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Posts posted by Khesperus
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That's beautiful!
I hope you stay on with the new team for KSP2. Your ideas first as mods and now stock are key to making the game fun and playable for interplanetary missions. I can't tell you how much I (and I guess lots of us) appreciate your work.
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Right! I didn't notice the winking kerbal. Sorry.
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2 hours ago, SingABrightSong said:
Will this be updated for 1.12?
If you look at the 1.12 release notes, you'll notice that Trigger Au has finally been allowed to incorporate this into the stock game. It looks like it does even more than it did in the mod form.
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And you can always use Alex Moon's planner, which @TriggerAu credits as the inspiration and the source for the calculations in this mod. You'll need to get the target object's orbit data either from another module (KER) or from the save file.
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Somebody started a petition to change its name to Minmus.
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Ah, I see now.
I think maybe what you're seeing there is that the tolerances become really tight and unworkable in a situation like that, such that a tiny misalignment can do extreme things with the margin of error.
In any case what Trigger Au has done here is to re-implement Alex Moon's JavaScript transfer planner in-game. I guess you can get the orignal CoffeeScript code here: https://github.com/alexmoon/ksp/tree/gh-pages/javascripts, and maybe write some tests to push it in corner cases.
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I can't really think of a situation where you'd have to leave at a certain time, short of the planet exploding. So normally you'd want to look at the earliest possible arrival.
However, if you're in the "get off of this rock ASAP" situation, it seems it would be better to dispense with the planner, and just do a burn that will put you in an escape trajectory more or less along the path of Kerbin's orbit, and then once you've exited look for a maneuver node which will do the trick.
I sometimes use exactly that to get back from Gilly, since it's hard anticipate right ejection angle otherwise.
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1 hour ago, έķ νίĻĻάίή said:
Also, K.I.A means killed in action...
Yes. I wanted to know why.
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Thank you AHHans. There's the answer.
I fell asleep during de-orbit and failed to deploy chutes.
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I discovered today that I have two kerbals listed as K.I.A. and I have no idea what happened to them.
Is there some kind of record in the save file?
Were they victims of that overly complex rotating ring station that I made? Or did I fall asleep after their de-orbit burn late one night and forget to stage the 'chutes?
Or did I get them home safe and then send them on a collision course with Jool, but forgot to set a KAC alarm for the mid-course correction burn?
I need to know !!!!
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The second stage explosion was clearly blue, so if that means what Scott Manley hinted it might mean, then I guess it's a boy.
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The auto-breaking struts are one way to made a general network of connections (I've heard them called ugly, and am tempted to say "sleek-looking craft are a part of the challenge in KSP", but they could be made optionally invisible.
I used to just kind of put struts anywhere in order to make this sort of design work, but more recently (very late career game) I've been using them decoratively, which is pretty easy given that the colour schemes of lots of parts kind of provide nice measuring or placement hints.
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On 12/22/2019 at 5:55 PM, paul23 said:
Is it possible to use this mod to plan transfer windows to asteroids and other objects?
You can however use the online calculator by Alex Moon that TriggerAU links to in the credits for this mod. It's not as simple, because you'll have to establish a little familiarity with the variables of the orbit description to target an orbit, but it works!
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This way if a dev happen to read it knows the stake first and can then decide if he cares enough to know the reason and do something about.
I think I know what my decision would be.
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Well... The thing hit the ground with the Spark engine and... BOUNCED.
Sounds like a potentially new type of Kraken drive !
Anyhow, it occurs to me that the original post follows the basic form of all complaint posts, which basically come down to either:
a. The game is unplayable because it's too realistic
b. The game is unplayable because it's not realistic enough
In either case we can address it with a mod to try to find the balance which would make OP more comfortable.
Specifically, if we get rid of the somewhat combative title, I think we can look at this as a mod request. Here's my idea of the specification:
Create a mod which:
- Allows the hinges to be strengthened according to some rule when attached between two very large parts
- Render the hinge as multiple hinges, again governed by the size of the parts
- Allow the user to control the number and width, and to some extent, the strength, of the multiplied hinges
This would work within the single parent model, and potentially do something like what the OP wants to do.
The thing is though that it's almost certainly going to trigger new, interesting, explosive possibilities.
If you think about it though, that's the way space exploration works. Stuff which intuitively works, or works a bunch of times can suddenly cause a disaster. Anybody care to stir the oxygen tanks?
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I can't share right now because I got so frustrated I've uninstalled the other day, but I can re-install if you can't reproduce it.
I guess this is the thing. Most of us who play with KSP enjoy messing with this kind of weird, unexpected build situations. If you don't enjoy it then I guess there are other games out there that might be more fun for you. Sorry to say, but I don't know about any of them.
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4 hours ago, Marcus Aseth said:
Then the only thought left in my head is: THEN WHY THE HELL DID YOU GAVE ME HINGES >_>
If the point is getting frustrated time after time at a game that rejects your designs for non-obvious limitations (from a player perspective), then yeah, as you put it "what's the point in buying it"
If it looks like you should be able to do it, then is the job of the developer to make it so you can do it. Betrayed expectations is not a player fault, is a game/developer fault for not explaning correctly to the player what is allowed and what is not from the get go.
Hinges are really new. They were only just introduced in the last six months. There's a bit of shaking out to do.
Meanwhile, I think you might enjoy the Kraken drive:
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The thing is that the struts basically function as decouplers themselves when used with a radial decoupler. This gives you a lot of cool design possibilities, right up to imitating the design of the TT-70 radial decouplers.
I guess I'm just used to this stuff, and figure it's part of the way the game works.
I do agree that it's annoying when a circular station suddenly goes all floppy and disassembles, but well, I guess I figure that's just part of the game.
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Wait, I'm confused. Is this guy complaining about having to use struts?
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16 hours ago, TriggerAu said:
I nerd out a bit each time I go back to it for modding or stock. . That braeunig site is a really good place for sure and theres a few others. I also have two books I use when I need to get my "head outta the screen" sometimes: "orbital mechanics for engineering students" and "Fundmentals of Astrodynamics" . Ive found them quite useful the first one has a good section on the eject/insert math
Thank you ! I'll look them up.
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On 9/21/2019 at 11:45 AM, TriggerAu said:
From the Mod code we read the values directly from each CelestialBody. If you wanna do em by hand then the wiki has all the details youd need to of the CB orbits in the orbital characteristics frame on the right, for example https://wiki.kerbalspaceprogram.com/wiki/Kerbin . the mean anomoly at UT 0 is listed there o you can see where on the orbit each planet starts at the "0" point
I'd love to learn how to do this, if only in order to get the required math skills back in shape. This is one of my favourite things about KSP of course.
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Thank you!
I think I'll just try to rebuild it without hitting Ctrl+Z, considering the carrier rocket is about ten or so parts in total.
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I have to say that it explodes in a really cool-looking way though.
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I've tried it in the career-mode game now, and .... it turns out there's a bug which subtly re-arranges things when you switch between craft or something. I've noticed this before with shrouds and the like.
For the Dunasoar Mk2, strapped to a big rocket it seems to cause the motors to explode dramatically on pressing "0".
KSP 2 and Proton
in KSP2 Technical Support (PC, unmodded installs)
Posted
It's probably not worth posting this, but the game is almost playable on my Dell XPS 13 (9360).
I'm launching it with a shell script:
#!/bin/bash export W="/home/$USER/snap/steam/common/.local/share/Steam/steamapps/common/Proton - Experimental/files" export WINEVERPATH=$W export PATH=$W/bin:$PATH export WINESERVER=$W/bin/wineserver export WINELOADER=$W/bin/wine export WINEDLLPATH=$W/lib/wine/fakedlls export LD_LIBRARY_PATH="$W/lib:$LD_LIBRARY_PATH" export WINEPREFIX=/media/$USER/death_star_plans/SteamLibrary/steamapps/compatdata/954850/pfx export PROTON_USE_WINED3D=1 cd "/media/$USER/death_star_plans/SteamLibrary/steamapps/common/Kerbal Space Program 2" wine64 KSP2_x64.exe
My steam library is, as you can see, on an SD card, so you'll have to adjust it if you want to use the script.
As you can see, I'm running the snap package in Ubuntu. The graphics card is a Intel UHD Graphics 620 Mobile.
I've managed to get a stock ship into orbit, but the control response is a little too realistic in that there's a second or two of delay between input and some kind of response by the craft. The UI on the other hand is pretty responsive, so go figure.
Oh, and of course I turned down all of the graphics effects as far as they will go.