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Rocket Farmer

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Posts posted by Rocket Farmer

  1. True.

    However

    1. they haven’t built any cargo holds that can hold rovers (almost all are too narrow and if you do get a super narrow river into the widest cargo hold it just bounces around like popcorn in a popcorn maker)

    2. have limited the wheel speeds to 10m/s (in KSP1 we could hit 50-60m/s)

    3. Removed the throttle limiters and indications of what level of throttle is being applied.

    4. Made the wheels so they won’t climb anything beyond a minor hill.

    Overall I’d say they have some work to do on rovers.

     

  2. In KSP1 you used to be able to focus on the planet you were intercepting and see your trajectory through its sphere of influence.  I tried briefly in KSP2 and it didn’t seem to give the line but it did seem to show the entry and exit points which helped.

     

     

  3. On 2/24/2023 at 7:18 AM, AlimOncul said:

    Guys, I am very loyal player who played KSP1 for thousand of hours but I was very sad when I saw the price tag on KSP2. Even new AAA titles doesn't come this high price.

    You won’t pay $50 for something that will entertain you for thousands of hours?  How does that make you sad?  If it isn’t worth it don’t buy it.  If it is worth it and you buy it then there is no need to be sad.

  4. On 2/24/2023 at 7:16 AM, behrank said:

    Wow I'm shocked. You guys asking 50$ for unfinished game and not considering local economical situations. almost every AAA finished games has local price. 

    It's a huge disappointment for me who bought first game almost 8 years ago with LOCAL PRICING.

    I hope you guys change your mind. Nobody would purchase this game with this price!

    Let me get this straight.  You played and loved the last game for 8 years and are upset the new version costs $50?  How much was the hourly cost of your playing in KSP1?  Probably under $0.05/hour.

    Even if you only spend 250 hours playing the new game (I bet you would play more but let’s start there) that only costs you $0.20/hour for entertainment.  What else do you possibly do for entertainment that’s cheaper?

  5. If your vessel is spinning faster and faster try turning SAS off.

     

    Often SAS can get jittery and the only fix is a quick off and on again which usually smoothes it right out.

     

    Also maybe it’s just due to playing KSP while it was still Alpha but I wouldn’t do any important burns in time warp.  Usually a burn to achieve orbit on the Mun isn’t that long.

  6. 7 hours ago, The Aziz said:

    I did. At random point my rocket tilted away from prograde on its own.

    The theory is simple and I understand it, trouble is it doesn't work in practice even with seemingly perfect trajectory. You'd think that drag at 10km+ altitude shouldn't be the cause of flipping when you're holding prograde, but here we are.

    I personally find if I’m wandering off prograde or flipping I need to

    1.  Lower the drag of the top of my stack.  Move external items (solar panels, antenna) lower down and put batteries inside the stack instead of hanging in the outside.

    2. make any fairings as pointy as possible.

    3. Narrow the bulge of the top of the stack (make it more aerodynamic).

    4. Put fins/wings/control surfaces on the bottom of the rocket near the engines to create drag at the back of the rocket.

    5. Increase SAS modules.

    6. If all else fails (and sometimes it does if you are lifting a monstrosity) just put a huge amount of RCS on board and leave it on during the dangerous ascent parts.

    With all of the above you could launch a pancake the size of a baseball diamond.

  7. Ok haven’t done this in KSP2 but I’m pretty sure it works the same way as KSP1.

    1. If you flow the fuel lines through each tank then the “top” tank should run out first and the “bottom” tank last.  So put a fuel line leading away from the 1st tank you want to drop to the 2nd tank.  Then a fuel line from 2nd to 3rd and so on.

     

    2. As for staging you can place all the outer tanks with symmetry.  If you go and click on the separator icon in the staging area it will open up and show you each stage separately.  Mouseover one (it should highlight the related part) and then drag it to the proper stage.  So say the 8 separators and tanks are placed in symmetry and then you go to staging and make 2 detach in stage 2, 2 in stage 3, 2 in stage 4 and the last 2 in stage 5.

     

    A word of warning the above might not currently work as I have read some people had turning off cross feed not working so there may be other issues as well.

  8. So I was just building in the Hab at night when suddenly a large dark circlular shadow passed from one side of the vab to the other on the floor.  It was at least 40% of the size of the VAB and took about 20 seconds to cross the VAB.

     

    Anybody any idea?  A transit of the Mun, Minmas or even Eve, Moho etc in front of the planet making it dark even in a lit building?

  9. 19 hours ago, TomKerbal said:

    How comes ? My system is not much slower (1390,RX690XT,32MB 7GHz DDR5), but I have only 10fps at start (small rocket). What graphical settings do you use ? Interesting, perhaps the 64GB ? But due to TaskManager no problem... I don't understand this difference.

    So for me 10fps is not the problem, but the missing realtime capability is. And I am curious why the big fps differences. I will try some different rocket designs, perhaps leading to realtime capability and getting 60fps at launch :)

    Update (always using maximum graphics settings) :

    FPS with 3 part simple rocket >60fps during launch.  Realtime capable.

    With 15parts: >50fps. Realtime capable.

    30 parts: >30fps.

     

    Depending on the GPU benchmark your 6900XT is somewhere between 40-55% of a stock 4090 (mine is a bit OC’d) so with my 4090 being the bottleneck and running at 100% your 6900XT is going to fair a lot worse.

  10. 9 minutes ago, PTNLemay said:

    I should hope so, isn't the 4090 the most powerful card money can buy?

    So that's the real "recommended spec".  A 2000$ card to ensure proper 60 FPS.

    Well to be fair I’m running it 4k Ultra.  If you dial that back a bit I’m sure other good cards can stay at 60 FPS as well.  Plus I was only down to 60 for 10 seconds or so.

     

     

  11. 14 minutes ago, Alexoff said:

    In 2013, the game was developed by just a few developers for three years and cost like $0. I don't know for sure, I got acquainted with the game in 2015 and paid about $7. KSP2 began to be developed in 2017 by professional game developers under the patronage of T2. It is now in its sixth year of development and the game is 50$.

    I looked in steam and I paid $25 in 2013.  I’m sure you bought it during a massive sale as regular price wasn’t anywhere near that low. 

    I got 1,200+ hours out of KSP1.  I doubt I’ll play KSP2 that much however as a value proposition I know my entertainment will cost virtually nothing an hour with it (KSP1 was $0.02/hour).

    So each to their own.  For me I only have to pay $50 to buy something that cost millions to develop and play as much as I want.  

  12. Weird?   My results are a lot different.

    4090, 13900, 64GB DDR5, Firecuda drive.

    For a 40 part ship it was 87FPS at launch.

    Dropped to 60 FPS briefly while flying through the clouds then climbed back up to high 70s.  GPU always at 100%.
     

    Here was the interesting thing:

    In Space FPS while facing Kerbin 77 FPS with the GPU at 100%.
    In Space instead face the camera out into space and my FPS goes up to 150 and my GPU drops off to 63%.
     

    On a side note I’ve had very few bugs (minor glitches really) and no game breaking bugs at all so I’m guessing most people’s issues are performance related.

  13. 23 hours ago, regex said:

    I find it amusing to see the comparisons to KSP1 considering just how little KSP1 had at 0.7.3 release. People have some really short memories.

    Totally this!

    I started in early 2013.  We didn’t have heat re-entry, missions, kerbnet communications, upgrades Le buildings, science and our atmosphere was referred to as the soupisphere as aerodynamics didn’t matter (I remember launching entire space stations on 25 rocket grids nicknamed pancakes of power) plus we had about 1/2 as many parts as KSP2.

  14. 1 hour ago, Chilkoot said:

    I'm having this issue in the VAB.  I can only rotate around a single part on a craft, so if I build a longer plane or rover, I can't effectively view the end farthest from the control module.  Arrow keys do nothing for me in the VAB, middle button only works for vertical movement, and still rotates on the horizontal.  Am I missing something?

    If I get that I simply grab the 1st part and drag the entire ship back into the focus range.  Works well.

  15. 1 minute ago, Chilkoot said:

    Spaceplanes with utility beyond Kerbin's SOI are going to be more challenging now with the high-ISP engines using hydrogen as a propellant.

    The days of OP SSTA spaceplanes may be over, which is fine as those were a bit ridiculous, honestly.

    Those days ended way back when KSP1 got rid of airhogging in the Soupisphere many years ago.  I had one airplane that could run up to 44km and I was able to fly it to Duna and back landing on the runway.  Those were fun times.

    While I don’t think that’s possible I bet you can get a spaceplane orbiting the Mun without too much effort.

  16. 1 minute ago, Maria Sirona said:

    1. Completely dysfunctional camera.

    The camera in any space only ever has one center/focus (i'm sorry, i can't really describe this well) it rotates around, and which can't be changed. This means that i can't get a good look at the KSC, or my craft inside the VAB.

     

    2. I can't even play tutorials!

    When i tried to do a tutorial, the game just played the first two or three seconds of the tutorial video, and then gives a notification that i have supposedly completed the tutorial, when i never even got a chance!

     

    Besides this, there are numerous other problems already covered by others. I am already regretting getting KSP2. Definitely won't recommend to anyone at its current state. KSP2 is a half-unplayable mess!

    The camera has panning controls.  If you hold your mouse button you can rotate your view and pan in and out.  If your ship isn’t all in view I simply click on the 1st part of the ship (it will all be a bright green glory colour when you are over the right part) and drags the whole ship into a better spot.  When actually flying you can change the focus in the map view to other celestial bodies which is very handy when plotting maneuver nodes.

    Watch some videos from KSP1.  You need a short crash course in physics.  Getting to space and back will take some effort (this isn’t a quick and easy game to master).  Getting into orbit will take more.  The first time you land on the Mun will probably be the most complex thing you have ever done in a game in terms of planning and careful execution.

    From there you then move to landing on other planets which is another order of magnitude of complexity.  Just when you figure you got it all nailed down you try to build airplane and learn there is a bunch more to know.  When that is hammered down then you move into airplane SSTOs.

    So don’t give up it’s one of the few games where you actually learn a fair bit while mastering the game.

     

  17. Hmmm.

    I just haven’t had the same experience.  I’m used to a lot of bugs (played KSP from 2013 and am also playing Star Citizen).

    Anyways I’m about 3 hours in as well  I’ve been around the Mun, played with SSTOs (breaking 70km) and a bit with ground vehicles.

    Bugs I have seen so far:

    1. One ground vehicle kinda danced from one side to the other after rolling.  Wasn’t quite right but it was a stock vehicle so meh.

    2. One capsule on a parachute didn’t survive landing while I was fast forwarding.

    3. At one point in space near sunrise I could kinda see a bit of the sun through the side of the planet.

    4.  While near ground if you pan so the camera is in the ground you see ocean below the ground.

    Thats it.  Nothing even close to game breaking at all.  I do have the privilege of playing 4k Ultra on a really good computer (4090, 13900, 64GB DDR5, Firecuda drive etc).  I have noticed my GPU running at 100% almost constantly if Kerbin is in view (Kerbin in view is 100% GPU 77 FPS, rotate to look at space and GPU drops to 63% and FPS is 155).

     

     

     

  18. Slapped together my totally unoptimized first plane with 3 of the powerful jets (whiplash I believe) in a small frame with 2 air intakes.

     

    While messing around trying a speed run I got up to 1,200m/S at 17km.  Interested to see how well it could do I then tipped my nose up 30 degrees and watched the rockets speed climb to 1,280m/S before cutting out at 22km.  I then drifted up to 73km and stayed in space for 2-3 minutes with 960m/S speed.

     

    I haven’t been able to do that in KSP1 since they removed air hogging in the soupisphere about 5 years ago.

    With a little work I’m thinking SSTOs are totally viable in this atmosphere.

     

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