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almagnus1

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Everything posted by almagnus1

  1. So giving KSP2 another go again after a lot of bug fixes, and it's in a MUCH better place than it was at launch. Kudos to the dev team for kicking ass and killing bugs! However, the maneuver node system (specifically when trying to get to another moon or planet) really leaves a lot to be desired. For starters, it needs to have the option for better fine adjustment where I can enter values instead of clicking and dragging parts of the UI. In other words, you need to bring in the KSP1 UI elements for the AN and DN of the current target on the trajectory ring along with basically integrating Maneuver Node Controller (see link) into the game. KSP2 is in a much better state, but it can be better. When KSP2 is feature complete, it should be a total nobrainer to play this over KSP1 because KSP2 should become a superset of everything KSP1 is - and this is one of those features that will greatly help KSP2 get there.
  2. Something that may help all of us are a new type of procedural wing that is made up of segments, and each segment has the following optional features: Fuel tank Control surface Air brake Leading and trailing edge flaps Each segment would be locked so the root of one segment perfectly matches the tip of the next, allowing you to basically shape the wing (and how it's angled) as you see fit. Each segment would also have a connection angle, which would allow for easier complex wing designs. So, what aspiring dev is up for a challenge?
  3. From what I understand of them, they fundamentally change the cross section of the wing so that it performs better at lower speeds (like takeoff and landing). Granted, I'm an armchair engineer so there's probably someone else here that can correct me if I'm wrong. It's one of those things that you read and go "why hasn't this been modded into KSP1 and talked about since then?" because it's just such a fundamental concept that so perfectly mimics the real world that I'm surprised it hasn't been implemented long before now. I do that with putting many procedural wings together - which also allows me to sort of mimic a bit of a curve to the wing which can help give it a more graceful dihedral to the wing because you're giving it a slight curve. If we're going to go fully procedural on the wings, maybe it would make more sense to just have a bunch of segments for each wing, and then chain them (so the root of one wing is on the tip of the other and the connecting surfaces are always the same size). That actually would be enough of a description to do a mod request actually....
  4. Tbh, I'd rather not torpedo responses by trying to accommodate what we think the devs can do, but rather give it to them unfiltered and let the devs figure out what they can do.
  5. Aside from the wing fuel tanks (which tbh, should have been there a long time ago), here's other stuff that should be procedural on the wings: Flaps on the leading and trailing edges Air brakes Control surfaces for at least pitch and roll, but an arbitrary number of control surfaces that I can define however would be better. Those (along with fuel tanks) would better mimic a lot of the wings we see on many a commercial jet.
  6. So when I'm getting a random part failure (as TT-440XL is prone to do as it feels like that decoupler is made of glass), having a replay feature to better analyze the failure and figure out why it's failing would be extremely helpful with building better craft. I don't mind failing if I have the tools to learn from it so I can make adjustments and end up with something working, but failing and wondering if you're hitting a bug isn't fun and makes me want to just Alt+F4 and go do something else.
  7. If the rocket is wobbly, it should be because I screwed up the design, not because the game designers think it's "fun". I can't recommend KSP2 over KSP1 until this issue gets fixed because it renders the game hugely unplayable in the later stages because you absolutely need the really big rockets if you are going to be building anything worthwhile in orbit or offworld. I'm seriously starting to wonder if the devs never did a Saturn-V type mission and tried to pilot it out of the atmosphere.
  8. IMO the KSP1 camera is just superior to the one for KSP2. Tbh, they should just make it match the KSP1 camera.
  9. At this point in time, I find the wobbly rocket issue so unfun that while I have bought a copy of KSP2, I will not play it other than to log in, test stuff out on the patch, then log out. It's just not fun to play when the rocket is a noodly mess as KSP2 absolutely needs to be a rocket sim first (with safety third), NOT a LOL FLOPPY ROCKET simulator.
  10. When can we expect the floppy rocket and aircraft wings falling off issues to be largely mitigated? Shameless self-promotion plug:
  11. I wouldn't mind it so much if I could get airborne first... so far, my craft is still stuck on the runway going "Wuh happen?"
  12. Still having a lot of vehicle issues, hopefully next patch is playable =(
  13. I wonder if this unexpected drop is causing all the issues seen with the space plane type vehicles.
  14. I'm wondering if KSP2 isn't correctly dealing with craft that has separated. For example, if you build and aircraft with landing gear (preferably like 8 of them) and a stack separator in the middle of it, use the stack separator, then retract the gear, it will do so to both halves when you would expect that retracting the gear would only work on the half that is under active control.
  15. I had the same thing happen to me on my Apollo style mission, but figured the craft was built wrong. I'm suspecting something is borked.
  16. I wonder if this is related to wings falling off of planes when they spawn in. If the wings are indeed too heavy, and then you add more stuff to them, they're likely exceeding their weight allowance for the joint which is resulting in the shedding of wings before you can even start going down the runway.
  17. Can we send you craft files that demonstrate an issue (or bunch of them) to help with the dev teams investigation and fixing of the issues? On a different note: Thoughts about implementing the KSP1 VAB/SPH camera controls?
  18. Not that I can recall. Two things that stick out to me: 1) It's got a lot of pogo on the launch pad (IMO aircraft should really spawn with SAS off and brakes on), and the general floppy rocket problem is making this far harder than it really needs to be. 2) Even after getting a version without the wing engines and rapier stack in the wing to spawn, the wings ripped off as soon as I tried to pull up. I had so little thrust that I was in the ocean shortly after that failure happened. From what I'm seeing, the wing problem on the aircraft feels like the wings do not have the required strength needed to be used for super-heavy class SSTOs. Here's also some more pics showing more of what's in this particular build: https://steamcommunity.com/sharedfiles/filedetails/?id=2948241206 https://steamcommunity.com/sharedfiles/filedetails/?id=2948241121 https://steamcommunity.com/sharedfiles/filedetails/?id=2948241165 Generally speaking with aircraft, I tend to have a bit of dihedral (this is more than I generally like), and I will set the inner control surfaces on the wing to only do pitch, while the outer control surfaces only does roll. If there's a middle segment, that would do both pitch and roll. The tail is generally configured to do yaw. I can't do the necessary testing to actually get it to orbit because I can't launch, and sometimes even when I do launch I will get something failing halfway down the runway and have total loss of control when the flight director pops up saying "stuff failed, your craft is totaled" despite it still barreling down the runway. Amusingly, the cargo probe will also repro the loss of trajectory line when you activate the second stage to take off from wherever you've landed. I'm also open to sending the craft file to the devs if that'd help with debugging. Edit: After further poking around with the craft... found a bug where landing gear on a stage that's not attached will respond to toggling the gear on the current active craft. The way KSP1 handled this was actually making a completely separate craft every time you staged, so that inputs from one craft wouldn't affect another. This can be VERY problematic if we've got an orbital craft with a bunch of drones we're flying down to the surface and having gear deploy unexpected causes parts collisions and things going boom.
  19. It's on Steam https://steamcommunity.com/sharedfiles/filedetails/?id=2948220155 . You can't get a good sense of scale, but that's trying to use a disposable jet powered first stage to help air launch an XL sized rocket.
  20. So I'm working on a launch platform based around the concept of using jet engines for the first stage making a single use space plane using the shuttle engine plate as the base. However, I have not been able to launch this platform because even with nothing on the wing (not the intended design), as soon as I spawn it on the runway the wings are falling off. Aside from hacking the game files, is there any way to fix this ingame?
  21. Trying to build anything too big (or silly... like an jet powered stage 1 for a rocket) results in the craft basically destroying itself once it spawns into the game world. It's to the point that structural rigidity for everything is just too low stock, and while I know I can definitely hack the game to fix that, this is an issue where the defaults need to be adjusted because it's going to make it a whole lot of not fun when we need to go big for the space stations and colonization.
  22. I'm able to reproduce this fairly easily with a craft that uses a LEM style landing/ascent staging. For whatever reason, KSP2 really does not like you attempting to do an Apollo style mission.
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