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whatsEJstandfor

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Posts posted by whatsEJstandfor

  1. 1 hour ago, Scarecrow71 said:

    As I've posted a zillion times out here:

    • AMD Ryzen 9 3900 12 core
    • GeForce RTX 2060 Super
    • 32 GB RAM

    A 2060 Super was pretty underperformant when it was new, but you should still be getting better framerates than what you listed (I'm assuming you're playing at 1920x1080). This is a dumb question but are you sure that your GPU is plugged into a x16 PCIe slot?

  2. Posting this here since this thread is more relevant, but in response to @MARL_Mk1's post: https://forum.kerbalspaceprogram.com/topic/224277-developer-insights-23-black-hole-sun/page/3/#comment-4378423

    About the suggestion of having the department heads give little progress updates each month, I love this idea but my fear, given how communication has been the last few years, is it'd just be several people saying "we're working on cool stuff but can't go into any details yet" each time. And, to ask a question in response to the hypothetical quote I just made up, why specifically CAN'T you go into any details yet? Is it because marketing thinks revealing too many details will make people less interested? Or is it because those details haven't been finalized? If they haven't been, why not give the details along with the caveat that they can still change (which should be implied regardless since this is early access)? Or is it because you're not confident about the state of development, and think that giving details would make us lose confidence, too? What do you believe is the benefit of continuing to be vague and coy? Whatever the answer, I'd like to suggest that the good will lost from keeping the community out of the loop outweighs it.

    EDIT: To clarify, these questions aren't aimed at @Dakota; they're aimed at whoever the people are who make decisions on how much info to release and when. Whether that be a higher-up at IG, or PD, or T2.

  3. Are there going to be any weekly or biweekly non-KERB updates? I get that there isn't much utility in the KERBs if the focus is now on new features instead of bugfixes, but the community's biggest complaint has so far been, imho, a lack of regular communication, so this move feels super tone-deaf :/

  4. 9 minutes ago, Scarecrow71 said:

    And then, when the project manager does a 40+ minute interview on a topic that the community has been begging for information about, but doesn't tell us he did it and we have to find out through other means?  That's literally a slap in the face to the paying portion of the community.

    I'm quite sure that the reason Nate didn't publicize it was because it wasn't his video. Like, clearly it was recorded weeks before it was published. Was Nate supposed to say "I did an interview with a rando; be on the lookout for it at some indeterminate point in the future!"? What if that rando had decided to never actually publish the interview. Now Nate's on the hook for something he had no control over. As for publicizing it after it the video was published, that, again, doesn't seem like it should be Nate's job; it's the video creator's. That we didn't get wind of it on the forums until someone else happened to stumble upon it should lead you to be critical of the dude who did the interview, not of Nate.

  5. 35 minutes ago, Biggen said:

    You have to look under your nav ball for the AP/PE heights.  That is the only way to have them show on screen all the time currently without mousing over them and right-clicking to lock them.

    But that doesn't show AP/PE for a planned maneuver, which is what I think OP wants. Very much agree that it should be a feature, though.

  6. On 1/31/2024 at 8:31 AM, Scarecrow71 said:

    [snip]

    I don't know why everyone's so incredulous; I've had this exact same issue several times (though, I think, not as often as you). In my case, like yours, the chutes will either not deploy, or only a subset of them will. For the ones that don't deploy, no amount of clicking "Deploy" or the other buttons in the Part Mangler or adjusting the deployment pressure or whatever has any effect. It's as if the chutes become purely decorative. I've seen it often enough that I'm surprised how it appears that a lot of people have not.

  7. So many quality-of-life fixes! And this update came so fast after 0.2.0.0! I love how this update snuck up on me, and it's even better because I've already been having an order of magnitude better time since 0.2.0.0 dropped than I did from February to December. I can't wait to see what KSP2 greatness we see in 2024!

  8. On 1/22/2024 at 5:15 PM, Superfluous J said:

    May I suggest recoloring the target orbit so it is more of a different color than the primary ship's orbit? May I also suggest using the same color as that orbit for the text? Having the lines going from the orbit to the text be that color is nice, but having the text that color would make it far easier to see which label went with what, especially when they are close together.

    A zillion percent agree.

    20 minutes ago, The Aziz said:

    Concept of Sols is needed.

    Kerbols? Debdebs?

  9. 1 hour ago, Scarecrow71 said:

    Question:  Am I the only one who doesn't use the nuclear engines?  They can't (or shouldn't) be used to get into orbit from Kerbin, they and their fuel are far too heavy (especially early-game), and they seem to be vastly underpowered for any kind of efficient interplanetary trip (especially when you consider that you have to use a dedicated lander to get to and from the surface of whatever celestial body you are aiming for).

    Am I the only one?  Anybody else here not use them?  Am I simply confused on how and when to use them?  Or are methalox tanks/engines just better in this regard?

    Funnily, I was using the hydrogen engines a lot prior to 0.2.0.0, but, once I had unlocked them in the tech tree, I ended up not using them at all for a while. For whatever reason, I felt like methalox was sufficient for everything I was doing. But then I tried them out again in a transfer stage, replacing a methalox tank and engine, and my dV for the stage shot way up. What they lack in thrust, especially in atmosphere, they make up for in being so efficient and in their fuel being so light.

    Try replacing one of your interplanetary stages with a SWERV and just see if you like it.

  10. I believe the maneuver planner takes a vehicle's TWR into account as it does its burn, doesn't it? If this is the case, then how would the maneuver plan treat a vessel that runs out of fuel? It can't just keep increasing the predicted TWR throughout the burn, because it could potentially just increase unbounded and lead to physically impossible burns, which'd be of no use to the player. Should it just assume the vessel's TWR remains constant after it runs out of fuel? I suspect that it's this nonlinearity in the TWR's change that makes the current system not able to handle out-of-fuel trajectory calculations. In other words, I'd bet that the current trajectory calculations require that d/dt of the TWR remains constant throughout the burn.

    If this is indeed what makes it currently impossible to calculate burns beyond out-of-fuel-events, then maybe, while editing a plan, you should be able to toggle between KSP2's non-instantaneous maneuver plans and KSP1's instantaneous maneuver nodes. The instantaneous one would be less accurate, but would sidestep the issue of taking a changing TWR into account.

  11. I believe this is a known bug. The way I've gotten around it is, supposing I want 6 boosters around the outside (3 sets of two), I put on 2x symmetry instead of 6x, and then place those 3 sets of two manually. That way, you can separate each pair of decouplers from the others. I hope this is fixed at some point, though, since it's impossible to line stuff up perfectly.

  12. 23 hours ago, regex said:

    Am I the only one here that slaps the "align to prograde" button after tilting over and just lets the rocket go? Lots of people throttling too, seems all that time playing RO trained me to go full throttle until I hit my second/third stage.

    This is pretty much what I do, except I do adjust the throttle so that my apoapsis stays around 50 seconds ahead of me at all times. I guess it might not be the most efficient but it seems to work pretty flawlessly for me.

  13. Not to hijack the thread but I haven't been able to get asparagus staging to work in general (at least not in the way I did it in KSP1) because if I put, say, 6 decouplers in symmetry around my center stage, I can't move individual decouplers to their own stages; it seems like I can only move the decouplers to other stages all as one unit.

    In your example, how'd you get those decouplers in their own stages? Did you just do 2x symmetry and place multiple sets of them?

    EDIT: I must not have looked very closely at the image; I see now that yours isn't symmetrical, so I'm guessing you didn't use radial symmetry, so you bypassed the problem I have.

  14. Just wanted to say that, since For Science!, I've been having so much g*sh d*ng fun. Last night, I stayed up till 5 AM trying to rescue Bob from the Duna monument. The mission was a success, and good times were had by all (except for Bob).

    There are still some extremely frustrating bugs, but, for the first time since launch, absolutely none of them have made me stop playing. For the first time since launch, I'm stopping each play session because I'm an adult and unfortunately have other responsibilities.

    anyway good job ig ilu

  15. 7 hours ago, Kimera Industries said:

    @TwoCalories, I agree with you- I wasn't aware there was any controversy about Tylo or Laythe. And Dres, too. But I also agree with @Deddly about The Mun- despite what the devs have said, I always thought that in American English the "u" with an umlaut was "oo." But in German, it's close enough.

    My wife minored in German and, when she was teaching me German vowels, she described pronouncing ü as making a long-E sound with your tongue, but then shaping your lips to be a long-U. Incidentally, ü is often transliterated as "ue".

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