyway
I’m having so much more fun now. There’s still some annoying bugs that pop up, like the orbital lines disappearing. Another one I get a lot it it just hangs in the transition screen when I’m going from building to building. But overall I’m having way more fun. I’ve gotten to the Mun and landed on Minmus. I haven’t tried docking yet. Getting out on Minmus was a little scary because when I clicked the EVA button it kicked my lander sideways and it almost fell over. But when I let go, it all settled back down. I can’t get over how beautiful the game looks, and how much better it runs than at launch. They really just should’ve delayed a year. But whatever. It’s getting there.
21:45 I actually started playing with KSP 2 and I'm now doing rendezvous, docking, and everything else. I've played the original KSP, but I learned everything I know in KSP 2
I think you can change the number of patches in the settings, if you wanna see more than 3 trajectories I'm pretty sure that's in the gameplay settings menu
Comcast absolutely added data caps several years ago, even trying to market it as a positive thing for consumers. I've since moved and gotten away from that dreadful practice, but I also wrote my own monitoring script to track "data usage" to avoid going over each month.
The OG space music really is something else. Don't get me wrong, Howard Mostrom did an STELLAR job with KSP2's music, but there's something about nostalgia that beats even the best scores out there :)
26:00 in Australia we have limited data plans and unlimited data plans. Limited data you pay a fixed fee for, and if you go over you are charged extra at a heavily increased rate. Unlimited plans charge you for what you use.
Seems like KSP2 has improved but I wouldn't say its in a playable state, semi-playable instead. Nobody should have to edit save files to get core functionality to work.
In light of the Batch files story, I'll tell a story of mine: I had a desktop computer in my bedroom as a kid and it didn't have built-in wifi, so when my parents would ground me they would take away the wifi dongle rather than removing the whole PC. So I took the dongle, opened up the plastic, and took the insides out. Then I did the same for a cheap 2GB flash drive, and transplanted the flash drive innards into the dongle housing. I then plugged the real dongle into a USB port on the back of the desktop, and the "dongle" USB drive into one on the front. They never knew that taking it away did absolutely nothing. Also, re: bandwidth caps. It's pretty uncommon IIRC. We never had one for a long time, then out of nowhere our ISP added one. Sometime later, we switched ISPs. As far as I know, that other ISP doesn't have them anymore, and the one we switched to never had one. I think it's one of those things they tried to see if they could screw users over just a little bit more, but it backfired and became more trouble than it's worth. So I don't think any non-wireless ISPs have them anymore. Cell phones still do, and cellular internet providers will also have it, but I think anything DSL, Cable, or Fiber ISP has done away with it.
idk, i still think "node" makes more sense than "plan". maneuver plan suggests a plan to do a set of maneuvers. like its the plan laid out to do the entire mission, not one single maneuver. when i started playing ksp i never had an issue understanding that a node was a single point where a maneuver would take place.
I can't say for certain what triggered the mun arch mission for me. I knew it was there and landed a unmanned probe a short distance from it and got the mission to investigate it. Whether it is automatic after first landing (unmanned counts) on the mun or getting a certain distance to the arch was the cause. I had a mission to plant a flag on a munar mare as well.
There seems to be a bug with docking ports specifically overheating and exploding inside fairings when flying though the atmosphere. I’ve encountered it loads.
My favorite high quality commentary content was when Matt suggested that i like the video for its high quality commentary content. I did like the video, mostly for the high quality commentary content.
Data caps are a thing in the US depending on the company. For a while, no one had caps, but several ISP's I've had over the last ten years or so had a 1 TB cap on data. On a related note, all phone providers had pretty restrictive data caps for a while, but most of them do unlimited phone data. There are no major providers that provide truly unlimited tethering data that I'm aware of.
Wow, for me data cap on land internet connexion (not mobile data) was something that you'd find in 3rd world countries / or 20 years ago. Guess the US joined the club lol
A lot of ISPs and phone providers have 'soft' data caps, too, where you get full speed up to a limit and then get throttled to much lower speeds. It's generally buried in the fine print of a link off a link off the signup page, because they want to use the word 'unlimited' for marketing...
Uh.... No. Calling it a "manuver plan is even more confusing. The entire flight is your" manuver plan". It's a POINT where you're making a MANUVER. So call it a "Manuver Point". Good lord, even their PR suggestions are half baked.
We had limited data plans here (Australia) for a long time. Unlimited plans only became the norm ~10 years ago. The last one we had was only a 500GB plan and it would get chewed up very fast just watching RUclips. Mobile data plans are still capped, but never even come close so have the smallest plan which is 40GB.
I disagree on node vs plan. I'm a complete noob, I've done a flyby of one other planet only in KSP1 and hopelessly attempted another. It is and always will be a maneuver node. People attracted to this game would have some decent level of education and interests in STEM subjects, I think that's a fair assumption. I dont think they need stuff made less intimidating. There's far more difficult things in KSP than setting up a maneuver node. If calling it a node intimidates people, they wont get far.
Squid > Invertebrate Invertebrate > Boneless Boneless > Squid Squid > Kraken Kraken > What happens to rockets when an random rushed KSP player puts a large house on top of it and you accidentally keep press the space bar and you then get your kerbals Mission Control with a large ton or bricks
Just finished my first day of playing ksp2, first time I undock the mun lander from the return vehicle it stopped cold and started just falling straight down :) Parts burning up while under a fairing? Yep. Kraken is alive and well :D
Early Adopter of KSP1, can't believe it's been ten years! Learned pretty much everything I know from you and Scott Manley. After seeing the issues you guys had with KSP2 I decided to hold off buying it, and then For SCIENCE! came along. Pulled the trigger yesterday and with my new rig I built early this year, my FPS is insane and the game looks and SOUNDS incredible. This is how KSP2 SHOULD have been released to Early Access, a bit buggy but with content to keep players interested. My biggest issues have been in getting my "space legs" back, it's easy to forget the stuff like orbital insertions and Hohmann transfers. I think new players might want to hold off until a little more content is released but for veterans of KSP1 it might be fun to get back into. The Training aspect in KSP2 is a nice addition for newbies, it helps to make some of the more "nerdy" stuff understandable to people. Not as good as the vast catalog of Scott and your videos, but pretty solid. Have a very happy Christmas, thank you for years of KSP videos!
would be cool if the thumbnail and title didn't spoil it just in case anyone wants to discover stuff by themselves, why did you blur it at the start of the video but not in the thumbnail? >:(
Doing maneuveres gets very crowded when there’s all sorts of other vessels nearby. Usually when I’m about to return to Kerbin and have a bunch of satellites clogging up my screen. Also, agree on time warp needs just a little bit of tweaking. Was doing a Gilly mission and it took 8 minutes to land with time warp on to max. It makes sense why they limit it but let me force it like KSP1. Also, fairings may not protect everything? I was on ascent when both my communication dish and docking port started getting VERY hot. It seemed to be connected to my speed but I had a fairing on and why was it only those two heating up? Lots of bugs to squash but I’ve still been having fun.
For the data cap, yeah you are right. Even if you have "unlimited" there is still a data cap where is slows down usually. I have gigabit and its "unlimited" but it in the contract it says it will be slowed down after my cap
Hey Matt, I love your videos! You might not see this, but I just wanted to ask: could you avoid spoiling the late game surprises in your thumbnails? I was really quite interested in discovering these beautiful pieces of Kerbal history on my own.
so, if you wanna play the stock game without cheats is basically impossible. Thanks for the update, keep doing them so i know WHEN to buy the finished and playable game.
You can change the fairing type in the vab to clamshell instead of shroud and it should work. Got it to work on mine, just change to a clamshell fairing and up the ejection force to like 400
Funny you mention data caps….yep, still only get 1280gb per month on our cable internet service in the US. The rate (price) is based on speed of service, but the total data cap applies regardless. So you can pay more to reach your cap faster….lovely service. I’m constantly bumping into it every month.
It seems silly that the lab module can only be used in orbit and not on a surface. Hopefully that can be changed in an update someday. It seems like that could be useful on a surface base.
Seriously. Who went "Well obviously you shouldn't be able to clean glassware or look through microscopes when you're LANDED on something. That's just ridiculous."?
25:00 I am a coder, and this smells like an optimization issue to me. Not the 'optimization' that gamers think developers sprinkle on the codebase to magically speed up a game, but an issue with the implementation of an optimization, which is why 'premature optimization' is such a concern. Specifically, a lot of the 'if...then...else...' calculations regarding geometry can be expensive, so you just don't run them unless a much more general and cheap test passes first. But that cheaper test is imperfect, and this is one of those edge cases where the cheap test says there's no chance you're intersecting Kerbin's orbit even though you absolutely are. Also, KSP 1 totally has this issue, especially when the CPU is busy modeling physics. It stops modeling physics during warp and suddenly the orbital calculations are correct, which makes me think it selectively decides which calculations to run based on how loaded the CPU is, a la the yellow/red MET clock in KSP 1.
the landing legs weren't deploying because you were near the kraken but if you wear the deep space kraken slayer shirt you are going to slay the kraken before it approaches you
I just hope now that future content updates will release a bit faster, now that there is actually an active community to KSP2 (which is, by the way, almost as active at low times than KSP1 at peak times)
I'm good! My favorite place I've been was the new mun arch! The lighting around it was phenomenal since it was on the dark side during the mission, I could see it from nearly 5 km away!
In the US we have limited and unlimited data plans. The limited ones have multi terrabyte limits that most people never get close to reaching. We also have the unlimited data plans like you have and they are throttled eventually once you hit a certain data cap anyway like you have. The US has considerably faster internet speeds though.
the internet thing prob is a thing in some places in US. cable and phone companies can be super predatory in more rural areas. in cities for most part no data cap tho
The time warp glitch happens to me on my first Mun landing in career and idk if kerbals come back in this game like ksp 1 but now because I’m much further in the game Jeb is sadly gone forever
"Maneuver node" versus "maneuver plan" will scare away users? The dumbing down of KSP for KSP 2 is going to be KSP2's undoing. Anyone who cannot deal with technical terms is never going to be able to deal with the real physics of celestial mechanics, and so will turn to much for simplistic and action focused space games than KSP. Meanwhile, those players who can deal with celestial mechanics will stick with modded KSP which tends toward realism than play the dumbed down version in KSP 2. At the very least KSP 2 needs difficulty levels, so players can select the level of realism they want to play at.
Loving this mode in the game. I'm struggling a lot as a brand new player to KSP. But it's a great challenge and I'm learning every launch. It's awesome
Great video but as a newbie, I would like to have more explanation on the piloting of the craft. I know your audience is mainly experienced KSP players but it could be nice to have some tutorials in the future. Thanks!
"Maneuver Plan" just sounds wrong. How is that supposed to make it more new-player-friendly when it doesn't actually change anything? Also, yes. Data limits are very much a thing in America because our corporations are determined to squeeze every penny from their customers
Maybe the time warp limit could be inversely proportional to the time to impact/surface gravity/ some other suitable abstraction for 'this is a smaller body and so things take longer'
I low key thought I was finding him on tylo with the campaign. First time to tylo ever. Managed to barely survive landing with zero delta v😊 left. Now I'm on to eve with ten kerbals in jump seats around a t800. I'm on the fourth build to do this lol. I've never touched down and ascended from eve before either. I'm so close lol
An "Even Better Time Warp" mod is already a thing, for a while now. I decided to give KSP 2 another try with the release of "For Science!", and after about a day decided to hook up CKAN to it. So anyway, at that point - most mods still weren't marked as compatible with "For Science!", but I force-installed them and everything worked fine. It was even more stable than the base game, mostly thanks to the "Community Fixes" mod (which btw includes the landed state fix). In terms of other QOL mods (only improve what's already there) I'd also recommend: - "Maneuver Node Controller": Alternative way to control maneuvers, using numbers and buttons instead of dragging, when you need precision - "Micro Engineer": The same info the rest of the game displays (and broken in the same ways, like the dv), but all in 1 place - "P.A.I.G.E B Gone": If you forgot to turn it off when starting a campaign - "K2-D2": WIP Mechjeb fan clone, rn I only found maneuver node executor and heading-by-angle specifier useful in real situations Also, to offset all the crashes, it's helpful to have one of "Speedy Startup" (starts loading under splash screen, instead of waiting for it. woah, technology!), "Skip Splash Screen" (completely kills it, but that's technically against KSP2 TOS), and "No Seizure Warning" (why is it even there and unskippable after the first launch???)
Tbh since the update the gameplays become stable but the craft builder is still glitchy as hell. Symmetry breaks very easily, when using mirror symmetry it will double mirror symmetry and parts don’t spawn on menu clicks plus a lot of others. I tried building a ship of 20 hydrogen parts and a capsule and it took 40 minutes and 5 saves and reloads and a fam restart to get to the launch pad. It’s getting better but still a long way to go until the early is remotely playable
I've always understood the encounters to appear in the closest approach with a body even from ksp 1 sometimes I'd have to wait for the desired separation to be fulfilled then a proper encounter shows up on the relevant destinations orbit... otherwise you get many inefficient approach suggestions... but maybe it was just me...
25:48 in the U.S. the only providers that give a data cap is phones, and any other provider that uses satellites of any kind, to provide Internet. SpaceX gives only 1 Terabyte before slowing down for the rest of the month.
I want to see a contract where the main objective is to land next to the petrified Kraken, and one of the sub-objectives is to use the bug reporting feature.
A thing I just realized: The space Kraken apparently has bones, what an interesting creature.
Evolutionary struts...
Doesnt that mean it once needed structural suport(for example, against gravity)?
A cephalopod with vertebraes... Three full booshelves labeled evolution, taxinomy and phylogenetics just crumbled to dust in my mental library.
@@Mr_Wibble what the kerbals should call the bones:
Bones? What's that?
Oh you mean Organic struts!
Marine biologist here. Those things on the krakens head are called "little dangly doodles." hope this helps.
How do you say that in Latin?
@@gkarenko9593
paulatim doodles doodles
They are typically next to the flippy flappy mover thingies
Tentacles
@@tobiaszczarnota7879They're solid bone... so no
Regarding the fairings (at 5:05) I just found out today, that the fairings can actually deploy correctly when the ejection force just is set to a much higher value than the default one.
Same here, kinda weird they put the default at sneeze velocity
changing the fairing clamshell type and not ejection force also tends to work for me
I usually do clamshell with double to triple force, just to be sure
I love the idea of a squid with a fully articulated skeleton. It's silly and terrifying.
Well, it is an alien spaceborne organism, so normal cephalopd biology shouldn't apply.
25:12 "If this, then that" That's a nice simplified gist of what coding is (at least, for single threaded programming). The thing is though, that it can be hard to define what "this" is, meaning that you can easily make a mistake and therefore not get "that" when you want it.
Then you go into networking and any sense of reason or direction goes to the four winds...
hehe math be like
hehe concat be like
hehe unary be like
hehe while loop be like
hehe for loop be like
hehe if then else end be like
--lua programmer who wishes for unary
_"Beth, I'm sorry, but you suck at KSP. Get better."_
What a lovely relationship
Not a marine biologist, but I think the thing you are standing on is called a "bone"
Really? 😭
Oh thank god. I thought it was a artery.
@@Blatant-pidgeon2, yes. It is named such because, if you’re standing there on a live specimen, you’re boned.
@@Vessekx woah
Actually if it were fossilized it would be rock, bone don’t survive they create a mold and are slowly filled by rock replacing the bone as it wears down, that’s why they’re so rare.
You're right. Coding is mostly just If this, then that. The issue starts when you have a game with a thousand ifs. It's like that box of cables and wires you have. when you put them in the box they were just cables. But somehow, when you open the box it's become a tangled ball from hell and no matter how much you try to find the one wire you need, the tangle seems to get worse as you work on it.
They call it "spaghetti code" for a reason
Sounds a bit like hardware design: If you want [X] done, you need components [a, b, d, etc.] in some layout.... You start to design a PCB as efficiently as possible (minding your trace lenghts, widths and paths to make sure it all works)... But then stuff gets added, so you have to move chunks of your design around to accomodate that...And then there's this little thing called heat and the solutions that come with that so you can't always put things where you want them and have to accomodate for that too... But you manage to somehow work it all out and look at the end result...... And then it needs to be updated and you can start the whole nightmare all over again...
Also, I'm sure it's more painful to find mistakes during testing in hardware than software: In software you're in for hours of bughunting and -fixing.... In hardware you have that too, but you also get the benefit of having a batch of basically useless PCBs (and yes, _most_ of such faults do get picked up before sending the designs off to manufacturing, but it happens sometimes that you get your boards in, get it all set up and find out that it doesn't work (right)) reminding you that you just made an error costing a bunch of money...
Sounds bad, maybe... And sure, there's a lot of, shall we say "colourful language" being thrown around a lot of the time... But all in all it's great fun😁
@@TehSmokeyManand then you have to code the microcontroller on the pcb and find out you have tx and rx wrong and need to redo a whole bunch of traces and wait for snailmail to deliver another stack of 5 dollar PCB's.
@@samuraidriver4x4 Wait, what? $5,-? Man, this overengineering and feature creep is getting out of hand here; test batches are about 7 times more expensive for me. Getting more expensive by the generation basically, due to the updates and features that keep getting added😆
@@TehSmokeyMan for me it's only small hobby projects, pretty cheap to get a stack of boards from china.
I love the new update in KSP 2, I have a video idea. What about you make a video how many tiers you can unlock within 1-3 Launches, since you mentioned it in your last KSP 2 video. Would be great to see!
My best mission so far is a medium sized probe lander to eve. Also beware you currently cannot use the inflatable heat shields. At least not on eve. They just explode
Thats an annoying bug tbh
@@iemandjwzz4614That might not be a bug, it might be an atmospheric pressure differential thing.
In ksp1 this was never an issue tho?
Ive had similar experiences with a regular heatshield that got blown up in kerbins atmosphere,@@noname-qj6qo
the 2.5m regular one survived just fine hitting eve's atmosphere at 5km/s so yeah something is off
The heating is not modeled correctly at high altitudes in my opinion. Parts should not overheat on takeoff or reentry at high altitudes, but do fine at high speed at lower altitudes.
Just tried right clicking and dragging the screen to change the view on your launch... been playing too much since science mode has come back! 2/3rds of my playtime is now this mode is here!
I do that all the time! I get to thinking the video is the game and right click the screen to change the camera angle. 😂
Makes you think about the lore of bop and why a kraken was on the surface of a dusty moon
it clearly got Bopped
makes you think if there are other krakens out there, waiting to prey on your interstellar vessels.
maybe it came from that massive crater
Maybe Space Jack Sparrow jump on his mouth and kill it.
@iplaygames8090 could you imagine???? 0_0 that'd be a fun easteregg/challenge
25:00 game dev here, yea thats about right,. theoretically the only check to see if a ship was within the sphere of influence is to check the distance between the ship and the celestial body, like 500,000,000 meters or something. But with most code, although it is literal like "if this then that" its more like "if this and this and this or this and this but not this, then that." But yea you were pretty spot on in most situations.
The worst bug i've encountered was some teleportation of vehicles. Once this happened on Minmus, where my lander teleported like 100 meters skyward, then fell back down. Luckily, because this is Minmus we are talking about, it survived the impact undamaged. Another time, i was trying to dock a big interplanetary craft together in orbit, when the other craft suddenly teleported.
It's just the kraken messing with spacetime
I had that happen at minmus when my kerbal went Eva. The lander teleported _somewhere_ and was never seen again.
@@silmarian so, your lander _disappeared, like if something_ just _took it_
@@santigamerprogamer6493 Basically! The Kraken reached out from the void, my lander vanished and I got a suborbital trajectory warning on it. I don’t even know where or what body it crashed on.
Had the same thing while docking. It also spinned out of control
Just thinking about the "maneuver node/plan" thing, I honestly think node is the less stressful. I mean it's a point you want to do a thing whereas, plan suggests there's a lot more thinking and action needed. That's just me. Love seeing KSP2 in a much better state now anyway
I’m having so much more fun now. There’s still some annoying bugs that pop up, like the orbital lines disappearing. Another one I get a lot it it just hangs in the transition screen when I’m going from building to building.
But overall I’m having way more fun. I’ve gotten to the Mun and landed on Minmus. I haven’t tried docking yet. Getting out on Minmus was a little scary because when I clicked the EVA button it kicked my lander sideways and it almost fell over. But when I let go, it all settled back down.
I can’t get over how beautiful the game looks, and how much better it runs than at launch. They really just should’ve delayed a year. But whatever. It’s getting there.
seeing this title n thumbnail completely spoiled this for me, sick.
21:45 I actually started playing with KSP 2 and I'm now doing rendezvous, docking, and everything else. I've played the original KSP, but I learned everything I know in KSP 2
I think you can change the number of patches in the settings, if you wanna see more than 3 trajectories I'm pretty sure that's in the gameplay settings menu
that's at least how it was in KSP1
Comcast absolutely added data caps several years ago, even trying to market it as a positive thing for consumers. I've since moved and gotten away from that dreadful practice, but I also wrote my own monitoring script to track "data usage" to avoid going over each month.
The OG space music really is something else. Don't get me wrong, Howard Mostrom did an STELLAR job with KSP2's music, but there's something about nostalgia that beats even the best scores out there :)
26:00 in Australia we have limited data plans and unlimited data plans. Limited data you pay a fixed fee for, and if you go over you are charged extra at a heavily increased rate. Unlimited plans charge you for what you use.
Seems like KSP2 has improved but I wouldn't say its in a playable state, semi-playable instead. Nobody should have to edit save files to get core functionality to work.
It’s nice to see that ksp2 is in a state where you tubers actually want to go past Duna because transfer nodes work.
They work well enough if you mess with them
In light of the Batch files story, I'll tell a story of mine: I had a desktop computer in my bedroom as a kid and it didn't have built-in wifi, so when my parents would ground me they would take away the wifi dongle rather than removing the whole PC. So I took the dongle, opened up the plastic, and took the insides out. Then I did the same for a cheap 2GB flash drive, and transplanted the flash drive innards into the dongle housing. I then plugged the real dongle into a USB port on the back of the desktop, and the "dongle" USB drive into one on the front. They never knew that taking it away did absolutely nothing.
Also, re: bandwidth caps. It's pretty uncommon IIRC. We never had one for a long time, then out of nowhere our ISP added one. Sometime later, we switched ISPs. As far as I know, that other ISP doesn't have them anymore, and the one we switched to never had one. I think it's one of those things they tried to see if they could screw users over just a little bit more, but it backfired and became more trouble than it's worth. So I don't think any non-wireless ISPs have them anymore. Cell phones still do, and cellular internet providers will also have it, but I think anything DSL, Cable, or Fiber ISP has done away with it.
idk, i still think "node" makes more sense than "plan". maneuver plan suggests a plan to do a set of maneuvers. like its the plan laid out to do the entire mission, not one single maneuver. when i started playing ksp i never had an issue understanding that a node was a single point where a maneuver would take place.
How Krakens are cephalopods. I think.
I don't like having spoilers show up in my suggestions or at least not like pictures thag give it away
I can't say for certain what triggered the mun arch mission for me. I knew it was there and landed a unmanned probe a short distance from it and got the mission to investigate it. Whether it is automatic after first landing (unmanned counts) on the mun or getting a certain distance to the arch was the cause. I had a mission to plant a flag on a munar mare as well.
There seems to be a bug with docking ports specifically overheating and exploding inside fairings when flying though the atmosphere. I’ve encountered it loads.
regarding patched conics, it is set to 3 by default. I upped it to 4 when i needed gravity assists around jool and it was much easier.
I guess even the kraken died from realizing how many PC upgrades are required to run KSP2 😂🦑☠️
It's not too bad anymore, I have an okayish pc, and i can use mid graphics whilst getting 60fps
@@TheMachineGod966why did you feel the need to comment 3 times
@@soysauce6977RUclips just does that sometimes.
That wasn't intentional imma delete the extras
Hey Matt! Great video, I think you can change your patches conics amount in the settings to increase it from 3 to 4 or further
My favorite high quality commentary content was when Matt suggested that i like the video for its high quality commentary content. I did like the video, mostly for the high quality commentary content.
I can already see it.
Ksp2: return of the blunderbirds!
Ive seen that if you increase the ejection strength on the fairings, they start to go sideways instead of forward
It will always be a maneuver node 😆
Good job putting a spoiler in the title and thumbnail!!
Thanks for the massive thumbnail spoiler Matt!
Appreciated!!!
Maneuver Plan is not any more “new player friendly” than Maneuver Node
Data caps are a thing in the US depending on the company. For a while, no one had caps, but several ISP's I've had over the last ten years or so had a 1 TB cap on data. On a related note, all phone providers had pretty restrictive data caps for a while, but most of them do unlimited phone data. There are no major providers that provide truly unlimited tethering data that I'm aware of.
Wow, for me data cap on land internet connexion (not mobile data) was something that you'd find in 3rd world countries / or 20 years ago. Guess the US joined the club lol
@@BV14_04 Everyone's looking to make a buck
A lot of ISPs and phone providers have 'soft' data caps, too, where you get full speed up to a limit and then get throttled to much lower speeds. It's generally buried in the fine print of a link off a link off the signup page, because they want to use the word 'unlimited' for marketing...
Uh.... No. Calling it a "manuver plan is even more confusing. The entire flight is your" manuver plan". It's a POINT where you're making a MANUVER. So call it a "Manuver Point".
Good lord, even their PR suggestions are half baked.
Quick note: the orbital line glitch also goes away if you just save, exit the game, the reload the game. It worked for me
It's persistant after many restarts
Matt Lowne, Happy Christmas can you make an opening presents video?
So This was what "were killing the kraken Meant"
We had limited data plans here (Australia) for a long time. Unlimited plans only became the norm ~10 years ago. The last one we had was only a 500GB plan and it would get chewed up very fast just watching RUclips. Mobile data plans are still capped, but never even come close so have the smallest plan which is 40GB.
I disagree on node vs plan. I'm a complete noob, I've done a flyby of one other planet only in KSP1 and hopelessly attempted another. It is and always will be a maneuver node.
People attracted to this game would have some decent level of education and interests in STEM subjects, I think that's a fair assumption. I dont think they need stuff made less intimidating. There's far more difficult things in KSP than setting up a maneuver node. If calling it a node intimidates people, they wont get far.
12:04 Oh brother, I have bad news for you 😂
Squid > Invertebrate
Invertebrate > Boneless
Boneless > Squid
Squid > Kraken
Kraken > What happens to rockets when an random rushed KSP player puts a large house on top of it and you accidentally keep press the space bar and you then get your kerbals Mission Control with a large ton or bricks
Just finished my first day of playing ksp2, first time I undock the mun lander from the return vehicle it stopped cold and started just falling straight down :) Parts burning up while under a fairing? Yep. Kraken is alive and well :D
kiko ahfoskio (Wait its all a mod)
binokenolort (always as been)
Your dedication to this bug filled disaster is truly amazing.
It’s come a long way. Dare I say it’s actually “easy” to get hooked on ksp2 right now especially
Early Adopter of KSP1, can't believe it's been ten years! Learned pretty much everything I know from you and Scott Manley. After seeing the issues you guys had with KSP2 I decided to hold off buying it, and then For SCIENCE! came along. Pulled the trigger yesterday and with my new rig I built early this year, my FPS is insane and the game looks and SOUNDS incredible. This is how KSP2 SHOULD have been released to Early Access, a bit buggy but with content to keep players interested.
My biggest issues have been in getting my "space legs" back, it's easy to forget the stuff like orbital insertions and Hohmann transfers. I think new players might want to hold off until a little more content is released but for veterans of KSP1 it might be fun to get back into. The Training aspect in KSP2 is a nice addition for newbies, it helps to make some of the more "nerdy" stuff understandable to people. Not as good as the vast catalog of Scott and your videos, but pretty solid.
Have a very happy Christmas, thank you for years of KSP videos!
would be cool if the thumbnail and title didn't spoil it just in case anyone wants to discover stuff by themselves, why did you blur it at the start of the video but not in the thumbnail? >:(
laythe has life on it because it is didel hetted by jool
Doing maneuveres gets very crowded when there’s all sorts of other vessels nearby. Usually when I’m about to return to Kerbin and have a bunch of satellites clogging up my screen.
Also, agree on time warp needs just a little bit of tweaking. Was doing a Gilly mission and it took 8 minutes to land with time warp on to max. It makes sense why they limit it but let me force it like KSP1.
Also, fairings may not protect everything? I was on ascent when both my communication dish and docking port started getting VERY hot. It seemed to be connected to my speed but I had a fairing on and why was it only those two heating up? Lots of bugs to squash but I’ve still been having fun.
For the data cap, yeah you are right. Even if you have "unlimited" there is still a data cap where is slows down usually. I have gigabit and its "unlimited" but it in the contract it says it will be slowed down after my cap
Makes me sad knowing that KSP 2 will never release ):
Hey Matt, I love your videos! You might not see this, but I just wanted to ask: could you avoid spoiling the late game surprises in your thumbnails? I was really quite interested in discovering these beautiful pieces of Kerbal history on my own.
so, if you wanna play the stock game without cheats is basically impossible.
Thanks for the update, keep doing them so i know WHEN to buy the finished and playable game.
the new science pieces are what was really missing in Kerbal space program 2 like we really needed it
Yeah data caps are really annoying, but internet providers are offering unlimited data plans, they are just more expensive…
It's insane here in the States. I have a data cap of 50gb till they throttle it so hard it becomes unusable
You can change the fairing type in the vab to clamshell instead of shroud and it should work. Got it to work on mine, just change to a clamshell fairing and up the ejection force to like 400
Funny you mention data caps….yep, still only get 1280gb per month on our cable internet service in the US. The rate (price) is based on speed of service, but the total data cap applies regardless. So you can pay more to reach your cap faster….lovely service. I’m constantly bumping into it every month.
It seems silly that the lab module can only be used in orbit and not on a surface. Hopefully that can be changed in an update someday. It seems like that could be useful on a surface base.
Seriously. Who went "Well obviously you shouldn't be able to clean glassware or look through microscopes when you're LANDED on something. That's just ridiculous."?
25:00 I am a coder, and this smells like an optimization issue to me. Not the 'optimization' that gamers think developers sprinkle on the codebase to magically speed up a game, but an issue with the implementation of an optimization, which is why 'premature optimization' is such a concern. Specifically, a lot of the 'if...then...else...' calculations regarding geometry can be expensive, so you just don't run them unless a much more general and cheap test passes first. But that cheaper test is imperfect, and this is one of those edge cases where the cheap test says there's no chance you're intersecting Kerbin's orbit even though you absolutely are.
Also, KSP 1 totally has this issue, especially when the CPU is busy modeling physics. It stops modeling physics during warp and suddenly the orbital calculations are correct, which makes me think it selectively decides which calculations to run based on how loaded the CPU is, a la the yellow/red MET clock in KSP 1.
the landing legs weren't deploying because you were near the kraken but if you wear the deep space kraken slayer shirt you are going to slay the kraken before it approaches you
I just hope now that future content updates will release a bit faster, now that there is actually an active community to KSP2 (which is, by the way, almost as active at low times than KSP1 at peak times)
Professional docking port heat manager, I can confirm that docking ports are definitely not supposed to do that
I'm good! My favorite place I've been was the new mun arch! The lighting around it was phenomenal since it was on the dark side during the mission, I could see it from nearly 5 km away!
In the US we have limited and unlimited data plans. The limited ones have multi terrabyte limits that most people never get close to reaching. We also have the unlimited data plans like you have and they are throttled eventually once you hit a certain data cap anyway like you have. The US has considerably faster internet speeds though.
the internet thing prob is a thing in some places in US. cable and phone companies can be super predatory in more rural areas. in cities for most part no data cap tho
unless u have some kind if mobile internet. then theres caps
Oh that is what they meant when they said they were going "to slay the kraken". They meant virtual kraken, not bugs in the behaviour of the simulator.
I really hope that those discoverables will have some lore behind them and wont be random.
There is kind of a storyline, still a bit rough and is probably going to be much more in depth with later patches.
I had that heating bug too flying away from Duna, I just cut the throttle, and quicksaved and my ship survived.
I just realised that in the top right corner it tells you what star system you are in (in anticipation of new stars)and I think that is so cool
The time warp glitch happens to me on my first Mun landing in career and idk if kerbals come back in this game like ksp 1 but now because I’m much further in the game Jeb is sadly gone forever
on my first mum landing
@@MT_Cuber thank you
Now I want Matt's batch file reviews to be a series like whiskey reviews
Also happy birthday Beth! (I hope I didn't butcher the spelling of your name)
Matt, you still haven't sent a moai to the mun... you've got one week or i get sad
A bit sad the thumbnail spoils it, I didn’t discover it in game yet 😕
"Maneuver node" versus "maneuver plan" will scare away users? The dumbing down of KSP for KSP 2 is going to be KSP2's undoing. Anyone who cannot deal with technical terms is never going to be able to deal with the real physics of celestial mechanics, and so will turn to much for simplistic and action focused space games than KSP. Meanwhile, those players who can deal with celestial mechanics will stick with modded KSP which tends toward realism than play the dumbed down version in KSP 2. At the very least KSP 2 needs difficulty levels, so players can select the level of realism they want to play at.
Kerbal Space Program 2 is back out of the hole it dug itself, i absolutely love it now!
Loving this mode in the game. I'm struggling a lot as a brand new player to KSP. But it's a great challenge and I'm learning every launch. It's awesome
Great video but as a newbie, I would like to have more explanation on the piloting of the craft. I know your audience is mainly experienced KSP players but it could be nice to have some tutorials in the future. Thanks!
Thumbing this one down as it's a spoiler
Marine biologist here, I have no idea what that is
"Maneuver Plan" just sounds wrong. How is that supposed to make it more new-player-friendly when it doesn't actually change anything?
Also, yes. Data limits are very much a thing in America because our corporations are determined to squeeze every penny from their customers
bro just spoiled my science mode play through :(
The kraken have bones? Soo the Kraken can be victim of the Kraken?
Maybe the time warp limit could be inversely proportional to the time to impact/surface gravity/ some other suitable abstraction for 'this is a smaller body and so things take longer'
I low key thought I was finding him on tylo with the campaign.
First time to tylo ever.
Managed to barely survive landing with zero delta v😊 left.
Now I'm on to eve with ten kerbals in jump seats around a t800.
I'm on the fourth build to do this lol. I've never touched down and ascended from eve before either.
I'm so close lol
An "Even Better Time Warp" mod is already a thing, for a while now.
I decided to give KSP 2 another try with the release of "For Science!", and after about a day decided to hook up CKAN to it.
So anyway, at that point - most mods still weren't marked as compatible with "For Science!", but I force-installed them and everything worked fine.
It was even more stable than the base game, mostly thanks to the "Community Fixes" mod (which btw includes the landed state fix).
In terms of other QOL mods (only improve what's already there) I'd also recommend:
- "Maneuver Node Controller": Alternative way to control maneuvers, using numbers and buttons instead of dragging, when you need precision
- "Micro Engineer": The same info the rest of the game displays (and broken in the same ways, like the dv), but all in 1 place
- "P.A.I.G.E B Gone": If you forgot to turn it off when starting a campaign
- "K2-D2": WIP Mechjeb fan clone, rn I only found maneuver node executor and heading-by-angle specifier useful in real situations
Also, to offset all the crashes, it's helpful to have one of "Speedy Startup" (starts loading under splash screen, instead of waiting for it. woah, technology!), "Skip Splash Screen" (completely kills it, but that's technically against KSP2 TOS), and "No Seizure Warning" (why is it even there and unskippable after the first launch???)
Tbh since the update the gameplays become stable but the craft builder is still glitchy as hell. Symmetry breaks very easily, when using mirror symmetry it will double mirror symmetry and parts don’t spawn on menu clicks plus a lot of others. I tried building a ship of 20 hydrogen parts and a capsule and it took 40 minutes and 5 saves and reloads and a fam restart to get to the launch pad. It’s getting better but still a long way to go until the early is remotely playable
Also all the bugs persist in excess...
Squiggly squiggly orbital lines really bad around Jool.
I've always understood the encounters to appear in the closest approach with a body even from ksp 1 sometimes I'd have to wait for the desired separation to be fulfilled then a proper encounter shows up on the relevant destinations orbit... otherwise you get many inefficient approach suggestions... but maybe it was just me...
Pluto will always be a planet and maneuver nodes will ALWAYS be maneuver nodes.
LONG LIVE THE KRAKEN!
25:48 in the U.S. the only providers that give a data cap is phones, and any other provider that uses satellites of any kind, to provide Internet. SpaceX gives only 1 Terabyte before slowing down for the rest of the month.
I don't have Kerbal space program
I want to see a contract where the main objective is to land next to the petrified Kraken, and one of the sub-objectives is to use the bug reporting feature.
Matt did you put heavy spoilers right on the thumbnail?
Yes he did and it sucks.