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rmaine

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    Curious George

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  1. Um. Seems like a max speed would be a bit problematic for launching to orbit. Max dynamic pressure would make a lot more sense.
  2. Oh, thanks! Desperately wanted something like this. I sort of assume the base game will get it eventually, it is such an obvious need.
  3. I'm going to make a wild guess that this was intended to be posted somewhere else. Flight Plan seems to be aiming at being a bit more focused than McJeb was; somehow that doesn't seem very consistent with dealing with trees. :-)
  4. I'd generally agree. Huge progress. For me it has jumped to being playable, which I did not consider it before. But no, it's not yet something I'll spend a lot of time with. Have gone to Mun and Minimus, but that might be about where I stop bothering for now.
  5. Ah. Thanks for that. It never even occurred to me to try "brake" as I assumed it had something to do with, well... brakes. As in maybe for stopping a spaceplane on a runway.
  6. Speaking of the recovery button... It would be nice to have one. As in where I could find it. Took me an awful long time to figure out how to end my first flight. I think I might have ended up just killing the program. No, it is not intuitively obvious that the escape key is what to use. There ought to be something actually visible in the UI.
  7. One performance-related suggestion. The game runs fast enough on my system (with a GTX 2080). And the fan noise is down to a bit more than like instead of the fans blasting unacceptably at top speed as in earlier releases. I don't usually bother paying attention to FPS numbers as long as the game seems to be running smoothly enough. But I briefly turned on the option to show FPS and that gave me an idea. How about an option to limit FPS? This isn't a "twitch" game (and I wouldn't be playing if it were). I bet my fan noise would largely go away if I could limit the FPS to, say, 30, which should still be fine for game play. I set a 30 limit in "The Outer Worlds" and it helps greatly there. The only FPS limit thing I see in KSP 2 is the option for video sync, which essentially sets FPS to 60. Oddly, where I'm currently seeing the highest FPS numbers, along with fan noise that would be unacceptable if it continued, is in the setup menu, which sure doesn't need diddly squat for FPS.
  8. Those failures were before I even unlocked the science junior. As I mentioned, they were my very first launches. Also, same thing happened with the stock craft, which didn't have a science junior.
  9. KSP 2 now seems at least playable for me. The exploration mode gives some sort of goals. The fans on my GPU still make more noise than I'm completely comfortable with, but at least they aren't going full blast all the time; that had kept me from even trying much of anything earlier. Crashed my first few launches before figuring out that drogue chutes seem more necessary on even the first flights than they were in KSP 1. I kept wondering why my chute wasn't working. Turned out it had been destroyed, but I never noticed any message saying so. Interestingly, unless I'm confused about something (certainly possible), the smallest stock vehicle isn't flyable because of that. While looking around at the chutes, I also noticed that the drogue chute description looks to be just copied from the main chute one. In particular, it cites the same 247 m/s max opening speed, which is obviously bogus. Like some posters above, I find the science collection UI to be mystifying. It is neither self-obvious nor explained anywhere. And I can't find a summary of what I've collected. Am I getting more science from the same experiment because I'm in a different biome of something? Several places it says that experiments are available, but it isn't obvious to me how to actually do them. EVA experiments for example; maybe I don't yet have the tech to do those, but the UI seems to be implying that I could. I also got the confusing advice referring to Jool in my briefings for the first mun mission.
  10. Glad to see performance is getting work. I'll admit some of the nice-looking preview shots had me worried that those nice views might be hard on my poor 2080 (which was an expensive high-end card when I got it - $2k just for the GPU card). Two things have kept me from fiddling much with KSP2 so far. One was waiting for something like career mode; guess this release will be at least a start to that. The other is that although my system seems to run KSP 2, the noise of the GPU fans spinning up so fast tells me that the temps are getting higher than I want to inflict on my system (not to speak of the noise level being distracting). Looking forward to taking another peek at any rate, though my best guess is that it will still be a while before I'm ready to play KSP 2 much. Doesn't seem like a great time for upgrading GPUs.
  11. Just posted an issue on github, with a log; thought I'd make a brief note of it here as well. First, there are a lot of McJeb oddities apparently specific to Gilly, which have been there a long time, but I tend to just work around. Maneuver planner sometimes generates quite wild things for simple maneuvers. Latest example was "change inclination to 90 at the cheapest AN/DN crossing" generating a maneuver that throws completely out of Gilly's SOI, although asking for the same inclination change at the nearest point works fine. Second, new to very recent dev versions, "execute next node" takes seemingly forever to terminate after executing pretty much any maneuver. https://www.dropbox.com/scl/fi/nxfag6bt9wph9mfmie3rn/Player.log?rlkey=5m2qysptmtnqf0hfcbukpvsc1&dl=0
  12. Started a new career today (while watching the Starship livestream IRL). Was somewhat surprised when I got Jeb into mun orbit for his first landing and saw that the McJeb landing guidance was available (and worked fine) even though I had not yet unlocked unmanned tech. Typically I have to do a manual landing or two before I have enough science to unlock that tech node and thus McJeb's landing guidance. This was with McJeb dev version 1306, which I see wasn't the newest one, so I just now did a quick update to the newest dev version and I see that it is still there. Didn't bother to grab a log file as it didn't seem worth the bother. Doesn't hurt anything - just a bit surprising. I do have that node unlocked in a separate career in the same game install; wouldn't think that should matter, but possibly.
  13. Ah. Turning that off wouldn't be much impact on me. Thanks again.
  14. Thanks. I'll keep that option in mind. Granted the plane change burns are one of the things I like in Astrogator, but its worth keeping in mind. I'll go with turning off Alarm Enhancements auto maneuver alarms for now, with that as a backup.
  15. I realize you said that you had largely moved on from this mod, but I still love it. (Sorry, but I'm just not fond of the Planning Node mod for several reasons, which this isn't the place to detail; might be great for some people, but not for me). So I thought I'd at least try posting this here. In my current playthrough I'm getting Unity crashes a lot of the time when I try to bring up Astrogator. Not all the time; indeed, often as not when I reload a save point to try to get a reasonably "clean" reproduction to report, it then, of course, works fine. See attached log file for a fairly clean one finally. I'm not very good at interpreting all the cruft in log files, but this one does give me the impression that perhaps it might be some interaction with Alarm Enhancements. Hmm; perhaps I might try turning off the auto-alarms for maneuver nodes; I can live without that. https://www.dropbox.com/scl/fi/158c1eulk9jfzpqpa5qnh/Player.log?rlkey=re1eqvrt1mimen30hj5q9p7wr&dl=0
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