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rmaine

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Posts posted by rmaine

  1. On 1/18/2024 at 9:41 AM, Schneider21 said:

    Even better would be a max speed limit you could set, and K2D2 would try to throttle down to avoid exceeding it, maybe?

    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. 4 hours ago, kolopatch said:

    Hi, Dude. Happy New Year. I'm glad now to playing ksp 2 2.0 but trees. How can i remove trees out of my space center, what you think about that? P.S. Sorry for my english

    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. :-)

  3. On 12/29/2023 at 12:31 PM, Grigs1784 said:

    If they're making the same mistake I made they may be assuming that the "Brake" button is just for braking and the "Touch-Down !" button is for doing the full landing.

    It seems to actually be the other way around. "Touch-Down !" is just for doing the final landing while "Brake" does braking and automatically switches to "Touch-Down !" mode at the end, so it's the button to use for a full automated landing.

    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.

  4. 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.

  5. 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.

  6. 1 hour ago, KincaidFrankMF said:

    I think the main problem there is that the Science Jr now weighs an entire ton! I thought it was a bug when my second flight plunged to Kerbin so fast the chute tore off, then noticed how much the upper stage now weighed...

    The miniaturised Science Jr Jr, on the other hand, only weighs 0.05t - that's some miniaturisation! I suspect the 1t thing is a mistake and it's supposed to still be 0.2t. But yeah, once you add a Science Jr & a heat shield, a single parachute won't do it anymore, you need drogues.

    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.

  7. 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.

  8. 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.

  9. 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

  10. 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.

  11. 6 minutes ago, HebaruSan said:

    Checking again, I think I mentioned the wrong setting. "Include plane change burns in Δv display" would be the one that makes temporary maneuvers in the background; "Generate plane change burns" I think controls what happens when you click to create a maneuver.

    Ah. Turning that off wouldn't be much impact on me. Thanks again.

  12. 15 minutes ago, HebaruSan said:

    You can also try turning off "Generate plane change burns" in Astrogator. It looks like Alarm Enhancements hooks into maneuver creation and doesn't like it when Astrogator does that from a background thread.

    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.

  13. 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

  14. On 6/29/2023 at 5:30 PM, Richmountain112 said:

    Why do the habitation and science labs not appear in the VAB?

    I realize that post is a bit old, but my attention having been drawn to this thread, figured I'd do my best at an "answer", such as it is. I first wonder whether you are talking about the same mod. There is no such thing as a habitation lab in this mod. Closest thing is the greenhouse. I had forgotten there is a science lab (as I tend to use the central hub instead), but if you are looking for it, it is called "K&K Planetary Laboratory"; the word science doesn't appear in the name. So my second thought is that you might be searching on the wrong names. And, of course, there's the question of whether you have advanced science enough to unlock the parts. Also, there's an option to group all the parts from this mod together in the VAB; I find that convenient for finding them. Other than that, you haven't really given enough detail for a good diagnosis.

  15. I'm pretty consistently these days getting failures in return from a moon, generally in pretty benign cases. I used to do this fine all the time. Mostly just because it is boring to do it by hand - easy, but repetitive. Recently came back to KSP after being off for a while, and I'm getting this with the recent McJeb2 dev versions. Attached log file (assuming I managed to do that right) is a case from a nearly circular low-inclination mun orbit at 30 km altitude. Log file says "DeltaVToChangeApsis() no feasible solution found".  https://www.dropbox.com/s/ryxn6jui09rlm8e/Player.log?dl=0

  16. On 3/12/2023 at 11:41 PM, CapnFuzz said:

    Chillax dude. I got hundreds of hours out of KSP 1 and I know this is going to be under active development for years to come. 

    I paid for it in early release so I could see how it plays and try out the UI.  I played for an hour and then went back to KSP 1.  It's by no means polished, and that's okay. It's not like I have to buy it again in a year after all the patches are released. 

    Exactly. I fiddled with it a little just to see what it was like. Even submitted 2 entirely trivial reports (one was just a typo and the other wasn't much either). Not ready for me to actually play yet, but I'm fine with that and it isn't unexpected for an EA release. I'll likely play more KSP 1 for a while, glancing at the KSP 2 updates as they come.

  17. 11 minutes ago, septemberWaves said:

    I notice that the part menu in the VAB includes an indicator that pressing "shift" will show additional information about a part. This does not occur. I have tried both left and right shift keys, simultaneously and together, and no additional information shows up for any part. Am I missing something, or do I need to make a bug report?

    Many parts don't have additional information. I did submit a related report in that the part descriptions on some parts are truncated. If it's a part that has extra information, then shift shows the additional information and the resulting wider window shows the full part description. But if the part doesn't have extra information, I don't see a way to see the complete part description. First part I ran into this on was the FL100 tank.

     

     

  18. I've got a GTX 2080. It was a top-of-the line card when I got it, but I guess that was a while ago. Game seems to run fine in the little time I've spent with it. However, the fan noise from my graphics card tells me it's getting hotter than I like. For me, that's a much bigger issue than frame rate. I'm turning down the settings quite a bit to keep from frying the poor card. Granted, that would give me an excuse to buy a new card, but I don't  think right now is the best time for that. :-)

  19. On 2/20/2023 at 11:52 AM, Michel Bartolone said:

    I've just figured out an issue that seems to be related to MJ. If you have autostage turned on using the Utilities tool, if you dock with a station, docking seems to trigger staging, causing various decouplers to fire. 

    Yes. I ran  into that some time ago. Never bothered to report it, as I figured there were plenty of higher priority things to be worked on. Just got me in the habit of turning off autostage before docking. Well, that and I was already in the habit of doing a quicksave before docking, as there are so many things that can go wrong.

  20. Like so any others,I'm excited about colonies. I've spent  lot of my KSP 1 time playing with various life support mods to give some purpose to bases; glad to have something in the core game in KSP2. Oh, and hoping that implies physics that won't require mods and hacks to keep bases from self-destructing on scene change.

     

  21. 5 hours ago, linuxgurugamer said:

     

    I'm looking forward to trying it out on Friday, I will be streaming it as I learn it.  My system is midrange, so will see how it a really performs

    Might be neat to watch you streaming, but I'll be busy learning it myself. :-)

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