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kithylin

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Everything posted by kithylin

  1. I'll repeat again: That doesn't mean anything. Other games have had steam store pages and still went EGS Exclusive at the last moment before launch. Just because KSP2 has a steam page, and they say today that they will not be exclusive to Epic, doesn't mean anything. The same publisher for KSP2 already has a history of releasing other games on EGS exclusive in the past as well.
  2. By the way KSP1 is already multi-threaded. At least building in the VAB is. Launch physics are still single core after 7 years of development and likely never will be multi-threaded. The new game is still using unity. So no multi-threading for physics either. Today's current version of unity still yet doesn't support that either.
  3. Will we still have to suffer through single-digit-FPS when trying to launch 600~1000 part ships?
  4. https://en.wikipedia.org/wiki/Unity_(game_engine) "Initial release June 8, 2005; 14 years ago" First page in this very forum thread, right here, in the FAQ: KSP2 will be using Unity. They could be using Unreal Engine 4, or Lumberyard, or CryEngine V, or any other modern game engine. But nope, 14-year-old Unity.
  5. Also KSP2 will be using the same tired, 6+ year old Unity engine that KSP1 uses. So expect 6-7 year old graphics for the new game and there's no possible way the cinematic trailer will be anything close to in-game graphics.
  6. Remember folks, "The Outer Worlds" from Obsidian games.. they said all over their blog posts and developer forums "We're not going epic games exclusive" for months and even a year leading up to it. And then suddenly one day "Oh we're going to be releasing on epic games suddenly", which also by the way.. The Outer Worlds uses Private Division for their publisher, the same publisher for KSP2. Outer Worlds also has a steam store page and everything, yet now today the steam page for The Outer Worlds is still there, and just says "The Outer Worlds will be available on Steam one year after launch on other exclusive digital PC platforms." Just because they are saying today that KSP2 won't be an EGS exclusive doesn't mean jack. Hold your breath until the game is actually released.
  7. In the past we could use KAS+KIS and build large multi-KM mining, refinery and refueling sites with minimal part-count and it was high performance and everything was awesome. We could still do it now but it would be at least +5x more work and +10x more time involved to do so and result in +2x to +3x more parts in the process. I don't know who made the design decision but KAS has made a huge step backwards. And 300 meters is nothing. I once had KAS+KIS and made a 500m x 500m solar array on the surface of a moon for a refinery. That was trivial and barely nothing / not much effort to do with the old KAS and I had that built in 1 launch and finished it in a few hours. Now that would be a monumental assembly process and probably take 4-6 days IRL time of 12-10 hours per day just to build the same thing. If you are going to really stick with this telescoping arm system, can you at least give us a 10m, 25m, and 50m telescoping arm we can use? That might make KAS at least somewhat useful for large build projects. As it stands KAS is useless for anything other than small little build projects that are only 10~25m or so.
  8. So I guess I haven't played with KAS in a long time.. last time I used it there were really long pipes and pylons to connect them through. Now.. there's these short telescoping things that are limited to 2-5 meters? Is this really the only way to connect things now? And the pylons are so heavy and take up so much room in the containers (volume) I can only fit so many. I'm trying to connect two ships on Duna that are only 350 meters apart but with these crappy short telescoping things I'm going to have to make 10~15 launches from KSP -> Duna just to connect everything. In the old version I could connect up 1~2 KM of pipe just in one launch and everything was awesome. KAS feels broken and pointless now. Is this really the only way to make any kind of connections that can transfer resources now? I might have to abandon KAS if this really is it. Or maybe go play an ancient version of KSP and find an old version of KAS just to get access to the really long pipes again. I would give up so much / anything to get the old super long pipes back again. This is nuts in the "new" version. On top of that I can't seem to "Carry" anything with my kerbals anymore after detaching it. Only store stuff in it's inventory and the Kerbal's inventory is so small I can't fit any of the antennas or bigger batteries and he can't carry it in his hands either. So there's no way to manually transport anything the 300~350 meter distance for physical objects unless I build a big rover on a remote planet I guess.. ugh. KAS used to be awesome. It's gimped/neutered and super annoying now.
  9. I would code this myself i I even understood anything about KSP. I did make a few custom parts for myself I haven't released to the public and have a little idea about basic KSP mods.
  10. I just recently a few days ago (Even after about 900 hours playing the game) suddenly learned from a friend that "Combinable" on antennas means you can combine multiple antennas on the same craft/ship and it will improve your reception and range when flying and also works for deploying relays. I thought all this time that "Combinable" just meant you can "chain together" multiple different relays/ships.
  11. Thank you all for answering. So I can build much smaller relays now which will make deploying them easier.
  12. Okay something I've been wondering about KSP I would like for someone to please to answer for me. I know for example: I have a space ship and I collect a bunch of science, extend it's antenna and send home. And while it's transmitting, it chews through the on-board electricpower supply. But what I don't know I would like you to clarify: What if I bounce that much science through a relay satellite through the network. Does the act of relaying the science data through the network drain the same amount of power (compared to transmitting it from the ship as described above) through each relay's on-board electricpower as it passes through? Will the science stop and transmit much slower if the relay runs out of power and sucks it back through it's solar panels? I have so far been over-building my relays with something around 8000 - 12000 electricpower worth of batteries. But I'm wondering.. to be more efficent at things, do I need that much? Or can I build my relays with say just 100-300 electric power and will they still be able to bounce data through the network without slowing down? EDIT: Vanilla game, no mods other than MechJeb.
  13. I'm only concerned about aerodynamics, not what "Physical name" fits. And because of that, when connecting -EITHER- the large round fuel tanks, or MK3 parts to the game there is only the "Kerbodyne ADTP-2-3" if we want a perfectly smooth and round aerodynamic surface on all edges. Both MK3 and the normal 3.73m parts both fit underneath the "Kerbodyne ADTP-2-3". And it used to have no fuel in it. Anyway, at this point you're just splitting hairs. I found the solution, we can drag sliders to the left to 0/0 and make "Kerbodyne ADTP-2-3" empty like it used to be. Problem solved, thread can be closed now. There's nothing more to be discussed here.
  14. Okay an update. I did some searching around last night and I finally figured out what it was. This actually -DID- exist in game. I knew I wasn't crazy. What I was referring to was the "Kerbodyne ADTP-2-3". This is the adapter in-game to convert from MK2 <-> MK3. Originally it was just an empty structural piece and had no fuel in it what so ever. Then in version 1.6.0 of the game they changed this adapter and added fuel to it. You can see the version history here: https://wiki.kerbalspaceprogram.com/wiki/Kerbodyne_ADTP-2-3 So it's not "Missing" and gone, it's just that they changed it and added fuel to it. And we can change the sliders in the VAB down to 0/0 for both liquid and oxidizer and make it back to be how it used to be.
  15. Uh? They're not critical parts. It's just structural pieces. They don't seem to effect anything. I'm pretty sure they just removed old stuff just so they can "Make shiny new things" so it looks like they changed something when they updated things.
  16. I figured it out. I haven't played in a while and I was just taking one of the fuel tanks that goes from MK2 -> MK3 and pulling the sliders back to 0 so it acted as a empty structural piece because that piece didn't exist normally. That's what I was doing before. I also found a bunch of old parts under GameData/Squad/zDepreciated/ and moved all those back to the active folders and I'm quite happy to get a lot of the older parts back. I was kind of sad not having those parts and now I have them again. I don't know why they removed that.
  17. I miss the old science lab that all it did was give you +X% of science beyond what you could collect on your own. I need a mod to return the science lab to how it used to be years ago. Does anyone know of a mod to do that? The new science lab is stupid and I never use it because it's mostly useless now. I'm not going to re-visit a planet and refill the science lab every so often just to get a few more science out of it.
  18. I know I'm not crazy.. I remember there being structural pieces that would adapt from MK.3 -> MK.2 that did not have fuel in them in much older versions of KSP. I've unlocked everything in the tech tree and My game is at 1.7.1 (due to compatibility with some mods) and I can't find this piece anywhere when building ships in the VAB. Can someone please tell me where this is or what happened to it?
  19. Does anyone know how to get KSP To go back to old version 1.2.xx ? I can't seem to find information about how to do this on the internet. And my steam updated KSP automatically without asking me and now I'm stuck.
  20. I appreciate the help but y'all are seeming to not understand. We -HAD- a tool that does everything for us before. That's literally what mechjeb did. I just want it to work like it used to. That's all I wish there was some way to regress my KSP and go back to 1.2.xx and never update again. Maybe I'll go make a thread about that.
  21. Nope.. I've designed rockets that can totally get up there in orbit on their own if I do it manually. I have one such ship that I've launched and orbited my craft manually multiple times, same craft with no problems, not even difficult or unstable either. Everything's fine. Just mechjeb for unknown reasons can't seem to figure out how to get it up there without flopping over sideways and burning up each time. And to the above post if mechjeb worked correctly, I shouldn't have to "edit my ascent path" or anything like that. In the past we never had to. This is pretty crappy now. I can do it myself, straight up to 8km, over to 90 degrees on the nav ball until 35km altitude, little further over at 50km, and then at the horizon about 70km until apoapsis is reading 100km. Super simple. But that's not what mechjeb tries to do. I don't know why but it starts turning over to the right at 5km off the ground, and ends up at the horizon by 30km altitude, which makes everything go too fast in atmosphere and burn up and splody. KSP & Mechjeb used to be a lot of fun and easy to play now it's just.. I don't know, sucky. I think personally it's because mechjeb developers thought "this made the game too easy" and now require us to do "a lot of manual tuning" to make mechjeb automate correctly. They're not doing everything for us like it used to. I know how to orbit myself, it's a tedious bore now. I much rather have mechjeb totally automate it for me, but it doesn't work. I should just open ascent guidance and click corrective steering and set altitude and click button and if the ascent path needs modifying, mechjeb should do that for me and figure it out on it's own. But it doesn't seem to know how anymore. I've tried many different ship designs, editing almost everything I can think of it's just.. really annoying and stupid now and totally -not easy-. I don't want to be editing ascent path and vectors and what ever and all that other BS. I wish folks would understand, in the past we just clicked corrective steering, clicked engage and then launched and it went. We shouldn't have to screw around with anything else ever. If mechjeb worked that's the entire -POINT- of the mod is to automate all of this for us.
  22. I never had to "Set anything" before with mechjeb. I always just told the auto ascent thing 100km target, corrective steering, auto staging and clicked go and tapped space and launched and it got me in orbit. It doesn't do that anymore, no matter how simple of a ship I make, even a simple 5 part thing from early in the tech tree can't get up there like this with mechjeb. I don't know what "flight profile" is or "end angle" or "turn shape". I'll repeat: I never had to even concern myself with any of that before with previous versions, just clicked button and it went and had orbit. Admittedly I haven't played in a long time since 1.2.xx, and just got in to 1.3.xx and this is my first experience. And no I did not do a burn at 0s, you are not understanding what I tried to convey so I'll try to be more clear: I had a trajectory where I was 500km from the surface of Ike, but my periapsis was such that if I did not correct it.. I would smash in to the surface. Typically in the past, at such a situation, even at 500km altitude from the target, I would just open mechjeb, click maneuver planner and tell it: circularize, at a set time, 0 seconds (Which means now, which will end up like +17s by the time it turns the ship around to burn). Click execute button and it would circularize me at about 500k, or 400km or at worst 300km, depending how fast I'm going and how steep the descent trajectory is. But it doesn't do that now. In this same situation, I told it circularize at 0s and clicked go and it just sits there and never fires RCS, never turns the ship, never fires anything. I've always done this for over a year with KSP + Mechjeb, it's always worked before. Latest version of the game from steam, using the latest version of mechjeb posted in the 1st page of this thread. No other mods loaded what so ever.
  23. So I have the latest version of kerbal space program, and I have tried both the latest stable version of mechjeb2 from this thread, and the "nightly" version off the dev tracker and.. guess I have to quit playing KSP again because mechjeb is just broken as heck and doesn't do anything correctly. For clarification, mechjeb is the only mod I have installed, all others removed. Problems: 1.) Ascent guidance turns all ships over to be flat with the horizon at just 30km altitude above the ground. Resulting in both failure to achieve orbit, and most ships burning up in atmosphere. All of said ships I can launch manually and make it in to orbit successfully with no issues. 2.) 80% of the time trying to do in-space maneuvers and like, I was in a flyby trajectory around Ike just now, and told mechjeb to circularize at 0s (now) to establish circular orbit for me. It just sits there at a burn time of 0.0s and doesn't move the ship, doesn't burn anything, doesn't do anything at all. I told it to circularize at the next periapsis and it proceeded to do that correctly with no issues though. 3.) Landing doesn't work. From a 100km circular orbit, I tried to land on Ike. Picked a target on the map on the surface, clicked go. As I type this my other computer is sit here indefinitely doing "Performing course correction of about 0.0m/s" and it's apparently trying to land on the opposite side of the moon from where I picked for some reason. Like not even remotely close, 230km off target. ?????????????????? 4.) Most space manuvers don't initiate time warp unless I manually warp it a little bit first and then it'll take over. This is all very stupidly annoying.. and borderline completely unusable for this mod. It used to work fine in 1.2.xxx, what the heck happened with the current version?
  24. Okies, ever since the satellite system and the relay antennas and all of that came into KSP I've been working on trying to set up a deep space relay network of science transmission and control and communications on distant planets and systems. I was mostly successful branching out then got rather far out and reached a point where I'm not connecting how I expect it and I'm terribly confused and need help. Okay there's different antennas of different strengths that can connect at different distances. I get that part. So I started out with lots of the smallest antennas on small satellites attached to a probe core with batteries and solar panels. I've put them in various orbits around kerbin at various heights. They work, I have about 5 or 7 of em orbiting Kerbin, and one laid down landed on kerbin on the opposite side from KSP as a relay. So far, this part works great. Anything I launch from KSP now has full ground control while within kerbin. The signal bounces across various antennas and they relay and sometimes go through multiple to talk back to KSP if it's like, on the other side of the mun or the back side of kerbin. So all this is fine. So then I unlocked the longer distance RA-15 antenna. I put that in orbit at 68,000 km from kerbin, almost right at the very edge of the kerbin system. Expecting in my mind that since this one can reach further into space, that it would mean if I put another RA-15 orbiting say, Duna, it would act as a direct uplink to the kerbin system. Then I could put multiple smaller short range ones orbiting Duna. Well, this kind of works. I put a small satellite with a RA-15 on it orbiting almost as high as possible around Duna. It makes a connection all the way to KSP, but.. it connects direct, and sometimes when kerbin orbits so that the KSP ground station is on the other side from where duna is, I get a drop in connection. The RA-15 "uplink" from Duna never tries to bounce through the RA-15 I have orbiting kerbin. I don't understand why. I then tried putting another RA-15 in very high orbit around Dres. This one also connects direct to KSP. And if the sun or something is blocking direct line of sight, it drops connection. when it can still reach Duna.. it should be able to bounce through Duna's RA-15 -> Kerbin's RA-15 -> Kerbin local network. But it doesn't. What am I doing wrong here? Why do these distant antennas connect direct instead of bounce through other systems? If they would relay through other systems then I would have more contact with KSP-Ground-Home a lot more often. I even tried putting a RA-15 in orbit very high around Jool system. That one's the worst.. it's only able to communicate with home when their orbits are close enough and half of the time it can't connect to home because it's too far away. But yet it's pleanty close enough to Dres.. it should be able to connect through like this: Jool -> Dres -> Duna -> Home. But again, it doesn't either.... scratching my head and about to abandon the game at this point thinking the antenna system is borked and doesn't work. EDIT: If the relays and bouncing and routing doesn't work like I think it should there... then what's the point of having any smaller antennas what so ever if they can't connect to anything? If this is how it works then all the ships I send in to deep space (Jool or beyond) will just have the largest antenna possible onboard and connect direct to KSP, and lose signal if it gets out of range or Kerbin's turned around. Seems stupid to me. I thought we could set up an extensive relay network and make it so we can always control all of our ships from anywhere in the system once setup right... but apparently not.
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