aidyn89
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Everything posted by aidyn89
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Well, I started by understanding what you were saying, and then it turned into complete gibberish for me... So I went and tried the plane you provided, and yeah, that did it. I lift off at a 15 degree angle, immediately put myself in 4x, and by the time the plane reached 8000m (at which point it was having trouble maintaining altitude because it was too slow), I only lost a fraction of a degree, instead of the usual 5 degrees every few seconds at best. So, simply putting the wings more to the front resolved it... I have been playing this game since the early alpha stages, and I never could figure this one out. Thanks.
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Jet Engine Bug?
aidyn89 replied to BareNakedNinja's topic in KSP1 Technical Support (PC, unmodded installs)
I am not 100% sure, but I do believe this would have to do with the air intake. The air intake will work more as you gain speed, but in the case of a VTOL, the initial vertical movement is actually slow, so vertical air intakes will most likely not have enough air speed. Also, I do believe that fuel lines do not transmit air intake, so even with an horizontal movement, it is likely that vertical engines will shut down. As VargJay9991 said, having screenshots of the plane would help, and you can right-click the engines to know the reason for the flame-out. -
Futuristic KSP
aidyn89 replied to LightStrikeBoom's topic in KSP1 Suggestions & Development Discussion
1- At the start of a new game, you do get this, automatic contracts that rewards you based on altitude gained, distance traveled, etc. 2- I think you went way too specific, when suggesting ideas, usually try to keep it to the general idea. For instance, how it should look is not really relevant, because if the devs like the change you proposed, in this case being more functionalities, their graphic designers will think of how awesome to make it look, while keeping it realistic. (let's face it, 9.5 million for a building partially made out of diamond wouldn't be realistic) 3- That I do agree. The current world feels too empty at the moment. 4- Not sure what you mean here. 5- I agree and disagree at the same time. Yes it would be nice to be able to decorate the ships, but when building a ship, every pound has to be accounted for, as it can do a drastic change on fuel required. 6- I agree, but from my experience there wouldn't be much use (I think), as you don't control kerbals within the vessels. 7- I agree too. I want to be able to make VTOLs and helicopters without having to use mods. 8- Can't help there, never tried modding. 9- I would include this with animals. These two could also allow for a new research option: biology/xenobiology. 10- Problem with this is for casual players. Some people can put a station in orbit only by pure chance (such as me), so reaching the same point again to resupply oxygen, forget it! 11- This would actually make the game too easy, as you could pretty much automate just about any flight. Also, MechJeb, one of the more popular mods, allows this. 12- Well, technically, nothing stops you from building a mobile launch pad. 13- Not sure if this is what you meant, but if you mean to visually show damage on parts, I do agree. 14- This type of propulsion only exist in theory in the real world. It is known to be possible, but the amount of energy required is astronomical, and we're not talking about a space craft now, only a small projectile. As for detachment of parts, you can attach small solid fuel boosters pointed up on the piece to be detached, and make them to activate at the same time as the release of said part. 15- Well, since your post name is about futuristic options for KSP, that could be nice, but since KSP is modern, it may be more something for mods. 16- Wormholes would also be something for mods. Also, in theory, if a wormhole could be used for travel, it would most likely be over light-years of distance, so much larger than what KSP has. About the part of asteroids collision, real collision of asteroids would not create an explosion, since there is no oxygen in space. It would only create a debris field. If I may make a suggestion, this post should have been split in multiple threads, because only 3-4 of the points are actually about futuristic stuff, the rest being either graphical changes to current system, addition to current game, etc. -
stock procedural parts and welding
aidyn89 replied to jab136's topic in KSP1 Suggestions & Development Discussion
As far as I know, this wouldn't be possible without major modifications to the game, as it is not using a procedural system in any fashion. Also, even if it was, it wouldn't change performance, only the size of the game. Reducing variety doesn't change individual complexity. This would also make the game (in my opinion) much less interesting, as everything would always be the same. Also, about your point on welding parts together, can you elaborate, because I don't see how that could/would help performance. I can only see this reducing them. If what you mean to say is to weld, let's say, fuel tanks together to increase structural integrity, that is already being done by the game, but as with any welding done, there is a weight limit that can be applied: more than that and the welding breaks. It is the case in this game too, which is why you can place Strut connectors: they greatly enhance stability and can eliminate any chance of the vessel collapsing on itself under its own weight. -
Yes SAS is on, and that is the root of the problem, along with the warp. Due to the increase in calculation when using warp 2x to 4x, SAS seems to have trouble to realize that the plane is *already* stable, and tries to adjust its angle by rolling left and right a few times really quickly. In fact, in 4x I did see one of my space planes getting torn apart due to SAS not stopping this "adjustment".
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Well, that's the thing: it happens no matter how I build the space plane, no matter how I fly it. I can (and this is what I use for testing at the moment) just put a cockpit, followed by a few fuel tanks, add just enough wings for take off and the problem occurs. I can also build an extremely complex plane, with 3-4 engines, tons of fuel, etc, and it still happens. As for the flight profile, there again it doesn't matter: I can simply take off, climb to 500m and use warp, it happens. Just like I can climb up to 30km, fly around, do barrel rolls, do a vertical drop and recover just in time, and it still happens. - - - Updated - - - Also, I can hardly lower the part count, as I am below 30 (no point in upgrading the space plane hangar if I can barely use them).
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Hi, I do know that the warp in atmosphere is basically just the game calculating everything 2x, 3x or 4x faster, hence why there can be inaccuracies. I do not believe I saw the timer change color as you mentioned, but I can try again to see. As for the specs of my computer, they are (as far as I know) above the recommended spec. I did send a link to my DX diag above, but here is the summary: Windows: Windows 7 Ultimate 64-bit Processor: Intel Core i7 (12 CPUs) RAM: 16GB Graphic card: NVIDIA GeForce GTX 670 DirectX 11 Hard drive is SSD EDIT: I did verify, and yes the timer does change color (yellow or red), but only for a fraction of second at a time while using warp, and due to the fact that it was so quick, I couldn't be 100% sure of the color. EDIT 2: As I was sure that this would be the first thing to try, I tried to lower the graphic options of the game so everything is at minimum, and the problem persist. Also, timer really seems to be switching to yellow, not red, for maybe 0,1 second.
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Hi, I have had this bug for month, even back in the early access on Steam. Whenever I try to fly a space plan in the atmosphere and use the time warp, the plane will start tilting down every few seconds. If I am not using the time warp, it simply never happens (flew for over 30 minutes without warp, the plane never tilted), while when using warp, it will happen at different intervals (higher warp factor means it reoccurs more often). The drop caused by the tilt is quite significant, and seems to increase as the warp factor increases. It usually is a 5 to 15 degrees drop. If used in warp factor 4, an upwards angle of 30 degrees can change to a descent at 30 degree in a matter of seconds. I am always flying using SAS, as it is nearly impossible to fly a plane in the atmosphere in warp without it. This seems to be affecting smaller space planes the most. Larger ones seems to have less of those tilts, and they don't seems as frequent. Also, although I couldn't try it again recently, I do remember trying to fly a plane in higher altitudes (25km+), and it was affected by this bug, but it seemed to be working both ways, meaning that after a certain number of drops, the plane would start tilting up, doing the exact opposite, and going back to the height it was before starting to go down again. Problem is, the difference between the high point and low point could be of more than 15km, so this would render the use of warp for missions that require to fly below a certain altitude too dangerous. I have tried to install and use MechJeb to work around this, as it has more accurate control on the craft, but the issue is the same in this case. Build ID is 00861, but as stated, this is happening since the Alpha on steam. DX diag: https://www.dropbox.com/s/ykiu79oxlao368l/DxDiag.txt?dl=0 I have not included screenshots, as in this case it would be pointless (showing a plane that is pointing lower than the previous screenshot), but I could make a video to show the bug, but I do not have any video software at the moment