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Posts posted by Bombaatu
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PLEASE change this. The inability to plot complex maneuvers is frustrating and unnecessary.
Also, please allow us to change a maneuver node while time is paused (or make that a setting).
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21 hours ago, leonardfactory said:
Yup I share that. What do you mean with configurable occlusion? In the Settings > Mods "CommNext" section you can already configure the occlusion factor (0 = no occlusion, 1 = 100% body radius). iirc it was kinda the same with KSP1; for example if you set it to 70% it will be more "tolerant" (think of atmospheric wave reflection)
Ah - my bad. I didn't see that. Yes, that is what I was talking about.
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19 hours ago, leonardfactory said:
Yes as @munix said this is re-implemented by this mod; anyway I didn't remember about the HG-5 being a relay, I could bring it back too
I realize that this mod re-introduces the idea of relays. My real point is that if an antenna is a relay in KSP 1, it should be a relay in this mod so that people who play both don't get confused by the difference in behavior.
Thanks for bringing this functionality back! BTW, are you planning to implement configurable occlusion?
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20 hours ago, leonardfactory said:
@Bombaatu HG-5 is not a signal relay antenna. You can check which ones are relaying (RA-2, RA-15 & RA-100) pressing shift in the OAB while hovering the antenna parts.
This shows the HG-5 is a relay & I have used it as such many times in KSP 1 https://wiki.kerbalspaceprogram.com/wiki/Antenna
https://wiki.kerbalspaceprogram.com/wiki/Parts/Utility/DirectAntennas/HG-5.cfg
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I would desperately love to see the 1.875m parts make an appearance in KSP2.
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The HG-5 antenna can't seem to relay. I put up 3 and the network view shows no connection between them.
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Are there plans to add elevation map and/or anomalies?
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On 1/23/2024 at 10:52 AM, K33N said:
Love UI design as a field.
Please add back craft typing and type filters at the top, huge constant UI issue in every single player's game that has more than three craft. Also please make stuff like this impossible:
It's impossible for me to add enough Likes onto this post.
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I updated mods and now this dialog pops up whenever I take a screenshot:
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On 1/2/2024 at 9:45 AM, Spacecat2000 said:
Thank you very much for a lovely parts mod! My first and favorite so far, kudos!
Sorry for this constructive criticism, I just hope to help you make this even greater.
Probable bug: The FSP-XS1 doesn't seem to work for me, it doesn't seem to detect stellar exposure and gives no power (the 500 ec battery does work though)
The DSP-Hubble clocks in at 350 Kgs! Much heavier than similarily sized panels. May I recommend a 'fair weight' of around 3/4 the Gigantor 's? 120 kgs or less maybe (and why is the in-game SAW1 so light? hmmm)
The DSPF-J1 feels off. It's visually gigantic, but doesn't give much power (barely more than M25) and is very lightweight. I would propose to make it go sort of between the Gigantor and SAW1 in energy produced? (somewhere between 12 and 55 ec/s)
Balance recommendations: Having a bit of EC along with solar panels is nice, but 500 ec for a 3kg panel feels quite unbalanced compared to the game. Might I suggest keeping those batteries small (20-50 EC for small panels 100-200 for large panels maybe?) just keeping in mind in-game batteries weigh about 1kg for 20 EC.
I have to agree - I like the parts but it's WAY unbalanced to add that much EC.
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The only capsule you have in Tier 1 is the Mk 1, which is too small at the nose to use the larger Clamp-o-Tron. You don't get the larger 3-person capsule that can use that docking port until the start of Tier 2 - and even then you can't use it until you also get the larger heat shield.
In short, there's no effective way to dock in Tier 1.
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Title says it all - Scansat is one of my 'gotta have' mods on KSP 1, and I would love for some version of it to be available in KSP 2.
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The button flashes once you hit a new research location - REGARDLESS of how much science you could collect with what you have on board. Zero science available, but you haven't "collected" it on this run? Light flashes. This is a bug - it should only flash if you can collect a non-zero amount of science.
To reproduce:
- Start new Exploration game
- Launch just the capsule - no other parts
- Perform all experiments, including EVA surface analysis & crew observation
- Recover capsule
- Relaunch just the capsule - the research notification is flashing again.
This pattern repeats regardless of research location or experiments on board.
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22 hours ago, The Space Peacock said:
@Abelinoss merged your report. link to the other one :
The link is dead - what other one?
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Came here to report this; glad to see someone beat me to it.
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I know these asks are way, waaaaaaay low down on the list, but I would love to see the following:
- Add a favorites palette & RGB hexcode inputs to the part painter
- An Alarm Clock & Transfer Window Planner would be great
- Functional IVAs
- Ability to change the Kerbal's faces - in my head-canon, Jeb has grey hair and a big mutton-chop mustache!
- Add in a 2-person Gemini capsule & 1.875m parts
Anyone else have ideas like these?
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Seems very Snacks-esque, which I like. It'll be interesting to try after For Science! comes out and we see where things shake out in the tech tree.
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On 8/14/2023 at 6:13 AM, OrbitalManeuvers said:
Maybe check your scatterer version - JNSQ requires 0.7x, not the latest which is 0.8
Is there any hope this will get updated? I'd love to use Volumetric Clouds w/ JNSQ, but (I think) that requires latest Scatterer.
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@Nertea - "Consider a Spherical Cow". Nice reference to "Astrophysics for People in a Hurry"
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2 hours ago, RyanDhar said:
Any idea when it’s coming to mac?
Not until it comes out of early access
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Thanks to Nate and all the devs for all their hard work!
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When using Alt-X to neutralize trim, the throttle is also cut. These should work independently.
STEPS TO RECREATE: Fly an aircraft. Set trim-up (Alt-S) and 100% throttle. Hit Alt-X to neutralize trim
EXPECTED RESULT: Trim is neutralized. Throttle remains set at 100%
ACTUAL RESULT: Trim is neutralized, but Throttle goes to 0%
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STEPS TO RECREATE: Create a launch a ship or aircraft. Display Parts Manager. Hide UI
EXPECTED RESULT: all UI elements are hidden, including Parts Manager
ACTUAL RESULT: Parts Manager remains displayed.
Flight Plan [0.10.6 for KSP2 v0.2.0+]
in KSP2 Mod Releases
Posted
Is there any way to resize the Flight Plan window? It takes up a LOT of real estate and seems far larger than necessary.