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Urus28

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Everything posted by Urus28

  1. Thank you for the link ! Unfortunately, I don't have enough background knowledge to really understand it (I tried). But ok, it deals with planet surface rendering, I can live with that
  2. Thanks for the update ! I have no idea what a PQS decal is, but it's good to see some improvements ! =D I hope we will have the 0.2.2 patch soon. =)
  3. My Mun rover was close from a landmark I had to visit...
  4. I would like a return of kerbal specialists, just to give an actual reason to have multiple kerbals in a crew. Also I think leveling kerbals was good to give a sense of progression in the game. I'm quite confident that we will see the return of specialists in the game. I'm far less certain about the leveling because it would require training. Basically, training is making several times the same thing and this is exactly was the devs don't want in KSP2 (this is probably the reason behind the lack of planet occlusion for communication, it requires several communication satellites, this means several times the same kind of mission). Perhaps the devs will come with a new way to train kerbals to provide leveling without having to perform several times the same mission.
  5. Reported Version: v0.2.1 (latest) | Mods: Community Fixes v0.13.0 for KSP2 v0.2.1 | Can replicate without mods? Yes OS: Windows 11 Professionnel 64-bit (10.0, Build 22631) (22621.ni_release.220506-1250) | CPU: AMD Ryzen 5 2600 Six-Core Processor (12 CPUs), ~3.4GHz | GPU: NVIDIA GeForce RTX 4060 | RAM: 32768MB Hello I noticed that for the second time Jeb has teleported himself from the list of available kerbal crew to an active rover. The first time Jeb teleport himsleft to a rover on Minmus, for the second time it's in a rover on Mun. Rovers are different and have different command parts. I noticed that the teleportation occured while I was returning a crew of 4 kerbals from a long mission. I have mod installed in my game, but the first occurence of the bug occured with any mod install in 0.2 version of KSP 2. The severity of this bug is quite low since I can return Jeb with teleportation in the cheat menu, but I first have to find him among all the craft with available space for crew in my game.
  6. Thank you for this compilation of information over the years =) If I understand correctly, the mail challenge with colonies will be heat management... I hope they will come with something more elaborate than "build bigger radiators !"
  7. It's a bug, not specific to Laythe or to shores... My advice for this one is to return to the KSC, time warp for quite some time and return to your ship. It can correct the bug for some time.
  8. This week, I finally performed a mission to Eeloo ! Surprise opening in orbit, no real problem to put this large craft in orbit. Hopefully the SAS problem I suffered during all the testing was no more present with a proper launch ! Arrival at Eeloo, this place looks superb ! Trying to put myself in orbit... Why the hell the ground is 10km high !? Rover and return vehicle descending on Eeloo surface. Flag, most important part of the mission ! The icy surface of Eeloo is nice, but the canyons seems far more interesting ! To go inside one in one piece was really a challenge ! The bottom of an Eeloo canyon... It's an amazing place. But still at more than 2000m of altitude... These walls of ice are just one Evrest high ! Having fun exploring the canyon ! Getting in canyon was difficult, but getting out is another challenge ! Trying to escape the canyon... My game was plagued with bugs, 1000m bug, rover sinking in the ground, no time acceleration possible, rover jumping in the air after loading... Trying to climb 7000m in a big rover is really difficult but with bugs it became impossible. So I cheated and teleport it next to the lander, even driving on flat surface was no more possible. After a bunch of new bugs at docking... I transferred my crew with EVA and finally leaved Eeloo. Arrival at Kerbin, final staging of my big hydrogen tank, at least the fuel calculation was good ! For this mission, I decided to not have a dedicated landing system for Kerbin. The crew return has been made with a space plane this time I have been able to properly docked, despite a navball refusing to show the proper craft orientation. A very difficult mission mainly due to bugs all around the place... I'm not sure that escaping the canyon with my rover was possible without the bugs, and a rescue mission was perhaps necessary. But with all the bugs suffered, I was just too tired to even tried one. With this mission, I finally completed the tech tree ! I also now landed on all celestial body in the game. I'm now waiting for colonies.
  9. I think we need an horoscope now
  10. I would welcome more options for surface vehicles, but to make these options really useful we should have a real terrain simulation in the game, at present time driving on ice or rocks is the same. With difference in terrain simulation, more diversity for vehicles would become useful and would give more challenge. At present time, my experience with rovers is more : fix the bugs and make the wheels works... And I spent a few hours driving on Duna, Dres, Tylo, Eeloo...
  11. Well, I think you should check the following regulation for all measurements... https://www.chireux.fr/mp/Pifometrie.pdf Sorry, it's in French... But it's a must-have in terms of precise units.
  12. I fully agree with you, at present time in KSP there is no actual need for tracks since terrain is not really simulated. Tracks would only a gadget to make a vehicle with a different look.
  13. I really want this kind of thing in my game But first, I would prefer they improve how wheels work in the present game... Even if this tractor is super cool
  14. I head that sometimes docking ports are still registered as "docked" even when there is nothing actually docked to them. Perhaps it's your problem, but I have no idea how to correct that. I make a lot of docking with the medium ones in my game without problem so I would say it's perhaps not directly related to the part by itself.
  15. After landing on all Jool's moons, it's time to go home ! Metalox tank and lander will remain in the Jool system. Final staging around Kerbin, I was finally quite large on fuel for this mission. Since my spaceship has no return vehicle, I designed and launched a space plane for the crew return. Final docking around Kerbin. I decided to go for a space plane to be sure to land at the KSC, my crew deserve that ! Final shot of my Jool 5 mission... I gained something like 74k science points in this mission, and still not unlocked the complete tech tree. This was my first Jool 5 mission in a KSP game, I planned to do one in KSP1 but lost my interest because the tech tree was already fully unlocked. So it's a little victory for KSP2 to give me the motivation to achieve this classical mission. This despite the completely crazy number of bugs I suffered during this game ! My next goal is now Eeloo !
  16. There are serious research to make it work....
  17. My profile image is a highly edited picture I made for my job. It's a picture of a polluted tungsten coil taken with an electronic microscope.
  18. Final Jool moon of my mission : Bop ! Taking some precious samples ! I really like the green crater, but the place was finally very dark and not so interesting for pictures... Here is a shot from space ! My next stop is now Kerbin =)
  19. Ok, my personal experience.. This seaplane is 2.3t in weight, I used 6 empty fuel tanks to make it float. I have one engine on it and 7m of overall wingspan. It lifts off at roughly 30m/s. You can download the craft with the following link if you want. =) https://1drv.ms/u/s!Ap2ltA-u6yyxqzm5H4xjxuMBBpvk?e=XYk7wz
  20. Seaplanes are not easy, but I managed to produce one with two seats and sent it on Laythe =) My advice would be to keep it small, the bigger you make it the bigger the problems are.
  21. I used the TR-2L for a 4.3t rover on Mun without any problem and tested it on Kerbin without problems. But I had 6 wheels. For 20t you need a lot of wheels or the XL3, and well, these wheels have a lot of problems at present time... I just can't use them as I did in KSP 1. I like your idea for a kind of gearbox, but I don't expect to see such kind of thing in the game or perhaps with a mod. Edit : I made some test with the TR-2L with a 4 wheels 20t rover on Mun I had no real problem to make it work, my top speed was 8.5m/s on rather flat terrain. I suggest you check the friction setting of your wheels and the traction control level also. I did not make the test on Eeloo because I plan a mission to it this week so I want to keep the surprise =)
  22. I think you are referring to RoveMax TR4 wheels, I've tested them, and I agree with you these wheels lack torque and the break is not working well. For Kerbin and Eve I can't use them. I tested them with some success and Duna and other low gravity bodies with a 6 wheels 12 tons rover, but I tweaked a lot the wheels settings. I've not tested them on Eeloo, so perhaps there are other problems with this particular body. In general, I'm not happy on how wheels work and I don't expect this to change in a near future since the dev are focusing on bringing new functionality to the game.
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