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JoeSchmuckatelli
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Everything posted by JoeSchmuckatelli
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Science is pretty much stupid. Just get rid of it.
JoeSchmuckatelli replied to JoeSchmuckatelli's topic in KSP2 Discussion
Have not played for a week - but after a 'land at a place on the Mun' and gather science mission... docking crafts clones the science to both craft. I'm guessing that once one ship 'turns in' the science both will be at zero - but won't know until the return trip is complete. Currently, both craft = 144 Science in Samples and 80 Science in Data Edit - Can confirm: once the ship that has science turns in science... the ship with the cloned data loses its science. IOW - after separating the lander can from the return craft, both had equal science... after landing the return craft at Kerbin and turning in the science - the science on the Mun orbiting lander can has zero. -
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 | CPU: Ryzen 5 5600x | GPU: 3070 | RAM: 16 Don't know if this is an actual bug or not... but; Coming in for the 'inspect a point' mission - and from Map view I should be landing during daylight. Going to the ship view and the Mun is dark (sun is beyond local horizon). Map View: ... Ship View: Included Attachments: .ipsImage { width: 900px !important; }
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Anyone else noticing that the 60km range gets things extra hot? A while back I wrote about descending into the atmosphere with several parts getting hot in the 60-65km range. Parts that had higher thermal limits in the VAB were inexplicably getting hot and exploding - while others were fine. At the time I thought it had to do with the shape of the part. In a recent launch attempt I underpowered and got a 65km AP on a launch (by the time the NavBall was horizontal). Planned on coasting to the low AP and then burning from there to raise PE (which was abt 14km) and then doing another burn at the new AP (burn AP to raise PE to 75-80km = new AP, then burn again to circularize). However, while waiting to get to the AP several of my components got hot and exploded. Decided to revert. Anyway - it got me to thinking... is there something going on in the 60km range that's unexpected?
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Workspaces and Ships - What am I missing?
JoeSchmuckatelli replied to JoeSchmuckatelli's topic in KSP2 Discussion
Thanks! -
What does your ascent profile look like?
JoeSchmuckatelli replied to Pthigrivi's topic in KSP2 Discussion
My favorite ones are those where I Neanderthal (eyeball) a ship that looks like it has just enough thrust to get to orbit and then I burn for a long time until I've got the ship almost completely heeled over to parallel just as I reach 70-80km. No coasting, just a steady burn through to orbital altitude. I've got a craft set up with medium tanks and two-ish stages to orbit (don't know how people call dumping external SRBs when the central LFR burns from launch through SRB sep). Bottom stage is Mainsail set to 78%, with a pair of Kickbacks - gives me abt 1.3 TWR. I push the whole thing up to 100m/s then tilt to the first circle on the NavBall. That starts a slow fall to 45, where along the way the Kickbacks expend - and I dump them, while bringing up the Mainsail to full. Somewhere along the way the Mainsail stage loses fuel & I dump it and let the Skipper take over - driving a still falling NavBall through when AP gets to ~ 75km and the NavBall is just about parallel to the surface. Skipper has enough juice left in the tanks to circularize and normalize with my target... and maybe enough to start the exit burn. (Just finished a launch as I'm writing this - and the sustainer has 300 deltav remaining - which is plenty to circularize (67), normalize (100) and then start the exit. I have no idea whether this is an efficient or inefficient burn - but its one I like from a gameplay perspective. Doesn't feel overbuilt... and if I don't get it right (adjusting thrust when needed) I can get too low of an AP and need to revert to launch. -
What I'd like to do: build a 'GenericLanderCan' optimized for Mun/Minmus and have a saved ship of that name build an 'Orbital Truck' stage that can get the lander from Kerbin orbit to its destination - and save that build a 'Mun Booster' craft consisting of rocket stages that can lift the payload off Kerbin and get it to orbit - and have a saved ship Be able to select a previously built booster and marry it up with a previously built lander and the inter-orbit stage then call it a different name and save that as a unique ship after building the appropriate farings Why can't I? ...so confused. ... So clearly, they had a different idea in mind: how are we supposed to use workspaces and saves?
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Cudos to the team on the update! I do enjoy the game side feeling like a game. It does truly feel performant, and the work since April is noticeable. Thank you! I would like to see some tweaks in the Science! gameplay. It currently feels notional. My personal hope is for the player to see results of science and build knowledge of the Kerbolar (and later) systems and biomes in a way that leverages the educational promise of KSP. We have two (quite long) discussions going on the forums. Maybe take a gander?
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Hence my recommendation for a science-related Kerbilopedia. It really would be great to have a resource of not only the science collected but also a 'lessons learned' / expanding knowledge base about what the Kerbals are discovering about the system (s) and biomes.
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For Questions That Don't Merit Their Own Thread
JoeSchmuckatelli replied to Skyler4856's topic in Science & Spaceflight
Stupid question time H2 is notorious for its ability to escape containment. Would it be possible to simply sleeve the liquid H2 tanks and pressurize the space between the outer sleeve and the tanks to keep the H2 where it's wanted? (presumes the containment gas cannot penetrate the H2 tank that the pesky H2 can leak from.) Why doesn't this simple thing work? -
Perhaps not 'fun' for some - but Dragonflies hunt Hummingbirds. I'm surprised. I knew spiders (Australian) would eat birds caught up in webs and mantises could opportunistically kill, then eat hummingbirds. This is different - there's evidence that (if provoked) dragonflies will chase down, kill and eat hummingbirds. Active predation. That's crazy.
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For Questions That Don't Merit Their Own Thread
JoeSchmuckatelli replied to Skyler4856's topic in Science & Spaceflight
Here's a crazy one - at dinner the other night, a friend of mine who sails comes out with the proposition that before the use of clocks to determine longitude, people were using observations of Jupiter's moons. I'm on vacation with crappy internet so I can't look this up - but my gut reaction is to call BS (because I cannot figure out how this could work. Anyone else heard this? -
'Murica!
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totm dec 2019 Russian Launch and Mission Thread
JoeSchmuckatelli replied to tater's topic in Science & Spaceflight
Shouldn't one have a Red Nose? -
totm nov 2023 SpaceX Discussion Thread
JoeSchmuckatelli replied to Skylon's topic in Science & Spaceflight
Getting 'Charlie Babbot' and 'Wopner' vibes - with the exception of thinking Rainman was right and some of the stuff up thread... Not so much. -
Science is pretty much stupid. Just get rid of it.
JoeSchmuckatelli replied to JoeSchmuckatelli's topic in KSP2 Discussion
I've already acknowledged the hyperbole of my title - sheer marketing. While I agree with you, generally, if you follow my posts through this thread along with several excellent suggestions - there is a recipe. (yeah, there is also a fair amount of chaff in 7 pages) Folks have pointed out along the way many problems with what I think are excellent suggestions - so I don't think there's a consensus yet Just cathartic grousing. (said because I know that even if the forum came up with the bestest most fantastical plan for Science!, the KSP2 team is building the game they want - and power to them.) -
The way that maneuver nodes seemingly work is quite silly
JoeSchmuckatelli replied to OPERATOR571's topic in KSP2 Discussion
Aziz's suggestion is what seems to work - although it does equate to 'don't trust the timer' It's a good planning tool, but like SuperfluousJ writes it's a bit confusing in action. Ofc I did what Aziz suggested in KSP, too. Start the burn looking at the ship and timer because that's cool, then switch to map view and eyeball when to stop via the orbit lines. Allows you to fairly quickly adjust Intercepts and the like if you fudge timing -
Science is pretty much stupid. Just get rid of it.
JoeSchmuckatelli replied to JoeSchmuckatelli's topic in KSP2 Discussion
I really like this idea! Would make the side quests actually useful Except - you could do some science (small) on Kerbin to test the machines and get baseline results. Confirm they work as intended kind of thing. Lets people who want to slap science on planes explore the planet achieve some small gains for the effort. ... So we can have a system that allows a couple of paths to upgrade parts - a fast track for experienced players / those who want a challenge and a parallel slower track for the new. Science goes to one category, engineering to another - and big jumps grant tier level rewards. New players who are struggling with concepts get a lot of things to do with current (low level) parts to help them incrementally advance - and for folks like @Superfluous Jwho know what is going on but don't want to be stuck behind some artificial tech wall having to prove to the game that they know what they know to advance - using small parts to get to the Mun / Minmus or beyond unlocks stuff faster. Would be a cool design choice -
So... Cities-skylines 2 did that really, really well. The communication about features and the depth of the simulation got everyone hyped. The release wasn't quite as bad as KSP2's - but it wasn't great. The 'deep simulation' was impossible to detect due to the safety rails built in to protect players from failure Etc
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Science is pretty much stupid. Just get rid of it.
JoeSchmuckatelli replied to JoeSchmuckatelli's topic in KSP2 Discussion
I'm going off memory - currently traveling - but the post I reacted to reminded me of that concern -
Science is pretty much stupid. Just get rid of it.
JoeSchmuckatelli replied to JoeSchmuckatelli's topic in KSP2 Discussion
What is blatantly Not Obvious is whether the previous crew report is not allowing new crew observations because it's essentially the same (same biome) or not allowing the new because it's already filled with an unsent crew report from the previous biome. Blue flashing monkey pellet dispenser needs to be moar informative!