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Racescort666

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Posts posted by Racescort666

  1. On 5/5/2023 at 5:17 PM, thabuckwizar said:

    You can read it here https://dspace.mit.edu/handle/1721.1/12652, its significantly more complicated in the real world than what's presented in KSP

    It is significantly more complicated in the real world than KSP presents but KSP hides the majority of the difficult math behind a fairly simply UI. There are complex topics with complicated mathematics that can be explained intuitively with a few assumptions made: 

     

  2. 12 minutes ago, HammerTyme said:

    Did I just get a shoutout from Nate Simpson himself?! Yes I did!  Very cool!!   That’s my space station with 2 shuttles in the bottom right of the first image. (Schwing2727)   I never played KSP1.  I’ve been playing KSP2 since launch and maaaaaaan it’s been an awesome ride.  Learning to intercept with other objects in orbit and then docking with them has been a wild experience learning to achieve.  This game is amazing.  

     Thank you for the update and thank you for clarifying some things. You guys are awesome, keep doing what you’re doing! 
     

     

    It’s crazy to think that Buzz Aldrin’s doctorate thesis was on orbital rendezvous and that early in the Gemini program, the astronauts struggled to rendezvous with the target vehicles. Now, we have a game that can teach it to you to the point where it’s intuitive. Welcome aboard!

  3. 54 minutes ago, Scarecrow71 said:

    Never interact directly, but can alter the shape of the game?  You literally just described why I will never play multi-player - other players going out of their way to hose the rest.  At its core, the ability to alter the shape of the game without ever having to deal with other players, whether that be by colonizing planets or cutting off trade routes or what-have-you, simply means that there WILL be players on a server that have no interest in actually playing together but rather going out of their way to "win".

    Let's take the inverse here.  If you are in a multi-player game and you simply don't want to interact with the other players, then all you are doing is, effectively, hosing them.  You are taking away resources and trade lanes and planets from other players simply because you can.  It's MP?  They need this too?  Oh, forget them; I came to play BY MYSELF.

    You literally made my argument for why some of us will never play multi-player.  And again, if your goal in multi-player is to never interact with the other players, then why are you there?  Why not just play solo instead of taking up the space?

    Don't get me wrong, I'm in the "KSP doesn't need multiplayer" camp but Elite Dangerous is one of those games where you can play single player, other players doing their thing affect the gameplay, and you wanting to do your own thing has basically zero impact on other players. 

    At the thread at large:

    I think the thing that is a bit of a struggle for both sides is that there isn't a clear vision for what multiplayer looks like in KSP. If it's "regular KSP but now there are 2+ players doing exactly the same things as solo players," that sounds like it will suck. Frankly, there are a laundry list of reasons why this is a terrible idea, for me it's performance, and that's how I would expect people to grief in that scenario. 

    On the other hand, if it's more like automated save file sharing, i.e. "use this refueling base I set up but you don't actually have to interact with me" or "Mission Challenge: launch this thing" or "Recover this thing" or "resupply this base with X resource/kerbals." That makes more sense to me at least. An arena that's used for mods like BD Armory would make sense to a limited extent but Children of a Dead Earth style space combat still requires TimeWarpTM and I think anything that would be impractical unless it was arena style that moved into something turn based. Again, this would be very tedious to play.

  4. 38 minutes ago, EvelynThe Dragon said:

    Yeah, I am pretty familiar with how  real feedback mechanisms work and how to control damping and other unwanted responses. It's part of what I do for a living.

    I remember people asking for the option to change PID values in my KSP1 days, did a mod for that ever come up?

    I think part of the problem is still wobbly rockets. This caused all kinds of problems for me until I just strutted the bajeezus out of everything. Part count gets big fast but at least things are rigid. Something else to note, fine control (default bound to Caps Lock) does not balance RCS. This was one of the first things I tested in KSP2 and I exhaustively tested it in KSP1 (at least as far as whatever version I left off at, 1.2 or 3 maybe)

  5. On 4/15/2023 at 10:37 AM, IbanLoL said:

    Can't know why but I assume there are strangely strong drag forces coming from fuel tanks...

    I think there's a problem with aerodynamic occlusion still. I guess you could call this a bug but for the time being, it is a manageable problem even if it doesn't represent reality the way we'd like.

    Also, Eve return is an impressive feat. Well done.

  6. 4 hours ago, regex said:

    New players also aren't idiots who can't figure out well-designed interface cues. Instead of outright preventing an action that may be useful to some people the interface should instead be designed to accommodate both.

    The game is an excellent educational tool and the maneuver planning tool is an important part of that. I agree that new players will figure it out and I also feel that the maneuver planner not showing orbits that are unachievable is a step backward in teaching people orbital mechanics. 

    It's also worth noting that there are currently a ton of problems with the dV calculations so you could be locked out of the maneuver tool even if you actually have the dV required.

  7. On 4/12/2023 at 12:55 PM, Intercept Games said:

    :1437623226_rocket_1f680(3): Maneuver plans are now constrained by available fuel and will no longer provide false projections that extend beyond vehicle's capacity

    I haven't read everything yet but I've gotta chime in for this: why are maneuver plans constrained by available fuel? Is it because the new maneuver system accounts for thrust over time? I get that the new system is different than the old system which just assumed an instant injection of dV,  this is a spectacular change, but the tool should still show projections even if they aren't achievable. The warning is fine but playing with the maneuver tool to find a workable orbit is a core piece of KSP, even if it is to find out that the orbit you want is unachievable and you need to try again. 

    Personal peeve here: the dV system doesn't account for Sepatrons (only their mass) so if you're adding Sepatrons to a kick stage (like New Horizons) their dV will not be added. It was still fun landing on Eve this way so hooray for that. :)

  8. I humbly submit my mission for stretch goal with my own made up tier: Steely Eyed Missile Man, aka, SRB only mission to Eve. 

    The full album can be found here: https://imgur.com/gallery/rw3Mvfq

    Some highlights

    dNKjJPB.jpeg

    eFoU0lx.jpeg

    After a few shakedown flights I flew an almost perfect gravity turn. Very proud of how that turned out.

    AmOLWzs.jpeg

    Also near perfect amount of DV for an Eve intercept.

    TjVRjUJ.jpeg

    Have I mentioned how amazing KSP2 looks?

    wwKR1gP.jpeg

    xafyAqQ.jpeg

    This will probably survive after thermal is added so I feel like I'm definitely on stretch tier however, precision is... challenging with only SRBs.

  9. 13 hours ago, NeoMorph said:

    I had the exact same problem as you. I put up comms satellites and couldn’t control them. I also had boosters that had everything needed to behave like a recoverable booster (like SpaceX does with a boost back). As soon as I disconnected from the booster it was not controllable… showing NO COMMNET. But do the retract/extend of the commutron-16 and suddenly it shows FULL CONTROL again.

    Can confirm, I had the same issue but unfortunately my "No CommNet" vessel was in Duna orbit. Cycling the deployable antenna would restore communication but as soon as I undocked the fixed antenna vessel, no comms.

  10. I've been working on the Duna Challenge for this week and I've been trying to do it in somewhat dramatic style like I did the Jool-5 years ago.  Anyway, today my save files got suddenly huge and it was taking 10+ minutes to autosave or quicksave.

    Stuff was flying well individually (aside the wobbly rocket problem) and I hadn't launched anything new today (March 30th) the quicksave from yesterday (March 29th) was from getting my last module into orbit. Over the last 2 days, I had been doing a lot of "Revert to VAB" to work out my wobbly rockets, maybe this has something to do with it? I had quicksaved when I finally got my Duna Ascent Vehicle into orbit and went to clean up some of the debris that was floating around when I accidentally deleted the Duna Ascent Vehicle, oops. I went to bed last night and resumed playing today by just loading the quicksave and the game started running really slow on saves.

    Edit: I reloaded a previous save to see if I could salvage any of my mission. Most of the stuff was in orbit at qs5 so I was able to make due with what was there and now the save files are back to normal. I have no idea what's going on here. Also, 666th post!

    • Version Info: 0.1.1.0.21572
    • OS: Windows 10  (10.0.19044) 64bit
    • CPU: Intel(R) Core(TM) i7-10870H CPU @ 2.20GHz (16)
    • RAM: 32530
    • GPU: NVIDIA GeForce RTX 3080 Laptop GPU (16191MB)
    • Description: suddenly my save files got huge. 
    • How to replicate: not sure, I haven't wanted to loose my progress on my Duna mission but it might be lost now
    • Steps to replicate: I guess I'll try flying some huge ships in the future
    • Fixes/Workarounds: I loaded a previous save and now the file size is back to normal
    • Mods: None

    Screen shot of save file folder

    nD7UdhT.png

    Duna Transfer Vehicle with the  DAV attached. I haven't checked how many parts but the DAV was 238 parts with the booster so the whole assembly below is probably around 300 parts.

    SpzkiwS.jpg

     

  11. On 1/14/2020 at 3:13 PM, mikegarrison said:

    I really do think this report https://www.nytimes.com/2019/09/18/magazine/boeing-737-max-crashes.html is the best explanation of what really went wrong -- in Boeing, in the airlines, in the FAA, and most importantly in the entire system.

    This was hands down one of the best articles I’ve read, thanks for sharing.

    Boeing is certainly not innocent in either of these matters but considering that the first level of management Boeing Defense, Space, and Security has in common with Boeing Commercial Airplanes is David Calhoun, the CEO, I think it’s unfair to wrap the 737MAX issues into the Starliner issues.

  12. 5 hours ago, kerbiloid said:
      Hide contents

    Was outside of KerbNet visibility, so didn't perform the burn in time.

    Also maybe they should extend the antennas earlier.

     

    Spoiler

    They set Remote Tech to “hard” and set the delay wrong. The high gain antenna wasn’t deployed in time to send new commands. Unfortunately, save file editing isn’t viable.

     

  13. On 11/23/2019 at 12:58 AM, tater said:

    We really need ACES ASAP, it's an awesome upgrade to an already awesome stage. Yet another reason ULA should have gotten EUS.

    (not sure they even tried (pretty sure they didn't), because Boeing is part of ULA)

    Following the lineage of Centaur/ACES, it looks like it falls on the Lockheed Martin side of ULA. I can’t really tell what’s new about ACES besides IVF and maybe better insulation? Maybe I imagined it but I was under the impression that they were going to flight test IVF on Centaur before ACES becomes operational. 

    I just don’t see how ACES is a new stage rather than just a new evolution of a Centaur. Then again, I still think of Vulcan as Atlas 6 in much the same way.

  14. 2 hours ago, tater said:

    Also, Boeing bid 2X what SpaceX bid for dev, and as I recall a bunch of people then wondered why Sierra Nevada didn't get tapped, they almost certainly underbid Boeing.

    Our typical knowledge says that the launch vehicle is the majority of the cost (although with the transparency we’ve seen lately that really isn’t the case) but seeing as how starliner and SN both launch on an Atlas V you would think that their costs would be less. Especially Sierra Nevada being a non-traditional and Boeing being traditional.

  15. 5 hours ago, mikegarrison said:

    It protects everybody involved. This way, nobody changes the requirements at the last minute. SpaceX can't just drop a test, but NASA can't just arbitrarily come up with a new one they have to pass. Since everybody agreed to the plan, as long as you do everything in the plan, then you get qualified.*

    *Really unusual events can force changes to the plan despite that it was all agreed in advance.

     

    This ^ 

    Government projects are NOTORIOUS for scope creep and going over budget. Changing the plan in the planning stage is fast, cheap, and relatively painless. Changing the plan just before delivery causes delays, budget overruns, and is generally just horrible.

    Scope creep is the bane of engineering.

  16. 15 hours ago, tater said:

    Yeah, this will be pretty cool. When it arrives, the next CRS should already be there, so ISS will have Progress, Soyuz, Dragon, and Starliner all attached. Would be cool if ISS had a "drone" they could fly around for photos, that would be an amazing shot.

    Starliner is a really pretty little capsule.

    Does the canadarm have a camera on it? ISS selfie-stick?

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