Jump to content

Scarecrow71

Members
  • Posts

    2,098
  • Joined

  • Last visited

Posts posted by Scarecrow71

  1. 1 hour ago, PicoSpace said:

    I don’t mind specific missions for bonus science but if they stage-gate things like “must land on Mun” that will irk me.

    I actually wouldn't mind the option of having that done (probably be a mod at some point, but I digress).  I think doing that will force players like me who have done most everything to finally do stuff we haven't (like land on Laythe, or launch from Eve, as examples).

  2. I have never used ISRU.  I can see the benefit to doing it, provided the drills and tanks aren't god-awful heavy again like they were in KSP1 (which is why I never used it - too big of a drain on a ship's resources to carry that stuff around).

  3. 2 hours ago, Superfluous J said:

    The VAB controls flummox me. I would love a Dev Insights video dedicated to why someone thought this was better than KSP1's VAB controls.

    You and me both.  The controls, while not hard to learn, are wonky at best and have some issues (that I put forth in a separate thread).  It wasn't broke with KSP1.

    2 hours ago, Superfluous J said:

    I have no idea why I need a workspace in the VAB. Seems to just be an extra unnecessary layer to saving a ship.

    This was explained at one point, but I'm still not sure of the why either.

    2 hours ago, Superfluous J said:

    There seems no way to get TWR info in the VAB.

    As has been mentioned previously, the Engineer's Report in the VAB shows TWR for lift/launch stage only.  I highly recommend the Micro-Engineer mod as that solves this issue.

    2 hours ago, Superfluous J said:

    You can't interact with or get numerical information from a ship trajectory in Mun's SOI while the ship is in Kerbin's SOI (See below for an interesting twist on this)

    This has been a complaint since launch day (no pun intended).  We have complained non-stop about this, and it seems the complaint has fallen on deaf ears.

    2 hours ago, Superfluous J said:

    After launching to orbit from the Mun's surface, I had no orbit line. Turns out my ship was still "landed" and I had to edit the save file to make it in orbit.

    They claimed this was fixed, but apparently it isn't.  I'd recommend checking the bug reports subforum to see if this bug is still active and, if it is, upvote and post.

    2 hours ago, Superfluous J said:

    Once I got my rescue craft into Mun orbit, whenever I left it and came back it was on a crash trajectory, at the Ap, and needed maybe 50-100m/s of thrust to get back into orbit.

    Ah, orbital decay.  This probably warrants, at a minimum, posting in the orbital decay bug thread.  At worst, it needs to be reported as a new type of orbital decay bug.

  4. I'm not upset at the new control scheme.  MMB to zoom in/out, hold MMB and move mouse to go up/down, hold RMB to rotate around.  Fine, that's the control scheme.  But it is horrible for the following reasons:

    1. Too easy to select a part you don't want to select, which then messes up symmetry.  If you are moving up/down with the MMB and click it while over a part, you have now selected that part.  Have to hit Home to revert to the root part.
    2. Similar issue with RMB.  If you are over a part and hit RMB to rotate, the PAM comes up.
    3. At random times, for absolutely no reason, the view will default back to the root part.  Forget that I'm at the bottom of a 150m tall rocket, and that I spent a few minutes zooming and rotating for the right angle to place or move a part.  The game just decides to revert the view to the root part.
    4. MMB for zoom stops working randomly.  It will zoom out like 50% of what it is capable of, but then won't zoom any longer.

    Why on Kerbin was the old control scheme scrapped?  MMB to go up/down, arrows to rotate, +/- to zoom.  Can we please either go back to this OR allow us to map controls in the VAB?  PLEASE?

  5. Reported Version: v0.1.5 (latest) | Mods: Community Fixes; Flight Plan; Interplanetary Calc; K2D2; Maneuver Node Controller; MapView Focus and Targeting; Node Manager; Space Warp | Can replicate without mods? Yes 
    OS: Windows 11 | CPU: AMD Ryzen 9 3900 12-Core Processor 3.09 GH | GPU: GeForce RTX 2060 Super | RAM32 GB

    Built a craft, once again, to try to get to Moho.  Upon launch, craft will not leave the launchpad.  Check of the Engineer's report in the VAB shows that the TWR is 2.883.  Micro-Engineer confirms that the TWR at Kerbin's ASL is 2.883.  Full throttle, engines fire up, but craft will not leave the launchpad even with this TWR.  Screenshot of the VAB:

    Hr0Kjfm.png

    Included Attachments:

    KSP2_x642023_10.28-07_45_34_01.mp4

    MohoI.json

  6. Reported Version: v0.1.5 (latest) | Mods: Community Fixes; Flight Plan; Interplanetary Calc; K2D2; Maneuver Node Controller; MapView Focus and Targeting; Node Manager; Space Warp | Can replicate without mods? Yes 
    OS: Windows 11 | CPU: AMD Ryzen 9 3900 12-Core Processor 3.09 GHz | GPU: GeForce RTX 2060 Super | RAM32 GB

    In previous versions of KSP2, whenever you attempted to launch a craft that did not have enough TWR to get off the launchpad, you'd get an error message showing that the TWR was less than 1.  In 0.1.5, however, this message no longer appears, and with no other way to view TWR of the current craft, there is no way to know whether or not you have enough TWR until you actually try to launch.  I am classifying this as a bug as this error message was the only way to see your TWR if it was less than 1 at launch.

    Included Attachments:

    Desktop2023_10.27-11_19_23_01.mp4

    MohoII.json

  7. 38 minutes ago, Superfluous J said:

    I've not played KSP2 but if stuffing everything in right-click action menu is better, then holy cow...

    Agreed.  I am simply just used to the right click menu...but that doesn't mean it is better.

  8. 25 minutes ago, The Aziz said:

    There's a crew manager thingy in the bottom menu. Just drag them around between pods.

    I d8d not know you could do that.  Just used to having to select a Kerbal and then select transfer.

    Thanks!

  9. 4 minutes ago, Falki said:

    Currently all mods that use UITK are broken due to the Unity version upgrade this patch brought. We should have a fix ready soon.

    Until then, you can grab this prerelease version of ME: https://github.com/Falki-git/MicroEngineer/releases/tag/1.5.0-RC

    It isn't fully functional yet, some data is not displayed, some visual styles are a bit 'off', but at least it will work for the most part. Oh and DO NOT click on any textfields cause that will break the game.

    Nah, I'll wait for the official release of the mod.  Just keep us in the loop!

  10. 32 minutes ago, magnemoe said:

    This image has an requirement Mun landing on it  The previous is Orbital rocketry, who might well be putting something into orbit. The other don't sounds like requirements. 

    The question is whether or not a specific TAB has a requirement to unlock the nodes within it.  Orbital Rocketry and Mun Landing are nodes on the first tab, and may not have anything to do with unlocking things on the second or third tabs.  I agree that the placement of the nodes under the numbers for the other tabs might be a bit confusing now, but we will get all the information we need in December.

  11. 22 hours ago, Falki said:

    This is fixed now. Gonna release it when we'll be ready to update mods that broke after unity upgrade in the latest patch.

    Do you know when this will be released/fixed?  I tried running the game this morning, and ME isn't displaying any information at all:

    UJO1FtS.png

    HttMCIw.png

    Without a built-in TWR or dV readout per stage, I've really become reliant upon ME.  It's a great mod!

  12. I have a craft that has a lander and a command module.  There is a Clamp-O-Tron Sr. on top of the lander, and a Clamp-O-Tron Sr. on top of the command module.  The lander is currently connected to the command module via the Clamp-O-Tron Sr., but is attached as a decoupler through the lander's engine.  This is standard for me, and it's how I learned how to use landers in KSP1.  It looks like so:

    Docking Port
    Lander
    Docking Port
    Command Module

    I have it like this so when the lander comes back to the command module they can dock.  Anyhow, in KSP1, as long as you had a docking port, you could transfer crew between craft when the craft were considered to be docked.  Even in the configuration I mentioned above, I can transfer crew between craft.  In KSP2, however, I cannot transfer crew between the lander and the Command Module in this configuration.  I haven't tried to dock yet (I needed to get a ship in orbit with 2 Kerbs in the lander and 2 Kerbs in the command module back to the ground), but thought I could just transfer crew here and go back to the surface.  The command module is the Wanderer, so it had space.

    Anyone know why this isn't do-able in KSP2?  Did something change where you can't transfer crew?  Or is this a bug that should be reported?

  13. And you are sure it's the ladder that's blocked?  Is the message you are getting that the crew hatch is blocked and therefore you cannot go EVA?  I ask because I use ladders in KSP2, and I don't have the issue of them being blocked, so I'm trying to understand exactly what is happening.  Can you give a step-by-step of what you are doing when you encounter this issue?

  14. 21 hours ago, Socraticat said:

    I've definitely encountered this as well, and It does seem to be a calculation error. I do have a documented vid of burning for an interplanetary transfer and only getting 1/2 of the DV that was originally calculated. I had 2 Swerv engines mounted radially with XL tanks.

    I'm loading up .5 now- going to test some frames with an old high part vessel, then maybe I'll try to get some data for this new mystery of "missing DV".

    I fired up KSP1 and used Sandbox to create a vessel to go to Moho.  And while the dV calculation in KSP2 may not be accurate, I can say with 95% confidence that the issue here is the nuclear and/or hydrogen engines.  They simply don't have enough thrust to burn efficiently and with enough power to do anything at all.  The craft I used in KSP1 had 8 radially mounted and 4 centrally mounted NERV engines, asparagus-staged, with something like 5500 m/s of dV, with the lifter stage still having like 800 m/s of dV with 5 Mammoths.  The burn from LKO to Moho (at an orbital distance of 100km, ending with a Pe at Moho of ~90km) was supposed to take a total of 2400 m/s of dV.  After the burn, which took more than 4 minutes thanks to the NERV engines, I still didn't have a proper encounter with Moho; closest approach was still 190,000km away.  I had to do a correction burn, which cost another 400 m/s of dV (like 420ish, but I'm rounding down).  After that burn, I had a great encounter with a Pe of 65km.

    I get into Moho's SOI, and I craft a circularized burn at Pe.  I'm traveling at an orbital speed of like 4000 m/s, but I'm coming in against the planet's rotation, so I should get some help from gravity here.  Nope.  5000 m/s of dV to circularize.  Ok, let's just get an orbit.  Nope; 4000 m/s of dV.  And the last burn was 10 minutes.  10 FREAKING MINUTES.

    I am convinced now that, while there may be dV calculation errors in KSP2 that should at some point be addressed, the problem truly lies in the use of the hydrogen and/or nuclear engines.  They simply aren't powerful enough to be efficient enough to go interplanetary.  It makes me wonder why they are even in the game at all.  I will be going back to the drawing board in KSP2 and recreating my Moho craft without hydrogen (although, I am still going to experience issues with transferring to another planet, but that's a different ball of snacks).

  15. 3 minutes ago, dave1904 said:

    Are we ever going to have a game mode with funds too? I'm not exactly up to date to be fair but working with a budget is something that's imersive. Launch cost is a really important part of a space program. There are alot of things that could be done with systems like that. The more you use certain parts the cheaper they become. Sure there are more important issues that need fixing ATM and science career. I hope there is room for hard-core game modes in the future. 

    IG has stated that funds will no longer exist, replaced by resources that will be needed for specific things like colonies or fuel or [insert stuff].

  16. 1 hour ago, Superfluous J said:

    And if every week they communicate "no progress, investigating" no one will ask questions?

    I never said that.  My point simply is that a lack of communication will lead to more questions (especially the "why aren't you communicating more with us like you said you would" variety).

    1 hour ago, The Aziz said:

    "why this still says investigating, it's been a month and nothing changed, in no way this is a priority what the hell are you doing there"

    People will be asking questions no matter what happens, and it was communicated what's going to happen. If someone was blind enough to not read it, it's their own fault.

    I don't disagree with you.  But after the promises of more communication, do you think less is better?

  17. I cannot believe I am about to say this, and I think that this may be one of the signs of the impending apocalypse, but...I agree with @The Aziz.

    Technology should be unlocked based upon research that goes directly towards that particular node, and not an abstract notion of science points.  If you want to unlock a node, you should have to do experiments that satisfy requirements of that node.  Take "Mun Landing", for example.  In order to unlock that, you should have to, say, do the following:

    • Travel to and orbit the Mun
    • Do a gravity and/or magnetometer reading in orbit (not a fly-by, as this would be a timed thing)
    • Do some Breaking Ground stuff and drop objects onto the surface of the Mun and do speed tests on those falling objects
    • Map a section of the Mun that you wish to land on later

    This is all highly speculative and off-the-cuff, and I'm sure people who are far smarter than I am could come up with the requirements for every node (and probably with better stuff than I have there).  But it's a simple example; you shouldn't be able to take surface samples from Kerbin's oceans and then say "Hey, I think I can land on a celestial body now".

    We could even take this a step further and say that the experiments have to be done in certain locations, much like what we think might be coming anyhow.  If you want to get technology to land on the Mun, that gravity reading has to be from Mun orbit, not just within Kerbin's SOI (as an example).  So you did a temperature reading on Minmus?  That doesn't really help you with unlocking technology to deal with heat and radiators needed for a Moho fly-by, does it?  And those soil samples from Eve don't mean doo-doo for mining on Duna.

    Again, these are mere examples that could be implemented (but, as I said above, could very well be spec'ed out in far more detail by people far smarter than I am).

  18. 53 minutes ago, The Aziz said:

    The post literally states they will when there's progress on the issues. No point in hoarding several places on top of the list if it's just going to be a copypasta from previous report.

    And you continue to miss my point.  If they stop communicating, the community will ask questions.  If that still goes over your head, nothing else I can day will make it make sense.

  19. 5 minutes ago, cocoscacao said:

    @Scarecrow71 Maybe it's worth documenting the steps? Time warp used?

    Basically:

    1. Create vessel
    2. Go to launchpad
    3. Warp on launchpad until phase angle of 108.1 is reached
    4. Launch to LKO at ~100km
    5. Circularize (or, mostly; I think I was within 2 or 3 km here)
    6. Create node to transfer to Moho
    7. Burn
    8. Leave Kerbin's SOI
    9. Perform multiple correction burns to get an intercept with Moho
      1. This is the single-most annoying thing left in the game for me.  I can create nodes with my eyes closed in KSP1 and get intercepts.  In KSP2, it's like pulling teeth out of a bedbug while wearing a welder's mask with both hands tied behind your back.  There has to be an easier way to do this.
    10. Get into Moho's SOI
    11. Create node to circularize at Pe.  Or, rather, create node at Pe to attempt circularization

    I never warp under thrust; it's not something I want to do.  I probably won't even do this when interstellar gets here, but rather will just let the 20 minute burns happen while I run off to wash dishes or something.  So, then, the only warping was between nodes (and then after the last Kerbolar correction burn, warping to get to Moho's SOI).

×
×
  • Create New...