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Posts posted by AaronDoesSpace
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im still not satisfied with KSP2 but this news has reignited some optimism within me. I am glad to see you weren't just twiddling your thumbs this whole year
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Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes
OS: Windows 10 | CPU: Ryzen 7 5800X3D | GPU: GeForce RTX 3070 | RAM: 32GB 3200MHz DDR4I have built a simple two stage rocket, which should not really have any structural problems. however there is a huge amount of flexing and wobble in the parts when doing something as simple as turning the rocket
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please for the love of god listen to your community, especially on twitter. Wobbly rockets should NOT be a feature, it shouldn't be lessened, or togglable, it should be REMOVED ENTIRELY. Nobody enjoys it, it ruins big builds, and just makes the game unplayable with anything other than a tiny little moon rocket. There are detailed tutorials online on how to manually fix the games code to make it even playable. Please just listen
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Regarding the big roadmap features development (science, interstellar, etc), are the dev team working on those alongside regular patches and bug fixes, or are the big ticket items the sort of thing you've put on hold while stabilising the game with smaller patches?
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Those reentry effects are certainly complex and interesting. Can we expect something similar in terms of Shock Cones?
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1 hour ago, Dakota said:
Today's second communication from the team will be coming shortly.
can this be expected to be patch news?
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Nice news that you are going with concurrent binary trees. I have just quickly skimmed through some papers and videos (you've likely already watched them lmao) and it does appear to be a very interesting and very exciting system. Good work and good luck, I cannot wait
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the update on progress is nice but having to wait multiple more weeks for the game to even begin to be playable isn't fun. What is stopping you from just pushing the current fixes now? and then work on more later
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well said, I am currently very sad that modding is nigh impossible.
I hope for change soon
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I can't wait to finally have better modding tools and better modding file formats
it's gonna speed up my workflow so much
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On 1/29/2023 at 3:30 PM, ltajax said:
Quick question, how am I supposed to fuel the second stage? Its engines want a oxy/hydro mixture but the main engine needs to burn allot of kerosene, so much that the first stage tanks run out very shortly after lifting off from the pad, making it essential to fuel the second stage with kerosene too.
wha
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17 hours ago, ltajax said:
for some reason my first stage is not staying connected when I try to launch the vehicle, and its second stage keeps falling over from the first stage when I try to launch it
this vehicle is tremendously heavy, on the order of 10,000 metric tons in KSP. It sounds like you aren't using autostrut and rigid attachments
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10 hours ago, zakkpaz said:
Is anyone having trouble with the Ballast not showing up in game? the files for it are there.
yeah something dodgy is going on with the model, I'll try to figure it out this week
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1 hour ago, EndAllFilms said:
Why is the first stage engine use so much fuel?
im still in the process of balancing the propellant amounts so it may behave a bit strangely
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7 hours ago, Bej Kerman said:
The stockness really shines through
Stock Scale refers to the fact that the parts are balanced and scaled against the stock parts, which it turns out, are actually balanced for a solar system that is 2.7x larger, or a quarter of real life
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9 hours ago, Zorg said:
Looks great, congrats!
thanks man, yours and cobalt's help on discord was instrumental in getting this out
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11 minutes ago, Birdman31 said:
Will the elevator be implemented?
I am looking at that!
It's a low priority feature but I shall try my best
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Hey all! I have dropped a little patch onto GitHub and SpaceDock fixing some balancing issues! Let me know how it goes!
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If you like the mods I make feel free to support me on Patreon or Ko-fi
Any donations help fund new tools for better mods!
DOWNLOADS
License: MIT
Credits:
Thanks to @CobaltWolf and @Zorg for constantly helping me while making this mod, couldn't have done it without you!
Dependencies (Not Included! Make sure to download):
Bluedog Design Bureau - This mod makes use of a lot of custom configs from BDB as well as using the J-2 for its TVC Engines (Honestly if you don't have this are you even playing KSP?)Simple Adjustable Fairings - Allows for the very huge, solid and 8 Segmented fairing that sits on top of this rocket.
Waterfall - These huge and beautiful engine plumes are thanks to this mod, make sure to grab it!
FAQ
What is this mod? Why did you make it?
I wanted my fellow Sea Dragon fans to have a mod to play with that didn't require the usage of a RSS scaled solar system, was up to date in terms of artstyle, and also was more accurate to the original design study documents published in the 60s. Mods that original added Sea Dragon, most notably, RSSeaDragon, have quite an out dated art style and haven't been maintained for quite a while. I am also the first one to implement the correct expanding nozzle design!
Why is this so powerful?! I managed to get to the outer solar system easily!
Stock Scale Sea Dragon is designed for usage on a 2.5x / 2.7x Scale Solar System Only. You can choose to use a rescaled stock system, or KSRSS Reborn, or anything of that scale if you choose, as those are what this mod is designed for.How much payload is this rocket able to lift?
This mods rocket is designed to lift about 220 in-game tons into an orbit of about 120km in KSRSS or similar scale systems.
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REAL!!!!!!!
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20 hours ago, SciMan said:
Well with using the CRP you'd also be able to use LqdWater, tho that doesn't reflect the fact that it's incredibly hot water.
Tried that, didn't work. LqdWater in the CRP is set us a Resource, not a Fuel, so it drains evenly across the entire vessel at once. This meant that the first stage engine would drain the second stage tank.
I couldn't fix this without changing the drain rules in CRP from ALL_VESSEL to Stage Priority.
Hence I made the custom fuel
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14 minutes ago, Autochrome said:
Nooooo, why did you have to make one of the worst rockets ever designed...
I hate myself and ARCA, and I wanted to make my entrance into the modding scene as painful and full of irony as possible
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6 hours ago, SciMan said:
By my estimation, if you nerfed the numbers to convert from "IRL space program" to "KSP" suitable statistics (mostly extra dry mass), the thing won't be able to get 2 kilometers in the air before it runs out of fuel, and that's with no payload other than "more steam tanks" to the point that it has a 1.1 TWR.
The statistics are SO bad IRL, that in fact if you want this thing to be actually able to accomplish useful work in KSP, you're going to have to use the numbers "as-is", with no nerfs to account for Kerbin's smaller size. If you do that the thing ends up being "still worse than an SRB, but I guess you can do something with it".
I have gone entirely off the numbers given by ARCA. Please understand that I am no fan of the rocket, and I fully agree with you. In fact, I kind of vehemently hate EcoRocket, I merely made this mod out of spite to prove that even using the numbers arca provide, the rocket is awful.
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3 hours ago, HebaruSan said:
Hi and welcome!
I have two suggestions, but no twitter.
- The moderators like to have the license listed in the thread OP, which it isn't currently. The SpaceDock entry says MIT, so if that's accurate, then just editing the OP to add "License: MIT" somewhere should address that.
- Rather than creating your own custom resources, it would be nice to share resources with other established mods if possible. For example, there's Community Resource Pack; I don't know the details of what it contains, but I'd be surprised if there wasn't some RP1 and maybe even peroxide:
License added, thanks for the heads up.
Also in regards to your comment on CRP. I have checked, and their fuels did not meet my needs
Chasing Dreams Redux: A Space Shuttle Alternate History
in KSP1 Mission Reports
Posted
peak...