Temporal Wolf
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Posts posted by Temporal Wolf
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Disappointing that it's been 6 weeks since the last KERB and the change to "monthly" KERBs... in the same way that we're 3 months since the last patch with a stated 6-7 week patch cadence (two sprint?).
Y'all doing yourselves no favors setting up expectations and then not meeting them. -
This seems like less a "does not hold orientation" and more a "craft can't rotate during time warp", which definitely seems like a double edged sword:
If SAS works during time warp/craft can rotate, then heading instability becomes an issue while burning under time warp... which is not a good thing in my book.
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Same issue trying to setup an encounter with Gilly from Eve orbit: never actually got an intercept line until I actually hit the SOI.
Seemed like I could get closest intercept until it predicted the SOI change, then failed to switch to the SOI entry mode. -
Did a duna return mission, hit the atmosphere reverse to Kerbin's spin at like 4.5km/s, no ablator loss.
There is definitely some weirdness going on with ablator. -
I've had the reverse happen: my current save has two Tim C Kermans, on separate missions.
At this point I think the Kerbals might just be clones... which kinda makes sense, KSP isn't known for having a high survival rate... -
I'm guessing this is probably not intended, and I suspect it it may not be your doing, but I thought you might find it interesting:
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It's definitely doable without landings. I've lofted ion ships with enough dV... just might have to wait a few years between each transfer to get a good window.
It's just a grand tour without landings (or even orbits?).
I think it would be a good challenge: lowest dV at launch for the completion... watch the 30 year journeys roll in.
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For the sliding rover: I find it really useful to have gear to deploy when not moving. My rover is 6 wheels with 6 landing gear. If I'm sliding I just drop my landing gear... they have a lot better friction it seems.
Also, braking is less effective than spinning the wheels in reverse. My rover will not stop via braking; it will stop by reversing. (and stop MUCH faster via landing gear)
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I finally broke down and installed HyperEdit to test Eve's new atmo before sending my very high cost mission... that's the only easy way to get a true test I know of.
EDIT: Although you could start a sandbox, copy your craft, launch it with a mammoth engine and infinite fuel on and just blast it over... HE would be easier, but I guess that would work... just quicksave before you get there so you can test multiple reentries.
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What does the payload look like?
My guess is the drag on the payload is flipping it around, which means you may want to have airbrakes or a few drogues on the payload rear end deploy when you pop the fairing endcap.
There is no easy way to do this. I even recently suggested a mod to help but no takers. Unfortunately I'm not good enough a mod developer for this kind of undertaking or I'd do it myself.http://forum.kerbalspaceprogram.com/threads/135188-Parachute-Build-Aid
This might not be as easy as you might think, as it is not just the parachutes, but the entire drag of the craft that matters... and that is based largely upon the direction of travel... there may be multiple 'stable' decent angles depending on which direction the craft is traveling.
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Getting similar crashes recently. I also have DOE installed... just launched 3 satellites in one go, had all three near one another for burns to different SOIs. It's done this twice in twenty minutes when I'm switching between those craft... haven't had it happen before (my game is usually stable for several hours at least), so I don't think it's a memory issue... and I have a LOT more craft floating around.
I'm gonna get them away from one another and see if it keeps crashing... if not, DOE might have to go
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Considering this takes a crash-every-ten-minutes mod load and turns it into a hasn't-crashed-yet... all the rep to you. I'll take the FPS drop over constant crashing.
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Take a look at this challenge thread if you haven't found it already...
Ah, awesome. I hadn't seen that.
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I built a solar observatory with enough dV to get to a stable 150Mm circular orbit around Kerbol (~20kdV on Kerbin escape on a retrograde path with periapsis at 150Mm)... with the new heating mechanics, my craft part-by-part explodes in the 750-600Mm range (during 'simulations', warp makes it much worse). I'm now looking to retarget my observatory at a safe distance (seemingly 750Mm), but this means I'll probably have 15kdV to spare once it's circular... maybe I'll try to put it in a polar orbit >89 degrees at 750Mm.
Anyone have any experience with craft closer than that and surviving the new heating mechanics?
EDIT: So for 16 of the 20kdV I have I can put it directly into a 800Mm circular polar orbit. I'll probably do that. Might have to build another with radiators and the like and see how close I can dive it before it burns up.
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Is the overlapping text bug something like this?
http://i.imgur.com/qsuWaEx.png
If it is, I will be happy, since I now know it's not my game corrupted, or some other mod problem*...
But also, it makes the campaign unplayable for me (low frame rates, and problems/delays when clicking the right click menu buttons).
I'm at a point where it doesn't make much sense advancing without probes. And I will feel like cheating if I use probes without r.tech.
So
Yes, that's it.
And it's being worked on: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/388
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The above problem is essentially why I gave up on bothering with the RT flight computer. There's just no point in trying to use it to queue up a list of actions to occur at a specified future time because the timer is relative to when you manage to finish typing in the parameters and click the commit button. So the time it took to type the actions in affects when they go off. In order to get two commands to fire back-to-back, you have to put a long delay on the first one, commit it, then get the second one set up, and give it a shorter delay than the first one had. then wait ... wait.... wait.... and hit the button......NOW. That just seems utterly ridiculous when presumably the probe HAS a clock on board and can be told to trigger something based on that clock time. The only limitation should be that the command can't go off any earlier than the time it takes to get the signal to the probe. If you set a fixed time that isn't far enough in the future, then it won't go off when you said, and instead goes off once the signal arrives.
I'll check when I get back, but I haven't had issues with using the relative button (>) when queuing actions after nodes. What I would really like to see is being able to send it commands that will execute when there is no connection: right now the delay is until it sends the signal, not delayed execution (which is what I would much prefer)
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The problem with the signal delay is that it is not an absolute time from the launch, but relative to the time you send the command. If I want my probe to perform 3 commands within a 20 second window it will be very hard to do this with the signal delay. This becomes even harder when you have to take signal delay due to distance into account. Creating a second field in the flight computer (or manipulating the current one) to perform commands at a fixed time from T would make queueing a lot easier.
I rather stick with RemoteTech than involving other mods for just one piece of functionality
I know it works for nodes, guessing it works for all queued actions: when you open up the flight computer and >> to expand it, you can queue the first action for like 3 minutes out... then if you hit the arrow next to it, it will set the signal delay to just after that node. Put in your next action, hit the > after that action, it'll set the signal delay to after that action...
Give yourself the extra minute or two to queue up everything, then you'll actually have a real countdown to launch: launch when signal delay is 60s
Also, I've been playing with 323 for awhile and had few issues. The bold text thing is annoying but not game breaking. Getting like 1 crash every 3 or 4 hours, which is acceptable to me (and I'm playing with a dozen mods, half of which aren't 1.0.2 compatible). I have a full comms network around Kerbin and a partial around Minmus. working on putting one up around the Mun, then it's time to start working toward Duna.
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Science is failing to send for me through relays... experiment clears, but no science is sent (no "transmitting"/ no points) with dev 323.
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Oh! And before I forget and this is probably it... This will not work on old asteroids, it would be brand new ones that spawn so please check that.
The asteroid in question was tracked, but not interacted with, prior to installing the most recent version... I'll try to get the mission up for a newer asteroid later today.
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Captured an Asteroid, on track to put it in orbit around Minmus. Three things:
-I setup to convert enrichedrock -> karbonite -> LF/O... but my asteroid didn't have any (I hit it with the probe first). I also couldn't figure out how to convert Rock into anything else (FrozenRock/CommonRock/etc), so I just vented it all. Not sure if I just didn't figure out how to do it, or something isn't working right.
-While running the Jaw, I gain mass on my ship. I'm guessing Rock weighs more than what is removed from the asteroid.
-I haven't hooked up a tank yet (That's the next bit once I get it into orbit around Minmus) but there seems to be a volume issue: my single tank ship can hold more than my considerably larger half empty asteroid. I did a little napkin volume calculation, and it's looking like there should be 3-5x as much space for LF/O(depending on how I ballpark the volumes). I'm not sure if there is a tank space ratio of some sort (as volume wise, 700 Oxidizer != 700 MonoPro != 700 Xenon, etc), but it would be cool.
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Just started testing... the probe's icon in the VAB, when you hover over it, expands to super huge for some reason. Really quite interesting.
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Negative mass! Quick, build a hyperdrive!
Serious bug info: When I reloaded my save, the empty space remained the same (8002, which was beyond what it should have been able to provide), however, available rock was 600 and the asteroids full mass was returned... so now I have over-emptied the asteroid twice...
It's worth mentioning that in my testing, the asteroids weight did not appear to be affected by the Jaw. Center of Mass for the vessel didn't change and it still pivoted as if the asteroid was still 45t
Ridiculous picture section:
How do you like them apples?
Total vessel weight: 56kg.
TWR: 311593.78
Capturing asteroid is easy peasy... shoulda sent an ion drive
I'm surprised the game didn't crash...
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Just captured my first asteroid, used the jaw to go at it... and it just kept going... remaining rock is -2000 something when I realized and stopped it. 45t asteroid is now 5t. I have to run some errands, but when I get back I'll see whether it'll let me have a negative tonnage asteroid (wonder what KSP will do with that).
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Looks like it's time to capture the largest asteroid I have and put it around Minmus as a refueling center. I have a fuel depot on the surface and a fuel ferry to deliver processed fuel to orbit... and this is way better than just having a floating tank in orbit.
Will the crew compartments take up space on the asteroid?
Some Improvements on the Way
in KSP2 Dev Updates
Posted
Honestly, at this point I'd just love them to stick to whatever promise they make.
6 weeks since the last "monthly" KERB, 3 months since the last "every 6-7 weeks" update.
These are self-inflicted wounds... figure out something you can actually do, and do it.