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Posts posted by pandaman
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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.
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Although the current state doesn't inspire confidence, I do tend to share @twich22's optimism that things will improve a lot.
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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.
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Yes, but I think they should be available as an option not always there by default.
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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.
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TBH this is the kind of thing I expected would be included in EA from day 1. Adding an icon to the Navball doesn't strike me as being a particularly computationally demanding feature either (but I could be wrong of course).
I will be very disappointed if it's not added for v1.0 as it is very much a QoL feature that benefits newer players.
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1 hour ago, Phantomkerbal said:
i Know this one too .... but do you see the DATE ? Month year ?
Dates aren't shown because they aren't, and can't be, nailed down yet. To expect them to be is frankly unrealistic.
No doubt they have Internal 'target' dates, but they can and do move due to circumstances.
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Didn't @Nate Simpson say something about us finding imaginative ways to find bugs.
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I get this orbiting Mun and Minmus (not checked elsewhere yet).
In my case Ap goes up and Pe goes down.
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2 hours ago, Lyneira said:
What's the use case for a pure oxidizer tank?
When craft use a mixture of Rocket and Jet engines (or Rapiers).
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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
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If it's purely cosmetic then, although it looks cool, I don't really see the point.
If it does add heat shielding (and mass, naturally) then I think it would be a very useful, and popular, addition.
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5 hours ago, asmi said:
Good. We don't need weapons in KSP, we have enough of that crap in the real life.
Don't really disagree with the sentiment, but that's not the point the OP is making.
It's about functionality that is either not working as intended, or a potentially poor design choice/implementation if it is.
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Yes, something like that would be very helpful.
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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.
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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.
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39 minutes ago, Grounder said:
Am I the only one who thinks landing struts should have zero impact on fuel status? Aside from the extra mass/Dv impact that is.
Bugs are strange little beasts. They can exhibit all sorts of confusing, unintentional and illogical behavior.
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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.
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It's a warning, it is there for a reason and it needs to be visible for long enough for it to be readable.
But yes the option to skip it after the first time would be welcome.
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I like the idea, but I can forsee some implementation issues and strange behaviour if it needs to detect if it has left the ground.
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Yes, I fell for this one too (pun intended). I don’t think they are implemented yet. I certainly can't find them if they are.
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I don't honestly have a problem with the new controls. Yes, they are a little different, but that's just a case of getting familiar with them.
That doesn't mean I think they are perfect, there is certainly room for some tweaks and improvement, as always.
No different to getting a new car and all the switches are in different places.
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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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Simple idea. When you click on an orbit line we get the option to 'warp to' or 'create manoeuvre'.
It would be very handy if there was an option to display the altitude at that point too (Ground and/or ASL).
Set Target from a Menu/pop up
in KSP2 Suggestions and Development Discussion
Posted
Aha, it turns out this is addressed in Patch 2.
Albeit without the menu option, but that's Ok .