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wasml

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Posts posted by wasml

  1. An unordered dump:

    1) PAW menu as in KSP1 in addition to the current all ship parts menu - each have their advantages.
    2) Robotics.
    3) Have alternate UI - While the current retro UI was an interesting idea it's hard to read and bigger than it needs to be - blocking my view of what I'm primary interested in. If not this then please make it modifiable so a mod can replace the UI (actually this would be a good idea regardless)
    4) Weather (with wind) to enable aerostats/weather balloons/More interesting flying. Should probably be optional.
    5) More wheels, more torque for current wheels - unable to climb 5 degree slopes with some of the current wheels.
    6) Alarm Clock/Transfer Window Planner
    7) Procedural fuel tanks
    8) Something similar to Precise Maneuver Node
    9) A functionality similar to MechJebs custom windows. I liked to make custom windows for launch, landing, docking and roving - gave me a window where I could select the parameters to display.
    10) Ability to loop structures like the KSP1 Recoupler mod

  2. Seeing this here too. The one difference is the text is always normal size or smaller (sometimes to the point of not being visible) - never larger than normal.

    Processor    12th Gen Intel(R) Core(TM) i7-12700KF   3.60 GHz
    Installed RAM    64.0 GB (63.8 GB usable)
    Edition    Windows 11 Home
    Version    22H2

     

  3. 17 hours ago, Nertea said:

    An overall question I'd like to answer is whether you feel like this dev blog was a useful thing for me to put together.

    @NerteaI found this very interesting and look forward to these dev blogs. With that said I would understand if you discontinue them because it takes too much time away from bug development/bug hunting.

  4. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes 
    OS: Windows 11 Home | CPU: i7-12700KF | GPU: GeForce RTX 3060 | RAM64GB

     

    When switching to a vessel on the ground in map view the AP/PE markers for both vessels are shown in the wrong place. (Note: The screen shot didn't pick up a second set of AP/PE markers)

    B5QJ9nd.png

    To recreate:

    Put a vessel in orbit, switch back to the VAB and put a vessel on the launch pad.

    Go to map view and switch to the vessel in orbit (Control and Focus) and then take control of the vessel on the pad (Control).

    Expected: AP/PE markers on the orbit line of the one vessel, absent on the landed vessel.

    Observed: AP/PE markers for both vessels in the wrong place.

    Zoom in and out and the markers don't move.

     

    Included Attachments:

  5. A QOL suggestion. In map view you can click on an on rails vessel and select control or focus. When I switch control of a vessel I almost always want to focus on that vessel too. It would be nice to have the control option also focus at the same time. I do like that the map view doesn't change to flight view when control is clicked as I often want to check the orbit/maneuver node/etc before going to flight view.

  6. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes 
    OS: Windows 11 Home 64-bit | CPU: i7-12700KF | GPU: GeForce RTX 3060 12GB | RAM64GB

     

    In the VAB Place a part. I used the Mk3-5.
    In the lower right corner click the parts manager button to open then click the engineer's report button.
        Observed - engineer's report opens under the parts manager.
        Expected - Last windows opened opens on top of previously opened windows. Of the four window buttons - only the Engineer's report seam's to have this behavior.

     

  7. Would like to second Sea Kerman's ScanSat comment. ScanSat involves planning orbits based on scan width, orbital period and planet rotational period - all very rocketry related. Plus it not only gives you points to advance the tech tree but it gives you useful information for planning further exploration. This is the kind of science I would like too see more of (though I have no idea what else would hit so many points).

    Edit:

    Quote
    • For inline parts that are connected serially, in most applications there should be little to no flexing. This is especially true when neighboring inline parts are the same core size
    • For radially-attached boosters or cantilevered subassemblies with single-point radial connections, some flexibility is expected. There are some applications for which manually-applied struts should be required
    • Wings should not require struts to stay rigid
    • Docking two vessels in orbit should result in a strong, non-wobbly connection that doesn’t fold on itself as soon as the player tries to move the resulting vehicle

    Agree with this for the most part - would think docking ports would be a bit more wobbly than a stack of same sized parts as IRL they aren't really meant to take large loads (assumption on my part).

  8. I really like this idea. I had not noticed the SOI ring motions indicated entry/exit and had figured the 1A/1B, 2A/2B were the position markers but was not sure if the 1's need to match up or the A's need to match up for intercept. As "The Aziz" suggested colors that are easier to distinguish would help (especially for the color blind) and different colors for later orbits would be a big help. The new AP/PE markers are a good idea but having played with them a bit I must say I prefer the KSP1 markers - they are more compact and lining up the points just seems more intuitive and a 1 for first intercept and 2 for second intercept makes sense to me.

    PS: I like how the maneuver node now has a arrow in it when it can be clicked to drag.

  9. Thank you! Looking forward to this patch and next weeks Dev blog.

    5 hours ago, Nate Simpson said:

    Now, the surface attach node of a wing element is augmented by additional joints

    This reminded me of the ReCoupler mod from KSP1. It would be great to see the ReCouple functionality added sometime in the future (post 1.0?) as it would open up additional design possibilities - anyways - just a suggestion!

  10. Really like the new format - I know the it doesn't make the bug fixing go any faster but it's easier to see the progress with weekly peeks behind the curtains vs. once every 4-8 weeks when we get an update. As someone who codes I also find interesting the explanation of the problems you uncover.

    Thanks! and keep up the good work - looking forward to the next patch.

  11. KSP2 0.1.2.0

    I made a six wheel rover and used the move/rotate tool to move all six pair of wheels down one notch (was in mirror symmetry mode with snap on), launched, reverted and moved the wheels back up and launched again. The middle pair of wheels where noticeably higher than the other four wheels and they didn't touch the ground. As the rover started to roll - not under power - the middle wheels started to turn as if they were touching the ground. Turned the motor off for the front and back wheels and I could still accelerate forward when the rover wanted to roll backwards.

    OK - I seem to be doing something wrong - insert image isn't working - here's the link:

    Note the middle wheels appear off the ground.

  12. Have two assemblies.
    Click "Launch Assembly" and select the non selected assembly.
    Click "Selection Tool" - does not return to selection mode.
    Click "Rotate/Translate" tool (now in R/T mode) and then the "Selection Tool" and you are now in selection mode
    Note: Same with "Assembly Anchor" and "Select Tool"

     

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