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kevnuke

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Posts posted by kevnuke

  1. On 12/19/2014 at 9:38 AM, Anquietas314 said:

    I believe anything that adds crew capacity is valid: lander cans, capsules, lab, etc. It's possible that the lab is treated specially though. You could try just "launching" the station without a launcher to see if it fulfills the contract - it should tell you while it's still sitting on the launchpad.

    Anything, you say? Even, hypothetically, a bunch of EAS-1 External Command Seats inside of a fairing? :>

  2. 22 minutes ago, bewing said:

    The preset action groups perform default actions in addition to any that you assign. So yes, adding something to "stage" will blow off a stage when you hit space -- as well as performing your additional actions.

    However: lights, gear, brakes, RCS, abort, & etc are usually pretty harmless when it comes to their default actions. Especially if you make them an action group for a sub-vessel that has no brakes, gear, RCS, etc.

    Of course, most action groups only serve to avoid doing a few repetitive keystrokes. So if you really do end up short of action groups, you can look them over and figure out which action group is the least useful, and then do that one by hand instead.

    Thank you for the quick reply. You saved me a lot of testing, which is a huge pain on console.

    My only remaining concern is what would happen if I were to assign the toggle for both the landing struts of the main rocket and the small landing gear for the rover to the same action group. I don't know if it's been patched, but I heard about a bug where doing such a thing procs both actions even after the two craft are separated. I assume if it's still an issue it would only do it if they are within physics distance of each other. Or even worse, the sub-vessel doesn't inherit the action groups of the parent vessel, minus the devices it's no longer attached to.

    My actual use of this (on craft with science experiments..which is almost everything) is to use CAG 1 for running every experiment on the vessel. If I were to test this on my current rocket, I'd have to do that for both the science station and the science rover and hope it only runs the experiments attached to the currently controlled vessel. Although if this bug is still present I'm sure this "spooky action at a distance" could be exploited somehow. &)

  3. I'm currently designing a multipurpose rocket destined for Minmus. It's actually a ship, a science space station and a science rover, all on the same rocket. The issue I have is that there are not enough custom action groups (CAGs) to cover all the things i need to do on all three craft. I had a few ideas for workarounds but was wondering if anyone could save me some time and maybe explain how things work behind the scenes.

    I'd considered that building the science station and science rover as separate craft, configuring the CAGs and then merging them with the main rocket might store the CAG configuration for later when they separated and became independent spacecraft again, but I don't know if KSP is that sophisticated.

    I'm also unsure of the exact behavior of the preset action groups (PAGs). I know that the game automatically adds things like toggles for landing gear and lights to the appropriate groups, but even when there is nothing visible in the RCS action group, it toggles all relevant devices on/off. Does it only do this when nothing is explicitly added to that group or will it always do that in addition to the actions added to it. Do any other action groups act that way, as well, such as Stage? I just don't want to find out mid-mission that activating the Stage action group will blow off a stage in addition to whatever other actions I configured in that action group.

    Thanks in advance for any insight.

  4. 11 minutes ago, John FX said:

    The simple answer is a console is made for shiny graphics, which are not hard as it has a good graphics chip.

    KSP needs a good processor because it has actually hard code to process. Consoles are less well equipped in that area.

    As such a console can play something like COD with amazing frame rates and graphics fairly easily but KSP, which has lots of physics to calculate, is very hard for a console.

    TL;DR you will not stop the stutter and you will not get good frame rates on a console with KSP.

    Unless they magically find a way to offload some of the physics calculations to the GPU. :wink:

  5. 20 minutes ago, bewing said:

    Yeah, this is a problem on consoles, and we are working on finding a solution.

    To answer your question, each savegame is complete in itself. If your persistent.sfs on a PC is corrupted, all you do is pick your most recent savegame, change the name to persistent.sfs, and off you go. But you can't directly access the filesystem on a console.

     

    Thanks for the fast reply. What did you think about my suggestion? I'm assuming the default save that it tries to load is the persistent save. What would happen if we were able to choose which file gets loaded within a playthrough, as if we clicked the load save button while we were already playing?

  6. 1 hour ago, Flavio hc16 said:

    you can upload the last persistent file, so you will lose at worst only  15 minutes of gameplay, but if you upload it, and you have manually saved your game, you can the just upload it back and you are good to go from where you left.

    Do you know how and where to get back your persistent file?

    I can't select the persistent file. It fails to load as soon as I select my career save.

  7. Not sure if this is the right place to ask this, but here goes.

    This morning (I've been sleeping during the day lately) I ended a marathon play session of collecting science and surface scanning on Mun with a new rover I designed, worked well except for hitting the odd random bump while driving. I took a break to watch Netflix, came back an hour later to continue and found that my save couldn't be loaded. I don't remember if I exited to the main menu before closing KSP, or if the game was saving when I did so, not that it should matter if the game keeps a backup save while the save operation is finishing like it should be doing. At least I have Autoupload turned on and I only have to go back to yesterday morning's save. Still lost a lot of science and surface scans, not to mention all those hours.

    What I'm wondering is how the game loads save files. Is it loaded from the save named "persistent" within each playthrough, or is it the save with the most recent timestamp?

    I'm thinking if it's the former, a workaround could be to allow players to load something other than "persistent" in the event that that save is corrupt, such as a quicksave or other manually named save file.

    Maybe the persistent save is the foundation and the other saves build on it, like a differential backup.

  8. On 2/17/2018 at 3:14 PM, BGH9 said:

    At least so far I tried to play the game via internal harddrive and that seems to fix a lot of the lag while flying, I'm going to start my first career savegame so I will be flying a lot of crafts and loading multiple buildings.

    Though I do realise that a game made for pc is always going to run in harddrive issues, maybe the newer consoles (xbox one x and playstation plus) will be able to handle games like this much better.

    I'm pretty sure the issue is either coding and memory management efficiency or all the physics the game runs. My PS4 internal is a Samsung 1 TB SSD and still lags just like you described in the OP. Someone said something about it being an issue with the garbage collection stage of the language used to write the core code, which is, essentially, when memory is released by the programming language for variables and objects that are no longer being used. Which is probably why it happens during events ranging from turning the camera to flying at Mach 3+. Objects constantly being brought into and out of focus among other things.

  9. 2 hours ago, Vanamonde said:

    ..and it would seem to be best if the question askers themselves specified which platform they were using in their posts.

    I always tag my posts, Console, PS4, xboxone, and other people posting about console do as well. And I STILL get PC advice.

    The only issue I have with a badge to identify users of different platforms is that it doesn't really provide a different solution than just tagging a post with the relevant platform (eg. Console, PS4, etc). It depends on someone noticing that detail in the first place. Up until recently, it was assumed that every question or issue was for PC. Changing the size or shape or the color (tagging or badges or sounds and flashing lights, actually that lost one might work) of whatever will tell people who are reading the OP which platform the issue is related to won't do much to break that habit. Not quickly, at least. Which is why I suggested a separate forum for console. It's like when people drive to work and don't remember the trip. Or installing a door and the knob is on the opposite side as the light switch (personal experience) so it's behind the door when it's opened. Ya STILL reach for a light switch on the wrong side of the door that's not there!

    By contrast a separate forum would be like having to go through a completely different door to answer questions of different platforms. It's conscious action as opposed to autopilot.

     

  10. Is it just me, or has anyone else launched a vehicle only to find that the wrong crew is in it after you manually assigned which crew you wanted in it AND saved that vehicle afterwards?

    I'm like, no KSP, I'm not an idiot, stop trying to replace my scientist with a pilot!

    Is this intended behavior or a bug?

    #HalfwayToMun :0.0::huh:

  11. 4 hours ago, Brikoleur said:

    Really? Then that's different between the PC and the console versions, because on the PC you definitely can. "Toggle RW" in the action group menu, with the reaction wheel selected.

    There is most definitely a Toggle RW option for all parts that have a Reaction Wheel I the Action Groups.

    On a related note, I think I've found a bug with the Toggle Wheel Mode action. It only seems to work once. If a wheel is on Normal, it will switch to SAS Only but then it won't switch to anything else thereafter. Not with the Action Group, anyway. I have to change it manually after using the Action Group for the first time. Can anyone else confirm this?

    This is really annoying because I tend to bury Reaction Wheels (or parts that include RW functionality) inside a rover, for example, underneath other parts, making it difficult to simply open their Part Action Menu later during the mission to change it manually.

  12. This is another reason the controls for console need to be given further consideration.

    This just happened to be posted exactly 3 years ago yesterday. I spent an entire afternoon and evening designing a rover to gather the remaining surface science on Mun. Over 6 hours later (real life time) MunRover and the ship that transported her there are finally on the South Pole and ready to get down to business.

    I push forward on the left joystick to accelerate aaand BANG!! she takes a nosedive and destroys a part on the front of the rover. I load the quicksave I had just done and try again, going slower this time. Same result, but in slow motion. After reading the thread above and a few others about motorized wheel settings and rover design, I switch the reaction wheels to SAS only and try again. This time it nearly does a backflip. The body is above the CoM and the fastest wheels in the game are below it in low gravity, you do the math.

    The bigger issue, however, is something another player said in that thread. PC players are presumably able to set separate controls for their wheels (translational motion) and flight controls (rotational motion). The only thing we get close to that on console is setting all of the Reaction Wheels on the ship to SAS only but then you run the risk of not being about to correct your orientation midair if you take even a small jump too fast. KSP isn't a car racing game, but seriously, why doesn't the game know when you're using tires and switch to some kind of ground vehicle mode? The effort it takes just to get my rover to stop trying to pitch and roll is a little ridiculous. Something as simple as gas, brakes, and steering isn't a lot to ask for.

  13. This is another reason the controls for console need to be given further consideration.

    This just happened to be posted exactly 3 years ago yesterday. I spent an entire afternoon and evening designing a rover to gather the remaining surface science on Mun. Over 6 hours later (real life time) MunRover and the ship that transported her there are finally on the South Pole and ready to get down to business.

    I push forward on the left joystick to accelerate aaand BANG!! she takes a nosedive and destroys a part on the front of the rover. I load the quicksave I had just done and try again, going slower this time. Same result, but in slow motion. After reading the thread above and a few others about motorized wheel settings and rover design, I switch the reaction wheels to SAS only and try again. This time it nearly does a backflip. The body is above the CoM and the fastest wheels in the game are below it in low gravity, you do the math.

    The bigger issue, however, is something another player said in that thread. PC players are presumably able to set separate controls for their wheels (translational motion) and flight controls (rotational motion). The only thing we get close to that on console is a combination of setting all of the Reaction Wheels on the ship to SAS only but then you run the risk of not being about to correct your orientation midair if you take even a small jump to fast. KSP isn't a car racing game, but seriously, why doesn't the game know when you're using tires and switch to some kind of ground vehicle mode? The effort it takes just to get my rover to stop trying to pitch and roll is a little ridiculous. Something as simple as gas, brakes, and steering isn't a lot to ask for.

  14. On 2/11/2018 at 9:44 PM, bewing said:

    It is unbalanced for now, until we can fix it. The "drag cubes" of parts are calculated automatically based on their shapes, but the algorithm has an irrational hatred of MK2 shaped parts, and an irrational love for spheres.

    Proof for your plane built with stock parts (23.8 t):

    Vl0HXOT.jpg

    Can the impact of this be remedied or at least lessened by enabling  "Replace Drag Cubes With Spherical Model" or "Apply Drag As Acceleration Instead of Force"?

  15. 5 minutes ago, Clipperride said:

    A shortcut to having to pin each menu open when playing the Enhanced Edition.

    Open the first fuel tanks window (square on PS4 - Radial Control preset) then hold down the upper right bumper and open the second tanks window.  Save a bit of navigating back and forth across the screen.

    I tried various combinations of buttons with square on the first and second tank. I probably just missed this one. Thanks for the suggestion.

  16. 3 minutes ago, Spricigo said:

    ...or you may try to feed us with more info. images usually are of great help.

    I don't have any way to upload an image but on console each window has a pin icon on the top-right where the X is in Windows, that we can use to keep the PAM from disappearing when we open another PAM. When two fuel tank PAMs are open at the same time, the In and Out transfer buttons appear on both PAMs.

  17. 8 hours ago, Deddly said:

    Hi @kevnuke, I split your issue from the suggestions thread into a thread of its own in Gameplay Questions. Hope that's OK, and I hope we can find a solution to your issue.

    Yeah that's fine. I actually wasn't paying attention which forum I posted it when I made it lol. I considered updating the post on the other thread where I first mentioned it.

    8 hours ago, Deddly said:

    Are you playing in sandbox or career mode? I ask because fuel transfer requires one of the buildings to be upgraded.

    5 hours ago, bewing said:

    To transfer fuel, you need to have at least a Tier 2 R&D facility.

    Yup I'm in Career mode. R&D was Lv 2 when I first tried it and now it's Lv 3

    1 hour ago, Spricigo said:

    Some part will only allow fuel flow if crossfeed is enabled.

    But for crossfeed to be enabled the tech Fuel System (cost 90science points, requires advanced Rocketry or General Construction) is required.

    Check and check

    7 hours ago, 5thHorseman said:

    Also, some parts may not allow fuel flow.

    The only thing I can think of that might be obstructing fuel flow is the probe core between the two tanks. I might flip the tank around to the other side where there's nothing but a docking port.

    5 hours ago, bewing said:

    Beyond that, you must open the part action menus of the specific fuel tanks -- and only the tanks. If there are any other part action menus open besides tanks, they will prevent the fuel transfer buttons from appearing.

    I think this is actually the real issue. There's no way that I've found to make more than one PAM (part action menu) appear on screen at the same time. As soon as I hit square on the second tank with the first tank's PAM on screen, the second tank's PAM appears and the first goes away. Also, as I mentioned in another thread, on PC there's an Alt+Right Click they can perform to tell the game that a fuel tranfer is about to happen. On console there is only one type of click, square.

    I just figured it out as I was typing this. I noticed on every PAM there's a pin icon at the top-right of the window. That's how we have to keep the first window from disappearing when selecting the other tank(s).

    Thanks for everyone's help though!

     

  18. Update: Tried and failed to find a way to transfer fuel between tanks. The ones I have docked to my space station around Kerbin are pretty useless now. I'd have to make a new ship designed around attaching them to a place where the CoM wouldn't be thrown off too badly. Maybe separate the engine from the rest of the ship and insert it between them.

  19. On 2/7/2018 at 6:32 PM, GrouchyDevotee said:

    It is occasionally difficult to find console specific related information on these forums. I'm using a PS4 and I've never played KSP on a PC. I frequently find answers to my questions about builds or game play that I cannot replicate on a console. Hold "control S"  or some other keyboard command advice. The somewhat complex Console control interface, can make relatively "simple" missions very complex as far as getting tasks managed in time.

    I think @GrouchyDevotee pretty much hit the nail on the head. Maybe I should just let him talk. HA!

    I apologize for being so salty a couple of days ago. Spending several hours trying to get a 5 ton payload into orbit can do that to ya.

    It's not just that the controls are complex and take several days to remember well enough to use on the fly during missions right when they're needed. I might be wrong about this but aren't PC players able to remap their keys? I've been using the radial preset because that's what was explained in the tutorials. Just using RCS as an example ROT[ation] mode is pretty straightforward if you've ever played a flight sim, left joystick to control pitch and roll, left/right trigger to yaw, but LIN[ear] mode is backwards on two axis. Right/left trigger are typically used to accelerate and decelerate respectively in almost any game, they are reversed in KSP. As is the up/down control (positive/negative Z axis, aka. normal/antinormal). Pushing up on the joystick pushes you down and vice versa. I was thinking, best case scenario, a squad staff would get a hold of me or someone else with a lot of console experience to remap the buttons. Get rid of switching between LIN and ROT altogether, which would free up X for switching between them. Leave the ROT controls on the left joystick and triggers, and change LIN controls to use the D-pad for directions and X/square for accelerate/decelerate in RCS (the other two buttons typically used for that on console games). Jesus and that's just RCS!

    We have no "slow down the cursor" button while adjusting the vectors on a manuever node. The button we hold to do this with the pointer in cursor mode is the same button that changes which vector we're adjusting while editing a manuever node.

    I'll just briefly mention that the game frequently lags/hiccups to the point where it stops for several seconds and typically causes button presses to be missed. Very frustrating when trying to switch to cursor mode, or a decoupling stage for example.

    Also, I just finished assembling the core sections of my first space station in orbit around Kerbin. Then I got to thinking. How do I Alt+Right Click on tanks to transfer fuel? I guess I'll find out when I try it later (hopefully).

    On 2/6/2018 at 3:28 PM, Spricigo said:

    I'm PC user. I'm also someone that answered many gameplay questions from console users.

    I never considered any of those question "cluttering up the main forums". Just fellow players that I was able to help.

    I agree, I wouldn't either. Let me clarify. You see someone post a problem with not being able to get something to work. They explain what they've already tried, even posted video, and you can't see anything obvious that would cause you to suspect that they aren't doing it the way they should. You then spend several hours trying to recreate the scenario to figure out why it's working for you and not them (I've seen examples of people doing this). You're sure that you're trying it on the same version as them, but then, on a whim, you look at the OP again, and notice that it's tagged "console" "ps4" or "xboxone." Something you may have realized much sooner if you read it in a "console" sub.

     

    On 2/6/2018 at 3:28 PM, Spricigo said:

    And, sorry @bewing , I have a nitpick:

    For a PC user I may often solve his issue with a mod suggestion or sending a craft file. Those are option that I don't have when is a  console user asking for help. But then again is more likely to be 'inaccurate'  because the person asking is using some mod that I didn't considered.

    100% correct. Aside from the debug menu, we're all hands-on/manual all the time. No automation for us..yet. I was hoping there were parts later in the tech tree that gave probe cores some kind of autopilot. Nothing as advanced as "make your way to Duna fully autonomously from the launchpad, taking the most efficient route," but more like you can preprogram commands via a fully upgraded Tracking Station/Mission Control (make one of the less useful facilities more useful) or a remote pilot and have them execute at a certain time/place in their flight, such as manuever nodes, running science experiments, etc. Kinda like Custom Action Groups that the probe can execute automatically later (like they do in real life). I mean, seriously, one of the later research areas is literally named "Automation". If that doesn't suggest that you should be getting a part that enables autopilot, I don't know what does.

    Anyway, that was way longer than I planned, and i forgot some of the things I was going to say last time after my phone erased it. I'll probably remember them later and add on to this some other time. Thanks for reading and happy exploring fellow Kerbalnauts.

  20. 1 minute ago, Deddly said:

    Can you name three aspects of gameplay that are supposed to be different between these two "not the same" games, excluding platform-specific bugs and glitches?

    Nor will I entertain forum politics. I believe the Squad staff who replied already answered how they are different and why things come up on one system and not another.

    Maybe people who have no idea what a console controller hook even means should refrain from commenting about things they know nothing about. Like I do when I see people talking about a subject I don't know anything about. Asking to learn more about something is one thing, but having a firm opinion about something you don't understand is foolish.

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