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4d4Garrison

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  1. Today I built a craft based on the Saturn V rocket. After roughly 4:24-4:28 into every flight the rocket will destroy the decoupler between the engine mount and first stage, and or the decoupler between the engine on the LEM and the upper stage. I tried restarting the game, and modifying the craft to fix this. I also tried staging away the first stage early, and even the second stage right after first stage separation. Every time something breaks at this time point in the flight. This time corresponds with the time it takes the first stage to run out of fuel. or close to it. I also tried firing the first stage held down by launch clamps and experienced no issues at burnout. I also have a structural failure if I try staging after burning the first stage dry held down on the ground. The weirdest part is that I lose control even if the command module is intact and presumably the kerbals inside are alive. Now at this point I am confused but begin to notice that perhaps it is an altitude problem. I try again without doing any gravity turns and notice that indeed, some sort of physics gets applied to the rocket when it reaches ~21.5km, however, this time flying straight up nothing experiences a structural failure. interestingly even turning on unbreakable joints on I still experience parts breaking when in a gravity turn and reaching 21.5km I tried a further test and yet again experienced a sudden buffet of physics forces upon reaching 21.5km. I kept the rocket going without staging and at 4:37 the same structural parts failed and the rocket lost the ability to be controlled. As a note for the devs I DO have the stiffness of joints turned up from the standard 1500 to 15e6. I don't have a good way to insert or upload images and I am not about to get an account on some website to do so, but I did take screen captures of a few of the failures.
  2. My thoughts on KSP2 organized in no particular order Controls The game needs the ability to modify keybinds and sensitivities Sensitivity slider for throttling VAB/SPH New controls are... alright... but there are some issues Ability to hold alt during offset part to offset infinite distance the new fairing system is terrible for some applications and great for others, add the ability to switch between old mode and new mode seamlessly Autostruts, even more necessary than ever with how bad the noodle rocket syndrome is in KSP2 the new UI is fine with me from an aesthetics perspective but it has a few issues inconsistent sizing, some windows and text are huge, needlessly large even, while others are tiny and on some monitors and on lower resolutions may be difficult if not impossible to read why oh why do we need to see every part in the craft when we right click on a single part? This makes no sense. glitches where flight UI like nav ball and time warp show up in VAB/SPH Inability to hold shift or some other key and slide around in the VAB/SPH, this was something I used all the time in KSP1 and its really necessary on certain builds, right now you can only rotate around The new parts sizing labels are really nice, the organization will take some getting used to but that is minor Inability to see DV of individual stages Inability to change planetary body to see DV Flight/flying PID tuning is not good, combined with the noodle syndrome all rockets have this creates oscillations that eventually destroy your vehicle in many cases. Controls feel generally sluggish, rockets are much harder to control. Could be new aero model, noodle issues, lag, other issues with tuning, or a combination Add back the ability to change scaling and positioning of instrumentation HUD elements, I actually played KSP1 with my navball offset to the left slightly so this new setup is rather familiar to me. aforementioned text and UI issues apply here. on low res with a 1080p monitor the nav ball numbers are almost impossible to read. Haven't figured out a way to deselect all holds except turning SAS off. The pause and timewarp notification pop ups are nice but they are too big, and the fact that they stack up is really annoying because they easily cover the whole screen. why does ESC not pause?? Spaceflight/orbit Why can we not see AP and PE of our orbit? orbits decay or change randomly solar panel notif is too big and possibly unnecessary Maneuvers Maneuver node system gets it own section because it is a mess Orbit colors are all shades of blue, this makes it nearly impossible to distinguish between current and next orbit or encounters maneuver nodes are fat and you feel like you are grabbing the handles with boxing gloves, also you are either close enough to grab them easily and you can't see your orbit changing or you can see your orbit changing but you are not close enough to easily manipulate the node. Difficult to grab node and slide it back and forwards in the orbit warping to node seems to be glitchy Having the maneuver account for the thrust of the burn is awesome though, this change being in stock will be a huge help for new players once the other issues get ironed out The orbits changing on their own randomly I mentioned before means even IF you get an encounter you may lose it quickly Why not add transfer window planner into stock? Clicking on planets is weird and usually selects their moons for some reason? New flashing bright blue targets of entry and exit from SOI are unnecessary and distracting No ability to micro adjust node You cannot see your orbital line passing through the SOI, you cannot plan an encounter in a way that is actually useful orbital lines disappear sometimes No readout of your expected AP/PE from maneuver No way to skip orbits No readout of how much DV is allocated per vector in a maneuver. Other random glitches that others have posted about As it stands actually going anywhere in KSP2 is insanely difficult, and not because of the rocket science. The SOI's seem really finicky with getting encounters compared to KSP1, it feels like a barely touch a node and it swings all the way through an SOI in an instant. Graphics The game generally looks amazing, all the part textures look clean and modern, not like tin cans or random junk as in early KSP1 Scattering could look a bit better but it generally looks very good the clouds can look a bit weird but they are stock now and look generally good surface textures are a bit plain planets look very good from orbit but only certain altitudes, high granularity with the textures and scaling would help with this Add planetshine tips The tips menu pops up every launch and action even if I have already done the action it is talking about before Sometimes it gets stuck on screen or an arrow it was pointing with gets stuck on screen random glitches random inability to control craft kraken issues (minor so far for me but the aforementioned problems have prevented me from making craft that would really excite him in the KSP1) time warp bar staying stuck on screen in tracking station and VAB Performance using a GTX 1060 TI (laptop) I get 8-40 FPS depending on he situation, with the lowest frames being near the KSC or looking at the surface of planetary bodies. There seems to be a lot of performance issues stemming from aero/parts physics/fuel/something with larger rockets and with more engines Other a lot of the text is TINY in this game and needs to be changed, some icons are also too small to easily and quickly distinguish what they are supposed to be A lot of the UI issues, I suspect, stem from the devs not using lower res monitors and lower res settings so the pixel art looked fine to them? Also larger monitors would explain why the massive pop ups some of the windows are would not have annoyed them. But the issues in this current version of the game in general cause me to wonder, especially since I found everything I outlined above in 3hrs of gameplay... Have the devs even played this game? There is a lot there that I can see as a foundation to build this into a good game, but perhaps my biggest issue is that the core gameplay mechanics aren't there. For now I hold out hope with what I see being able to be built upon, but this early access release has not given me a boost of confidence. I can deal with glitches, bugs, or even poor performance, but having the rocket building experience, the flying experience, and the maneuver node system be difficult or unusable means the game is nearly impossible to enjoy. If the game had just one issue, performance, maneuver nodes, flight, or building, I think the community would be much less upset than they are now, where we have all 4 of those issues with core gameplay, and were charged $50.
  3. The maneuver node system is abysmal. Trying to get a simple Hohman transfer to even Duna or Eve is near impossible. Weird orbital changes during time warp make an intercept disappear as your orbit randomly shifts or decays for some reason. Time warping to some point might actually warp you all the way around an orbit again. The colors on orbits are all blue so its hard to tell what is an encounter, pre encounter, and post encounter orbit. I have close to 4k hrs in KSP1 and I feel a struggle to do basic tasks. perhaps what is most baffling to me in terms of the maneuver node system, VAB, and other aspects of the game is that they revamped things that worked and worked very well by the current state of KSP1. and instead of maybe adding some quality of life mods from KSP1 into stock they changed to these clunky weird systems. If they had just kept the KSP1 maneuver and VAB system I think people would have much fewer issues with this early access. Why "fix" something that is not only not broken but fix it to a state that makes the game almost unusable even for veteran players? the nodes need to be easier to grab and adjust orbital paths need to be more like how they used to be. The colors. behavior. and the big flashing blue target especially needs to change. That flashing blue entry and exit thing is useless and makes it difficult to tell what is going on. the UI and text in the game needs to scale better with different resolutions and graphics settings physics in time warp does weird things. Oh and of course the crazy PID's and Noodle behavior on craft makes getting encounters exceedingly difficult.
  4. I have finally constructed a vessel which can achieve LTO in my 2.5x save. It has taken so long to design and build a craft that works and is small enough to be transported there efficiently (well its still pretty big but its about as small as I could get it). So I present for your viewing pleasure, my craft reaching LTO to Hans Zimmer's "Flight"
  5. Just you guys wait, I hope to build a crewed rocket which can go from Tellumo's surface (on a mountain) to orbit in 2.5x scale. IMHO the hardest part will be entry rather than ascent.
  6. Thanks for adding this Galileo! GPP 2.5x contracts usually don't give enough funds to make deep space missions worthwhile and thus you become stuck in the inner system unless you want to do a hundred inner system contracts to save up for a manned Nero mission. This mod finally allows me to fund it with the massive science points gain from such a mission.
  7. I have noticed this issue as well in my 2.5x scale save. It seems to happen if you don't land right near or on Lilli's poles. I thought when I scaled up to 2.5x the (slightly) higher gravity for Lilli might help, it seems this is to no avail.
  8. Dang it! I love 2.5x because it makes the game realistically challenging with it essentially having the same mass to orbit ratios of RSS.
  9. Is that planet/moon going to be added into Grannus's orbit I hope? I like its atmospheric looks and have my fingers crossed.
  10. I am excited to see this release, I will keep my 1.2.2 version until the beautiful dust storms and such return though.
  11. BTW now that the threat is back open I finished my Niven Manned Return video. https://www.youtube.com/watch?v=NEgAMREz0GY
  12. https://www.youtube.com/watch?v=NEgAMREz0GY&feature=youtu.be I just completed my manned return from Niven in GPP 2.5x scale. It was a challenging mission due to the use of stock parts in a scaled-up save but with MOAR boosters and a good bit of Kerbucks it is doable.
  13. Hold onto your seats, I am building/ designing/filming a 2.5x manned mission and return from Niven. It is going to be quite the challenge but with my recent download of camera tools along with some Zack Hemsey music and very large rockets, it should be good.
  14. Just some quick videos I made now that I finally installed camera tools. Time to make some videos.
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