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KSP2 Release Notes
Everything posted by bewing
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Often this happens in atmosphere. Often it's the aero effects. You can try turning them off in the settings and see if that helps.
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They are fragile. You have to practice being gentle. Suspension disable is not currently working on those wheels. Don't steer while you are going more than 20 m/s. Turn on your capslock to enable "soft steering mode". Don't use the L1 runway, use the grass instead. You can use the grass on the side of the runway -- it is perfectly flat. The KSC grass is a little bumpier than it used to be. You need to play with the friction control settings. "Auto" lets the steering system apply brakes to prevent sliding. Switching to manual is often wise. Reducing the friction on the wheels to very low values is often also wise. New version = do lots of experimenting! Try looking in that thread. Don't be afraid to PM people!
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I think that's this one: http://bugs.kerbalspaceprogram.com/issues/8069
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Go for it. I agree, but I know nothing about mods. Make a post that's all about the nice 1.1 updated mods.
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I also played the whole pre-release on 64 bit. It's vastly more stable than the 32 bit executable now.
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Yes, that's exactly it. Maybe it'll be a month until a patch comes along to make everything pretty. But I feel that the game is playable at this point, and there are definite advantages over 1.0.5.
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No, but I did see one beta tester make that suggestion. I'm not sure if any devs noticed, though. Yes, that suggestion was made repeatedly. Or making the basic navball draggable, ala Enhanced Navball.
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Yes, some people have mentioned audio quality on the bugtracker. For some reason, I've never had music on my KSP that I recall? But no, it's definitely not just you. http://bugs.kerbalspaceprogram.com/issues/7856
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I've tried to create a summary of helpful hints, tips, do's and don'ts, etc -- from what the beta-testers have seen. @Any beta-testers: please chime in with anything I've missed! Kraken: We tried to summon as many of the old kraken as we could, but they didn't come. The Hell Kraken seems to be gone. The Waterboarding Kraken is either gone or very very rare. (On a floating craft, eva/board/eva/board until your ship explodes.) The Klaw Kraken cannot be summoned anymore, because only the klaws on the focused craft are active now. We never saw any cases of ship parts colliding with the VAB or launchpad from a distance that we recall. There are some new kraken associated with wheels and landing legs, but those are being worked on. Things you will probably like (but may not notice immediately): Pinnable context menus for the parts. Just awesome! The new orbit lines. They fade, either ahead of your ship or behind, to give a sense of direction. The fading is customizable on the main settings screen. Limiting RCS to only being used for translation. Cutaway cockpit views: Click the little circular button next to the kerbonaut portraits to activate it. The new MK2 inline cockpit. The Wheesley engine now has 50% more beef -- try flying level, full thrust, at 5Km altitude and see what happens. Reaction wheels can be toggled or partially disabled -- very nice for rovers. Suspension disabling is coming soon for all legs and wheels, but it doesn't quite work yet. There is some evidence that MK1 parts have had their drag coefficients reduced a lot. This makes your jets fly faster. After gathering experimental data, you can close the doors on the ScienceJr to make it more heat resistant. Landing lights and brake lights on most of the wheels. Pressing / cancels timewarp from any level in one stroke. Try right-clicking the Pe or Ap markers. RCS and SAS indicator lights on the navball are now clickable buttons. Intersect points in orbit now show the relative speed. Forward facing control surfaces now work, by setting their "authority" to -100. Jets are more stable in flight now. Placing jet engines and air intakes now works better. Amusing things you may see: On very very rare occasions, when you try to EVA a kerbonaut, you can spawn an unlimited number of ghosts instead. Things to be careful of: Clipping parts into each other in 1.1 can easily make your craft non-functional. If your craft isn't working, check this first! The LY05 landing gear must now be mounted vertically to the ground. Not at a backwards tilt. Otherwise it will clip into the ground and not move well. It's harder to get klaws to grab now. Come in more carefully, and try to hit the centerline of your target. With some graphics settings, you may get a big framerate performance hit when looking at a planet or the ocean. Tweaking your settings can help a lot. You need to activate radiator panels now. There is some evidence that MK1 parts have had their drag coefficients reduced a lot. This might make your re-entry vehicle come in much faster than expected and heatsplode or crash at 300 m/s. Use drogues! Or think outside the box. Be careful of using the "jettison" button on the inflatable heat shield. It has been very dangerous. Try using a rockomax decoupler instead. "Explosive decoupling" is much harder to get to work now. The runway and launchpad are fragile -- on an impact they may blow up, take your ship with them, and need repairing. The low-tech landing gear need delicate handling -- be careful landing and going over bumps (slowly!). Beware of multidocking currently -- because of the docking port issue (below). Struts and fuel lines may cause unreasonable amounts of drag currently. Nose fairings are not hollow, so be careful what you put in them. In general, joints are stiffer ... but some joints move more. You may need a few more struts. Visual Notes: There are some funny shader glitches, & etc. They are in the bugtracker, and will hopefully be dealt with sometime. Fuzzy text (being dealt with). Landing legs and wheels visually always clip into the ground now. They are only fully visible when the suspensions are fully compressed. This is intended. Issues you may see: Flags from 1.0.5 savegames always fall over, and are not exactly at the location where you placed them. Landing Leg sliding: your landed ship may slide downhill until it gets to level ground (or we have seen them slide uphill! -- but maybe that has been fixed.). The jitterbug dance: some wheels on some vehicles may have a "positive feedback loop" that makes them bounce. A lot. And maybe even destroy themselves. Or parts of your craft. Or even flip your craft. It's being worked on. Docking ports: they have been falling off sometimes. The axis of rotation of the landing legs is wonky in the editors. The old toggle motor and toggle steering action groups are temporarily missing for the wheels. You may see some random crashing. This is hard to debug and fix, but it's been reported to the bugtracker. Notes for the future: We have let the devs know that many users find the new navball to be too large and annoying -- takes up too much room in the center of your screen. They will do something about it soon. BTW: the beta testers filed over 1500 bug reports during the 1.1 pre-release. Most of them are minor, but it is also true that less than half of them have been addressed yet. So if you find an issue that I didn't mention -- it is highly likely that it's already been reported in the bugtracker. So please do a quick search the bugtracker before filing a new report.
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As careful as I've tried to be, I've already accidentally filed two duplicates. The more reports you get, the harder it is to avoid duplicates -- even for people who try to do so, which is not everyone. At some point, it breaks down and nobody can reasonably spend the time looking through the entire list. So you either get almost all duplicates, or you get nothing more (depending on how hard you try to discourage duplicates).
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Massive duplication is part of the problem when you create information overload.
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I really doubt it. If everyone doing pre-release testing posted all the bug reports and feedback that the moderators are suggesting, we'd be talking about tens of thousands of posts on the bug tracker. We are at 387 currently. I don't think folks are realizing how much the efficiency of the bug tracker would drop if we bumped that number by a few orders of magnitude?
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How many users agree that the moderators are being way too enthusiastic/strict about locking threads and telling us all to just post every single opinion and fleetingly seen event on the bug tracker as feedback and bug reports? They don't really want to be flooded with that kind of spam, do they? The description of this forum clearly states that it exists as a place where "The 1.1 prerelease can be discussed." We are discussing it, aren't we? We can post a nicely thought out post to the bug tracker after we've discussed things a bit, can't we?
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I like having the game impose limitations, because the one thing that I find the most fun and rewarding of all is to figure out clever/exploitive ways to get around the limitations. The other thing I like about contracts is having all those marooned kerbals and parts appear in wacky orbits that I have to go dock with. In sandbox mode, I would never bother to go strand a kerbonaut in a retrograde orbit around the Mun, just so I could have the adventure of going to rescue him. That's the thing about "making up your own story" in sandbox mode. You have to do more than that -- you have to actually grind out going and placing the things that your story is telling you that you need to go and find (unless you're going to hyperedit everything). But since I don't hyperedit, I don't see that sandbox gets me away from grinding. It's just different grinding.
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Yeah, that's why I lock the suspension, and turn on SAS after the parachutes are open. There are always tradeoffs.
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Heh. Those micro legs are stronger than they look. My tourist bus is 9 tons completely dry, and I land it on 3 micro legs (w/ 2 radial parachutes, suspension locked) at about 11 m/s.
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Well, I'm not sure it could fly (would be stable) in Kerbin's atmosphere as an SSTO with less canard. -- If I built it, I'd probably put about 4 times as much.
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I think if you switch to the micro landing leg you will still be able to land just fine, and you will save more weight. If you switch to a 3-wing design (with two in an upward V and the 3rd pointing straight down, and moving the juno to that 3rd wing) -- that might save you a fair bit more, while still being flyable. But you'd lose some lift, so that's iffy, I admit. But you could get back your fuel and your reaction wheel.
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The swivel and reliant are the very lowest tech engines on the tech tree for a reason, ya know. But if you look beyond just blasting a hole through the vacuum, IIRC the terrier has the best ISP of any LfOx engine. (It's also nice and short, which is convenient on lander designs. )
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One thing nobody has seemed to mention so far is: since your rocket gets lighter as you burn its fuel -- the real deltaV of your rocket is always a bit more than what the instantaneous readouts tell you.
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The question with vertical launches is always one of timing (as long as your rocket can actually get you there). The best way to find out the timing is just to do it once and revert. You will miss by a bunch, but you can see how much the destination planet moves along its orbit while you are in transit. Once you know how many degrees ahead of your target you need to aim, then aim and fire at it again.
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Q: Refueling planes on the ground.
bewing replied to Triop's topic in KSP1 Gameplay Questions and Tutorials
I've used klaws to refuel planes on the ground many times, but there is a difficulty. The klaw on the tanker plane must be lined up very closely with the centerline of the other plane. This is especially true when the stranded plane is built with an MK2 fuselage. If the two planes use different height landing gear, it's basically hopeless -- unless you can get very lucky while retracting one set of landing gear. -
Depends on what you mean by "legitimate," as I said. There is an underwater crack in Kerbin's crust. If you go through it, you find out that Kerbin is hollow, with a Negative Gravioli generator in the center. As you fall towards it, you gain speed. Since the generator is very small, you gain a lot of speed, since the G forces increase with the square. In fact, you can get significantly over 1% lightspeed, before the Kraken gets you. So all you need is a submarine to fulfill the OP's specifications.
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It'll help a lot more than building a 10 quintillion ton rocket. Not to 1% of lightspeed, no. But an Eve, Duna, Jool, Kerbol full-powered sundive will probably get you way over 100 km/s. Maybe even add a Kerbin assist, and do the Jool assist twice.