![]() ![]() Fortunately it doesn’t show up while in the map screen. I think this is an automatic switching of navball mode between ground and orbit that’s somehow getting confused, but completely blocks your view of your rocket. In Munar orbit around 8-10km elevation you get an endless sequence of AUTO: GROUND/AUTO:ORBIT messages in a big yellow column down the middle of the screen. A couple near show-stoppers on my Mun mission. Fortunately I have a pretty high tolerance for low frame rates. Supposedly the listed minimum specs are supposed to be adequate to run 1080p on low settings, but my monitor is an ultra-wide 1440, so it may be a struggle. The current machine is an i5-8600 (8th gen) cpu with a RTX1080, will report on how it copes so people can compare. If it runs poorly, well, I’ll have to start squirreling away some money for an upgrade that’s due anyways. My now-5-year-old rig is only a bit over minimum specs, so we’ll see how it’ll run. I discovered the first game just after they added science, but before career mode existed, and I actually kind of regret not getting to play those really early builds where there weren’t even any maneuver nodes etc. By contrast with KSP half the fun is watching the game grow and mature. I’ll probably buy on day 1, because who am I kidding I’m going to get this game sooner or later so why not sooner? It’s not something like Subnautica: Below Zero which I did my best to ignore till the full release so that I could discover the story all at once.While there’s probably lots and lots of room for optimization, we should expect the initial early access builds to be pretty bad in this regard. ![]() Large rockets some of the guys built lagged the game significantly and they were playing on bleeding edge rigs. Don’t buy this expecting a polished game. Also, it’s pretty buggy, although that event was a couple weeks ago on a then-brand-new build, and the devs said that the intervening time would be about bug-hunting not adding any new content so hopefully the early access release is a little more stable. The current state of the game has less stuff in it than the original. There are significant parts of the core content that aren’t in yet - science, career mode, base building, interstellar travel, multiplayer. ![]() I’ve had a chance to watch a few more videos from various participants of the ESA event, and here’s my take: I would expect someone will be releasing a similar autopilot mod in short order. The FAQ on the game website says they expect modders to be active from day 1, and MechJeb was one of the most downloaded mods of all time. No science, no career mode, and still lots of missing features. But based on what I’ve seen, it looks like this first release is pretty bare-bones. My Youtube feeds showing some videos by other prominent KSP creators, but I haven’t watched any of them yet. Scott’s video was pretty rudimentary, unless you’re concerned about flying under bridges at KSC, which is kind of his tradition in first look KSP videos. You can select any of your navball markers (prograde, retrograde, normal, anti-normal, radial in, radial out, and the maneuver marker) and the autopilot will keep you aimed at that point. Based on Scott Manley’s video, it looks to me like you get the full autopilot options that existed in the final versions of the first game. First early access release goes on sale on the 24th.
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