Jump to content

pandaman

Members
  • Posts

    2,853
  • Joined

  • Last visited

Posts posted by pandaman

  1. Has anyone figured out a workable 'optimum' ascent profile yet?

    I expected things to behave differently to KSP1, but I'm generally either going way too shallow and failing to reach orbit, or way too steep and having to crank over sharply once high in, or out of, the atmosphere .

    I can't seem to find the "ballpark guidelines" such as "turn 5 deg at 50ms off the pad" or "45deg attitude at 10km altitude"  that gives me a decent chance at consistency.

    Also the 'follow prograde' SAS option doesn't seem to want to do a gravity turn as efficiently as KSP1, most likely 'pilot error' but a couple of hints would be appreciated 

  2. I think there should be more 'long term' experiments, a bit like the  seismic sensors in KSP1.

    As in....  You leave an experiment running and it sends (hopefully useful) data periodically.  Such as take a temperature reading every hour and send the results every 10 days, on receipt you get a few science points, the amount of which would diminish over time, depending on the nature of the experiment.

  3. Keeping crews alive (and functional) is such a key aspect of RL space travel that it just seems illogical to brush it aside.

    Sure 'mods' can, and almost certainly will, cover LS in both very simple and highly detailed forms.  But that's not the point.

    I do understand  Nate's point, and there are obviously bigger priorities.   But I do feel a fairly basic stock LS system should be implemented in time for v1.0.

  4. 2 hours ago, Rosten said:

    Life support would be an annoyance and I have no idea why people keep wanting annoyances in games.  It's basically asking for timed missions.  How many people like timed segments in games?

    Which is exactly why LS needs toggles and difficulty options.   Each to their own, as much as I want it in stock, I may well also want to have some saves with it disabled.

    As for 'annoyances' running out of fuel, electricity or comms range are also annoying, and not fundamentally different to LS.  All are equally critical to mission planning both IRL and KSP.

  5. I have seen this mentioned elsewhere, but can't find it now, so...

    The moving ring indicators on the SoI boundary are a great idea, but can be a bit difficult to distiguish. 

    I would suggest changing the Entry to have the rings moving inwards and the Exit moving outwards.  Maybe also distinguish them more clearly  by changing the colour or shape of one of them or by adding radial lines etc.

  6. 6 hours ago, Master39 said:

    Back in topic, rotor and propeller engine should absolutely be a pre-assembled engine category and not part of robotics, we don't assemble rocket engines from parts, why should we do that for propellers? This is a rocket game and yet I don't have to choose the right type of pumps for my rocket engine, why should I have to pick the number of blades and their pitch for an helicopter tail rotor?

    The amount of detail for prop engines in KSP1 doesn't make sense given the context of the game and, IMHO, has kept rotor crafts and propellers more niche that they could be.

    This sums up my thoughts on this too.

    The robotics parts (hinges, pistons and servos etc.)  added a lot of useful options (just a shame they were so darned glitchy at times).  But, whilst I acknowledge that many really enjoyed using them, the detail and fiddliness of the propellers was just out of scope IMO.

  7. I'm enjoying it still, and sending probes out to take a peek at the Planets and Moons. Lack of gameplay options isn't a major hurdle, but that and  bugs means I know I'll want to start exploring  'properly' once thing improve.

  8. Thanks for your help and advice everyone.

    I think my best plan is 'new build' before too long, and just plod along with what I have until I do it.  The game runs 'ok' in space, but the 'novelty' of 3FPS when launching things or flying around Kerbin is wearing a bit thin now . :grin:

    Edit...  Took the plunge and got a 'recommended specs' machine knowing it will last me a good few years .  Holy cow the difference is HUGE,   I'd got  accustomed to KSP1 chugging quite a bit too, so to play in actual 'real time' is taking some getting used to.

  9. 1 hour ago, Streetwind said:

    @pandaman Depends entirely on your budget and PSU. :P A RTX 4070 Ti is suitable, and a worthwhile upgrade, and will last you a good couple of years. It's also very expensive and may not run in your PC, depending on the power supply.

    The Geforce 1650 runs just off of the PCIe slot it's plugged in, requiring no additional power connectors. That means that it puts zero requirements on your PSU. If you upgrade to almost anything else, you'll run into a situation where you'll need to connect additional power connectors. And if your PSU doesn't have them, the cards won't run.

    550W is a good size, and actually quite oversized for your system as-is; it should be able to power a stronger video card with no issues. Keyword being "should". There are $30 bargain bin 550W PSUs that burn down if you ask more than 300W from them. There may also be ultra old PSUs that don't come with the requisite connectors even if the quality is right.

    So please take a look at your PSU. If you can name the exact model, I can look it up - or, you can simply tell us how many 6pin/6+2pin/8pin power connectors you have available, if any.

    And then name a budget you're comfortable spending.

     

    Thanks , very much appreciated.

    My PSU is...

      Sea Sonic SS-550HT Active PFC F3.

    As for budget it depends really on what's compatible and available at what prices.  Don't want to spend an awful lot if I'm thinking of  upgrading the lot in a a year or two, but if a GPU upgrade is viable and keeps  me going for longer then I can consider.

    Probably looking at around £500 absolute max.

    New PC at recommended specs is around £1700 minimum.   RTX 3080 is about half that (is it even compatible), but if I'm spending that much on GPU alone then why risk any compatibility issues anyway?

    RTX 3050  around  £300, which looks interesting.

    Is my basic system good enough to warrant a reasonable GPU upgrade?  Gut feeling is probably, but I'm no expert.

  10. A very minor issue, but confusing all the same.

    Whenever Time Warp reduces due to approaching the selected point on the orbit or a manoeuvre node the warning always says '. . Due to Proximity to Celestial  Body'  and not the actual  reason  (approaching manoeuvre or selected  'warp to' point etc).

  11. My current specs are...

    Quad Xeon W3550 @3.07 GHz

    24 GB RAM

    GTX 1650

    1080p (27")

    550 watt Power supply 

    It runs KSP2 rather better than I feared it might, but naturally very very sluggish on launches etc.  RAM and CPU don't appear to struggle, but (4GB) GPU maxed out as one would expect.

    I want/plan to upgrade the whole thing to a 'recommended spec' at some point but would rather wait a year or two...

    Is there a suitable, and worthwhile,  GC upgrade that I can simply plug in as a direct replacement now to tide me over for a couple of years.

     

  12. I'm a little surprised LS is not on the plan.

    I was hoping for a rudimentary implementation in stock at least. With difficulty settings and/or on off toggles of course.

    It's certainly something I think should be represented in some way.  But still...  

  13. Personally I'm not as enthusiastic about this as many of you .   I found the robotics, as implemented in KSP1, much too fiddly  and glitchy to be practical for a lot of what I wanted to do 

    Craft would dance around and destroy themselves simply because I had a connection through a single piston etc .   So I tended to find I couldn't trust it to behave when I needed it to and found it more trouble than it was worth to me.

    That said, it did (in theory) open up a lot of possibilities and there were many fascinating creations  from a lot of other players.

     

×
×
  • Create New...