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Maxsimal

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Posts posted by Maxsimal

  1. 3 hours ago, linuxgurugamer said:

    It needs a control point (ie: probe core, etc), I wonder if that's a common problem with all of your issues

    I have control points on everything - the plane has a cockpit, the sounding rocket has a probe core.  Jumping back to the sounding rocket works fine if I do it while the plane is still in flight, its only after recovery that there's no way back - is FMRS supposed to have a toolbar icon while in the KSC view? 

  2. Hey been playing with this recently in the context of an RO/RP-1 game.  Been having a few issues with something I was trying to do.  Wondering if someone knows what might be up?

    I have a plane with a sounding rocket attached.  The sounding rocket is meant to complete some contracts, the plane just return to base and land.

    Case 1:
    - Plane cockpit is the root part.

    I detach the sounding rocket and it flies off fine.  I land and recover the plane, I cannot jump back to the sounding rocket at that point, I'm back to the KSC view.  Is this is expected behavior?

    Case 2:
    - Plane cockpit is the root part.

    I detach the sounding rocket and switch to it after I level off the plane.  I complete the contracts.  I switch back to the plane.  FMRS shows some 'fmrs completed contracts' in the message window.  I land and recover the plane, but those contracts are not recorded as completed once I've recovered the plane, and the game state doesn't recall that I've passed the Karman line.

    Case 3:
    - Sounding rocket core is the root part

    I detach the sounding rocket.  Upon detach, the plane rips itself to shreds, seems many B9 wings are insta-destroyed, maybe an issue with FAR at that point?  Not sure.  This is true when I jump back to the plane, not just from the sounding rocket's perspective .This is a show stopper so I don't really follow up on this case.  I'll try it again with stronger wings soon.

    I'll play with this a bit more but I'd like to know if there's anything I've done that's obviously wrong, particularly with Case 2 since that seems to be the closest to successful, I'm not sure why FMRS is forgetting the contracts that were completed.  Would a log at any point be helpful?  

  3. 9 minutes ago, Anth12 said:

    Well I am stunned. The last major update for KSP.

    Great additions to the game with KAC being integrated into the game and the Window Planner. That looks awesome.

    Thanks @SQUAD for my most played game in history, and I look forward to seeing the bug fixes. 

    Each update usually meant submitting some really interesting bug reports. I am going to miss that after this last update.

    @TriggerAuLook at that! Your KAC mod integrated into KSP.  Looks Excellent!

    You know @TriggerAuworks for Squad, who do you think integrated it? :)

  4. Just now, Vovical said:

    Since I began my journey in KSP two years ago, it has changed my life.

    Not only am I a total space nerd now, but in a couple years or so I will be going to college to pursue Mechanical Engineering in an attempt to work for NASA or one of their contractors, or another private space company.

    Thank you Squad for changing my hobbies, my  life, and my dreams. While I will miss KSP 1, this is for the best, especially given how packed the game is already, and how you can now help KSP 2's development.

    Thanks again Squad. Here's to the next chapter. :) 

    Thank you for sharing your story, good luck in pursuing your dreams!

  5. 2 hours ago, MR L A said:

    Will the new docking ports replace the old ones on existing builds/craft files?

    Or will we need to update ourselves? :)

    Thanks!

    3 hours ago, Poodmund said:

    Cool stuff, would the part designer of the docking ports be able to confirm or deny whether the collider mesh sizes and docking transform positions have been retained exactly when compared to the current parts?

    They're set up so players don't have to update their old craft, the sizes are all the same.

    4 minutes ago, MechBFP said:

    They usually save the best for last, so curious what the surprise is going to be.

    Maybe this is the whole update, and we just showed you the last thing?   

  6. 4 hours ago, RealKerbal3x said:

    Oh, interesting. Thanks for the information, why wasn't the system mentioned in the changelog? I was having some issues with Kerbals sliding when trying out the update yesterday, does the system apply to them?

    It also seems like landing legs jitter a lot more with light craft since the update, so maybe that's also a side-effect, but it's nothing that can't be (mostly) be solved by fiddling with spring and damper settings.

    It was an oversight in the change log. 

    As JPLRepo says above, it doesn't apply to landing legs/wheels/landing gear.  I believe it doesn't touch Kerbals either, at least not in the case we know about them sliding in, that's a separate issue.  Not sure we've got anything for an issue with jittery landing legs, but there may be knock on effects from the ground anchor there anyway that we'll have to look at.

  7. 2 hours ago, RealKerbal3x said:

    @Maxsimal @nestor @JPLRepo Can we get an answer to this? It seems like this feature would be really useful but I can't find any sign of it in the update.

    The ground anchoring system is under the hood.  The game now anchors parts better to the ground to deal with some sliding issues that would happen, especially when you had light parts contacting the surface w/heavier parts attached to them, and was kind of an artifact of how things worked in PhysX.  

  8. On 12/4/2020 at 5:11 PM, Spricigo said:

    Maybe those are not exactly what you want, fair enough. Unfortunately "I don't like the options we already have" don't make the priority any higher for the part you requested.

    ...and there is quite along list of requested parts.

    Basically this yes.  I don't know why, when the Mk2 parts were added to the game, a nosecone wasn't added.  Before my time.  There might have been a good reason, it might have been an oversight.  

    We do as many parts as we can manage, for each version, given our capacity and other goals we have for that version.  In a world without those restrictions, I'm sure we'd have one.

    All I can recommend is doing your best to enjoy games as they stand.  Continue to make recommendations, try to get people's buy in, but making a case that says anything like 'we need X, X is a huge problem' etc, when clearly that's a bit of an exaggeration, is unlikely to get you much good will from any dev team.  Not only can it be a bit personally off putting, but it can get actually do the opposite of what you want, as noone wants to signal to a fan base that the best way to get something added to a game is to make posts like that. 

    The best way to get changes is to make reasoned posts, with a moderate tone, and to get the community to agree with you.

  9. 1 hour ago, Superfluous J said:

    He'll be fine.

    The question is, what happens if he lets go of the ladder while on EVA without his jetpack.

    And the answer is not a good one. Take it from someone who's tried to catch a Kerbal who ran out of propellant.

    It helps that Kerbals have psychic powers that let them teleport a jetpackfrom an inventory on a craft to thier back, from a few meters away, so you don't have to try to dock a Kerbal with a ladder anymore. ;)

  10. 3 minutes ago, Yellowburn10 said:

    Even though things like KAS fuel lines won't be added, I can think of a simple stock way to do that. You could just build out with cubic struts or, really most anything, all the way to whatever you want to fuel up to, then put either a small docking port or klaw at the end for easy attachment. May not make a whole lot of logical sense, but it's sure as heck a kerbal way to get the job done!

    You can also offset a part w/EVA construction as well.  No need for the chain of struts.

  11. On 11/12/2020 at 2:35 PM, Starseeker said:

    Some really nice features so far! The new lights look great, and the new RCS varieties will be really useful on probes!

    Also, if I may indulge in some rampant speculation:
    This is a major update, so there's probably gonna be some significant feature added, and we haven't been shown it yet. The update's called "Some Reassembly Required"; reassembly of what? We've got work lights added, and parts on terrain have been stabilized in the backend.
    ...We're getting KAS (or a similar system) in stock, aren't we?

    Been waiting to say it: You called it!

  12. 1 hour ago, KSPrynk said:

    So what does this mean for crewed parts from mods?  Do they get broken or have mismatched masses?  Does the mass of a craft change if Kerbals transfer between stock and mod parts?

    If this functionality isn't automatically transferrable in previously existing mods, what are the changes that modders would have to add?  I'm a bit concerned about older parts packs that don't have a patron, like LGG, to keep them going.

    P.S. - Same question for dV calculators and flight planners, like MJ, KER, and Astrogator - are they all going to have to be fixed for this? 

    It automatically applies to all parts that can contain crew, with the option for modders to not have it apply.

  13. 5 minutes ago, Terensky said:

    Can we detach parts too? For example detaching some parts to gain a little delta-V?

    And then, will from now on kerbal weight taken into account for calculating delta-V? That is, if I stuff a ship with 20 Kerbals, will it have less delta-V than if only one kerbal is on that same ship?

     

    Kerbal weight is accounted for in dV now.  There's some retuning this generally won't negatively impact craft

  14. 31 minutes ago, Poodmund said:

    This looks very cool. One little question I'm sure a lot of people are thinking... will any small parts that have node attach be able to attach to other parts via an open/free node?

    You can node-attach parts, similar to the editor.

    22 minutes ago, Shamash said:

    Well this is exciting. Question, though, will we be able to place "compound parts", ie struts and fuel lines, and then run them with this new system? I notice at about 1:10, there is what looks like a strut in the inventory of what I'm assuming is a new 2.5 m diameter container, so I'm assuming that might be a yes, but figured it wouldn't hurt to ask. I'm also assuming the limitations about fuel lines and struts, being only able to run between parts that are in the same vessel, still holds, so we couldn't use this to, say, manually link up ships on a surface to refuel, is that accurate as well?

    Yes, you can use compound parts, and yes only between parts on the same vessel

  15. To answer a few questions in this thread:
    1. It adjusts the existing system - Engineers don't need to be level 3, you just need the part repair kit
    2. This applies to other parts that are breakable, like solar panels and antennas.
    3.  It uses the inventory system that was released with BG, and there will be storage options available in stock.

  16. 1 hour ago, Vanamonde said:

    KSP2 is being made by a different team from a different company. What one gives you has no relation to what the other gives you. Also, this is just a feature preview. No one said it was the whole of the update. 

    You mean you don't want another hundred more light parts and that's it?

     

    *Goes back to the drawing board*

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