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kithylin

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Posts posted by kithylin

  1. 5 hours ago, schlosrat said:

    I’ve released my Flight Plan mod. You can find info here: 

    It’s a long way from a MechJeb replacement, but it does bring at least some core MechJeb capabilities to KSP2. Before you get too excited, it doesn’t do ascent or landing - there are other mods that do, though. It also doesn’t execute maneuver nodes for you. For that you can do it easily enough manually, or if you prefer there are also other mods for that. Nevertheless there are a number of things it can help with. Check out the release page for lots of pics Flight Plan in action.

    Ah this is amazing! This is one of the things I was missing to get to the other planets as I was really struggling to figure out the connections manually even after watching instructional videos. I might can actually play the game properly later. Thank you for making this. 

  2. 3 hours ago, Luckey said:

    I think it is VERY important to set proper expectations for everyone asking for MechJeb for KSP2.  MechJeb is a very complex mod that took many years to develope and test for it to be what you see in KSP today.  It will not be a quick thing to get the same for KSP2.  And remember, MechJeb is a volunteer project done during the spare time of the developer(s).

    Please understand that this may take many months (at a minimum) to get an intial release out and it will not be a fully functioning version.

    Except unlike with KSP 1 they at least have something to start with now. So surely it shouldn't take any where near as long as it did for KSP 1. Certainly not "Multiple years" as you claimed.

  3. On 3/6/2023 at 6:42 PM, Edward Bustamante said:

    Knowing that I have enough delta-v to get where I'm going, but having no way to know when I'm at max q, makes my launches to orbit rather wasteful... I think the Devs should consider adopting at least a minimal native tool for this.

     

    This is already in the base game for KSP 2. While you are in the VAB there is a button at the bottom you can click on where you select the destination and it will tell you if you have enough Delta-V to get there. It's new in the new game. Also it was described and shown in the tutorial things you have to click on when you started the game. This is just a suggestion here but: perhaps maybe in the future it might be a good idea to read those early game tutorial messages instead of just clicking on them to get the message off the screen.

    EDIT: I edited my comment to word it more politely.

  4. On 3/4/2023 at 10:00 AM, Temeriki said:

    Lets see a video proof of what youve made in ksp2 cause im calling shenanigans.

    I don't even have to prove anything. Just go to google and search for: KSP 2 youtube <planet>, people have already been to all the planets in KSP2. KSP2 isn't special. It's just KSP1 with a new GUI. If people could make it to the planets in KSP 1 they can do it again in KSP2. It's not even difficult if you have a few thousand hours of experience with KSP 1.

  5. 1 hour ago, TechDragon said:

    Yeah,  while were still suffering from wobbly rockets and performance issues, ascent guidance is sorely needed. I've had a few failures that based on KSP1 experiences, I suspect would have worked if I I had been able to ride the throttle correctly... which is very had to do by hand when the game is basically in ultra slow motion, but MechJeb was always a champ at controlling that sort of "this rocket is so big KSP will lag when you launch it"

    Speak for yourself: I have managed to construct and launch into space even 1200-part ships in KSP 2 and I have even constructed an entire space station on the launch pad and sent that into orbit. I have a ship that is in orbit around Kerbin in KSP 2 and has 54,000 delta-v of fuel left not counting the 4500 delta-v in the small lander mounted on top of it. I have managed to fumble my way through manual deep space navigation and make it to land on Duna in KSP 2 and I have orbited Jool and it's moons. It's difficult but doable.  I hope we get Maneuver Planner some day to make this task easier as the ships we can make in the new game are amazing. 

  6. On 2/25/2023 at 12:45 AM, Periple said:

    They’ve confirmed this many times. See this video interview for example:

    <video>

    I watched that entire video and I couldn't find any mention during the interview of the developers actually stating they want to support and will support mods and modding. Maybe I missed it? I had to pause and AFK A few times.

    Also the reason I started this thread: There is a lot of talk on the steam forums about there won't be any official mod support at all for KSP 2.

  7. 24 minutes ago, IgorZ said:

    This is one of my favorite mods. However, based on what I've seen in the early access version, we need to be patient until MechJeb is made. And I mean, we need a hell of a lot of patience.

    Yes I agree. But this thread did not exist yet as a formal request and so I decided to create it as I think it needs to be here. So now it is here. :)

  8. It seems that MechJeb does not treat Ion Thrusters as "Engines". We can not properly use Ion Thrusters as our only source of propulsion with MechJeb when doing maneuvers in space. MechJeb does this weird sputter-sputter-thrust-thrust thing at about 50% engines with Ion Thrusters and it's not actually usable. Also MechJeb AutoLand will never calculate landing properly if we're using Ion Thrusters as our only source of propulsion. Can this please be fixed? Ion Thrusters as primary propulsion are a very important part of "Super Deep Space" missions.

  9. Welp that didn't work. I tried putting a pylon down, attaching it to the ground, then putting a RTS on a ship, running the hose out to about 20 meters, connecting it to the pylon, and attaching a mechjeb module to the side of the pylon so it stays (command control module) and tried a quick save and the pylon just explodes in to nothingness when I load the quicksave. That doesn't work either. I tried putting a small pilot seat on the pylon.. nope, load quick save, *BOOM* pylon and everything on it vaporized. I tried turning on persistent debris in the in-game settings and trying to quick save and reload and it just disappears. So none of that works either. 

  10. Just now, IgorZ said:

    From the game's perspective what was created via KIS is "debris" unless there is a command control module attached to the part. It's of out of KIS control (not even KAS!). Either adjust your game settings to persist debris between saves, or attach a control module to the pylons.

    If you don't like the mod, you're free to stop using it. This kind of statements motivates noone.

    In the old version of KAS we didn't have to do anything. Pylons and pipes stayed between quicksave and leaving and coming back and everything. So what.. I have to put a mechjeb module on every pylon now to get it to stay? I guess that's not too bad.

  11. On 8/17/2019 at 5:07 PM, IgorZ said:

     

    For the long connections there is an RTS part. Have you tried to use it? It gives you exactly 30m of hose and needs only one port. I.e. the parts counter is the same (two per one link) and the link distance is the same.

    I've tried using that tonight and I'm trying to figure it out. I laid out about 200 meters of hose with pylons and I wasn't able to make the last connection. So I hit tracking station.. and back to KSC to launch another craft. And when I launched it and came back to land it on Duna.. the 200 meters of hose I had laid out with the pylons was all gone. Pylons gone, hose connectors gone, hose gone, all gone. So apparently that option doesn't persist between leaving the area and coming back. So I tried a 3rd launch back to Duna with more RTS connectors and laid out more hose and I hit quicksave this time then decided to quick load. After quick loading.. RTS gone, pylons gone, hose gone.

    Is this a bug or what's going on here? What's the point of even wasting time with this if it won't persist and stay? Is RCS just a temporary thing as long as I'm within the area?

     

    I guess you really don't want us to have any form of long distant, permanent connection anymore, is that it? :( Super depressing. :( I thought about rolling back to an old version of KSP to get the old KAS working where we had pipes.. but I don't know if I can handle that either, there's just no solution here. :(  I'd almost rather stop playing KSP if we can't use KAS to build colonies and remote base / facilities anymore. 

  12. 42 minutes ago, Ruedii said:

    Will there be a Linux release, or is that not known yet?

    Unknown at this time. So far the only things announced are PC's first and Consoles "Later". So far as of the time of typing this message: No Linux, No MacOS/Apple/whatever the fruity computers use.

  13. 9 minutes ago, 5thHorseman said:

    So there is literally nothing anybody can say. You will therefore need to wait until the game is released to know.

    That's all I'm trying to say here. I would advise folks heed caution. Wait, watch, see where the game will be released before throwing money at it. Then once we know exactly where and what platform it will release on, then take careful consideration if we want to spend money on said game or not. To some of us, $60 is a lot of money. That's 2 months of spare money aside from expenses I can spend on luxury items (like computer games) for me personally.

  14. 9 minutes ago, 5thHorseman said:

    I'm curious then if there's anything someone could say that would assuage you or @kithylin ? It seems that there isn't, which makes me wonder the use of asking.

    Literally almost every game anyone could want that has been announced within the past 24 months has been "gobbled up" by epic and locked in to their craptastic steaming pile of poo that they dare attempt to call it a "Store", we gamers seriously have to step back and pause and take very careful consideration where we spend our money now. This is the new PC gaming environment. 

    EDIT: wow stupid forum software.. repeat my post 8 times why don't you. *fixed*

  15. 2 minutes ago, Kerenatus said:

    hmm:D

    personally the pubilshing store doesn't matter that much to me.

    as long as the game is decent, i'd buy it.

    hopefully there's a preorder so that i can secure the ideal store like the case of anno1800 LOL

    It should matter, depending on what you want when you play games. It's DRM so you're tied to that store's options. Cloud saves? Offline mode for a single player game with no multiplayer? Built in mod support with workshop access where you can click a button and launch the game and no manual mod installs with automatic mod updating? If you want any of these things then you had better hope they actually hold to their statement of initial release on Steam.

  16. 10 minutes ago, Nuke said:

    so is there going to be a preorder? i have another preorder elsewhere i can cancel. 

    I would strongly suggest you hold your horses on that thought. Some companies have even accepted pre-orders for steam versions of the game and then later gone epic exclusive and then refusing to refund pre-orders (mech warrior 5). You may possibly buy a pre-order version today and then have to wait 1 year to be able to play it, (or possibly completely lose money and never even get any copy of the game at all.) for example.

    3 minutes ago, Castille7 said:

    Part 2? Wow!!!!  A huge thanks to all those involved to make KSP what it is today!.....I am a Kerbonaut forever!

    It's not "KSP Part 2", it's an all new game by a completely different team of developers in a different company. No one yet knows what will be in the new game and what (if anything at all) from today's KSP game will be in the new game. For all we know the only thing relating to KSP in the new game may be Kerbals and space ships.

  17. 2 minutes ago, The Doodling Astronaut said:

    @nestor So will there be the kerbol system along with other systems or just a whole new system altogether 

    The screenshot on page 1 or 2 of this thread showing the new Jupiter-like gas giant planet with multiple rings doesn't exist in the current Kerbol system of KSP1, so I would guess most likely it will probably be an all new system. SQUAD (Developers of KSP1) are completely hands-off on the entire development of KSP2 and it's being created by a completely all new team that has nothing to do with SQUAD so it's further highly unlikely to have anything even remotely similar to Kerbol in the new game. It's probably most likely going to be a completely new and different game, with new and different planets.

  18. 5 minutes ago, Kerenatus said:

    my dude, the official staff has repeatedly replied that ksp2 will launch at steam, just search the forum.

    Yes and that's literally -EXACTLY- what happened to "The Outer Worlds". Their staff posted on their blogs and internet forums that they will release on steam. Their developers literally also said they would release on steam. The publisher they used, Private Division even also said they would release on steam. Yet now if you go to their steam page.. they will release on steam 1 year after being in epic's store. So technically they are still going to "release on steam", just later. 

     

    KSP2 may release on steam first, it may not. It's not out yet so no one has any idea what will happen between now and when it releases. So don't assume anything until it has actually released.

  19. 1 minute ago, Iamsodarncool said:

    That page only says that Unity supports HAVOC. Supposedly KSP can't use GPU-Accelerated physics engines at all due to how it's physics is calculated. That page does not say anywhere on that entire page that they support Multi-Threaded CPU Based physics at all. If you're going to post something, try and make sure it's accurate.

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