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pandaman

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Posts posted by pandaman

  1. Can we have an option to select a target body from a menu or pop up list?  

    As an example, Jool in particular is a bit fiddly.  Hovering over Jool in map view often brings up one of the moons, but  setting that as a target doesn't enable the intersect display for Jool, and it can be quite fiddly wiggling the view to select what you want.

    How about clicking on the orbit line opens up a menu listing the bodies in that planet's system, from which we can select the target we want.

    Also, maybe have a tab for each body that opens up a list of orbiting vessels.

     

     

  2. 2 hours ago, Lyneira said:

    Well, you can do that with methalox tanks too if you transfer the methane from them into the dedicated methane tank and then drop the tanks. Although that would make your craft not-reusable, which is usually the reason for choosing a rapier or jet/rocket hybrid in the first place!

    Yes of course, I'm not disagreeing with any of your points. 

    Like so many parts in the game though, having dedicated Ox tanks just gives different mission profile options.  I can't say I would be likely to use them much myself, but that's not to say others wouldn't find them very useful.

  3. On 3/22/2023 at 12:20 PM, Lyneira said:

    A combination of methane tanks (enough for the flying portion) and methalox tanks covers this situation perfectly though. To make a use case for a pure oxidizer tank, it would have to be consumed by something else than a methalox engine.

    True...

    But also you could discard the pure Ox tanks before reentry to save mass, reduce drag and assist with balance etc.

  4.  

    50 minutes ago, MarcAbaddon said:

     

    So without a good non-military showcase I'd prefer the current behaviour. Maybe there could be an advanced tweakable to change the behaviour for a specific pod, but I wouldn't see it as priority myself.

    Decouple and fire engine in the same stage.

    Using sepatrons to assist with decoupling won't work if they don't fire up on decoupling.  Essentially that is the kind of issue the OP was demonstrating

  5. As a thought, could this be connected to when the velocity indicator flips from 'Surface' to 'Orbit'?

    I know KSP1 did this automatically around 35km altitude, which could cause the ship to change attitude rather quickly.

    ...  Just checked and KSP2  seens to do it at 36km too.  So it's probably not related to that.

  6. It would appear that after exposing Jet engines to a vacuum they do not work, despite being staged and/or activated.

    I mounted both a stock Sparrow and Aeris K2 to orbital rockets as an experiment.  In both cases the engines would not operate on return from space to a suitably low altitude.    When released from the launchers in atmosphere they work fine.

  7. 4 minutes ago, Scarecrow71 said:

    I get why it's there.  It's just that when it pops up every second during warp it really slows the game down.  Yes, I have lost control for a fraction of a second during the warp.  I'm warping; I don't need control during warp.

    I was referring to the Epilepsy warning. 

    But yes, in game warnings should have 'don't show again' option's.

  8. Add an indicator next to the stage number to show that the stage has been activated by the Spacebar or Go button.

    Particularly for engines, there is nothing to indicate at a glance whether or not they have been activated.

    If they have been staged and you do it again, because they don't seem to be working, for whatever reason, then you may activate the next stage, which can result in you decoupling them.

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