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JoeSchmuckatelli

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Everything posted by JoeSchmuckatelli

  1. Did they seriously just launch the whole stack by just moving a single arm out of the way? Very Kerbal!
  2. I'll have to go back and look. I know it doesn't do anything while you are adjusting the sliders - but I thought it updates after you close the window. So make sure the control surface is behind the COM? This alone may be a source of some of the problems I've had! Can you break this down Barney style for me? Neanderthal gamer recognized the words but the meaning is too big brained for me atm! Where is this control? Yeah one of my 'Big Asks' for the team is HOTAS support. Like the airspeed, I'd also like to see speed presented in KM/H because M/S isn't intuitive for me in a plane. (It's also just a number I watch with rockets, but I have flown enough in KSP to have an idea of what it means while I'm flying those Thanks!
  3. You inspired me to make my own tiny plane; more traditional than yours, but fun!
  4. Looking at Kerbin from space or tooling around on Minmus is a real joy. Space is cool to look at while in orbit. The lighting, sunrises (both on land and in orbit) the atmospheric effects (clouds)... all of it. Really enjoying it! Also - the soundtrack; it's got these elements that are so subtle and yet help with the enjoyment. Music playing while I was in orbit and watching the sun come up on Minmus, the slightly more exciting music that plays during a launch - I feel like the music is subtle, appropriate and timely. Looking forward to having time again to play; I want to see more of what the team has created. Thanks!
  5. I'd appreciate a longer post from you (if you're willing) to help some of us figure out how to build effective planes and understand how to use the procedural parts effectively. Plus any other observations you might want to share. Do you mind writing up a tutorial? If you do, please mention me so I can find it! Thanks!
  6. I had a period on the second day where I felt like the game was in an exceptionally Beta state and not ready for EA as well. First day, I was just glad to finally get my hands on it. Second day is when I ran into way more bugs and issues than was comfortable and I became very grousy. Third day? I found a bunch of stuff that works, realized that many of the things the team has worked on are pretty darn good and felt in awe of much of the artwork. Yeah - there's a lot for them to do. But it's in what I'd call a hybrid Beta-EA state at the moment. If they are really responsive and crush a lot of the true bugs in the first week, the QOL for players will improve immensely. One of the things I appreciate about the forums is that a WHOLE LOT of the grousing has gone away; mostly the 'I can't play it because my system can't handle it' comments have disappeared. The bug reports are flying fast and furious - but the bitterness has gone and those folks still playing are the kind of folks I like to be in Betas / EA titles with. The good-natured, let's help the dev team identify problems and move-on kind of people that make this kind of experience fun.
  7. I messed around with this and found it really annoying. It took several tries - and apparently you don't get to build more than 2 'stacks' of the faring. Or at least it's not easy to, and I don't know how else to get the '+' to show up without click-spamming. I started the faring using the arrows - got it as tall as possible and then fiddly clicked around until I finally got the '+' to show up. That let me string it out a ways - but then when I wanted to close it (make it pointy) I got the message you describe. Finally made the first section absurdly wide and as long as it would go, then got the upper portion to close out and complete the faring. Stupid thing ended up looking like a giant Q-Tip. Frustratingly, you can't see through it in the VAB. Maybe I need to use Parts Manager to undeploy it to work on the faringed stage?
  8. Whatever is easiest. I just toss them in and make sure the spoons aren't nested and hiding jelly or salsa or something.
  9. Wen hop? (That was cool - I hope they succeed!)
  10. That is probably the issue. I'm finding myself getting way up faster than anticipated and doing the fly up turn right thing. I'll play with it later and see if I can figure out a solution more efficient than what I have used thus far.
  11. You do a clean job of explaining the problem. I missed, but also agree that it's a problem that you don't see the burn time displayed. Or rather often times I don't see displayed on the Burn Timer when to stop. Fundamentally I like the burn timer a LOT. I can see the functionality they're going for - and maybe it's the map view /ship view bug that is erasing info from the burn timer... But it is a good thing that the guessing/halving and starting early thing is gone (for new players). New problem is that every time I've followed the timer I get an escape or an impact... Not the result planned for. (see bug above) Until your video I did not know that I could delete the node from the burn timer. I've always clicked on the node, clicked again to get the garbage icon and closed manually. That feature is nice. Fun fact: sometimes using my method the game gives the option to destroy the craft. Don't know why or who wants that ability, but it's in the game (and I've nearly destroyed several crafts!). You appear to have some of the same habits I did with clicking on parts of the ship and expecting information that either is not presented or is presented differently in 2. Nice vid!
  12. What is weird is that I've had a couple of plane RUDs where only a wheel survived and no crash report popped up. Maybe it's only affecting rockets?
  13. It generally depends on what you are playing and how fast the image is changing, more than anything. Relatively sedate movement on the screen, like you see in flight Sims is playable at 20 FPS okay at 30 and good at 60. Play (or try to) play a FPS (first person shooter) with those numbers and at 20 its not only bad, but you can't do anything. At 30 you are getting killed by the other guys in most situations because they have a higher chance of seeing you first, and at 60 you can play fine - but it can still feel stuttery and people with faster refresh still have a slight advantage (above 60 is about being competitive - and also relies on your ability to process info faster than average (which, 50 % of the population do. Higher refresh rate can also fight simulation sickness - that feeling of nausea you can get from stutters and weird movements in your field of view (think car sick). I almost never have this but with 20FPS on the runway at the KSC and the warp turned up enough for me to watch the sky go from midnight to past sunrise I got a whiff of nausea. Now when I first started playing MSFS 20 FPS let me play the game but it wasn't really fun. Getting it up to the 60s allows for greater immersion. The other thing really is about personal perception - and I'm talking about ability rather than preference from reading reviews. I'm one of those guys who can see the individual pixels on a 24 inch 1080p screen while sitting 3 feet away. It used to bug me. It's also one of the reasons I stepped up to 4k - which increases my pixel density at the same distance. This makes scenes look more natural and not grainy. I can also see the difference between a FPS running 60 frames and when I get it above 120 (or rather, I stop detecting the refresh when the hardware can push frames fast enough). It's subtle but noticeable and a QOL issue. Oh... And watch this on a full screen with high quality. You can see as I rotate the camera around the craft and look at the ground that it doesn't have a natural movement feel. There are stutters. I can play KSP2 with 20 fps but it is an effort of will to ignore the performance
  14. I tooled around with a tiny plane which took quite a while to get flying. Had a blast with it. Ready to go do something else... Recovered it. Went back to the VAB. It's gone. The only craft file is a MUCH earlier version that would not fly. Yeah - it's simple and I should be able to rebuild it... but still. SAVE YOUR WORK!
  15. This isn't the clearest image - but I've tested it. Drive around the tarmac and the ground texture can be seen through the wheel covers (grey parts on the wheel covers). Drive over to the grass and the wheel covers return to solid colors. On the grass: Back on the tarmac:
  16. I almost did a thing! Okay - well, really I did a thing... but this was more fun. Reporting that Bill is alive and well:
  17. I had the same thing happen - but did not know what was going on. Reverted to VAB and all staging disappeared. Had to disassemble the craft. Weird.
  18. How many times have you had a Kerbal endlessly sliding down the side of a crater she can't get out because you exhausted the EVA pack and the surface was like ice? I kinda prefer my Kerbals to be able to climb and not slide helplessly.
  19. This does not make intuitive sense to me. When I hit the hold prograde button, the SAS keeps the nose pointed in the direction of travel. Thus a constant burn with an Ion engine should actually describe a spiral, right? Because Prograde at AP and PE should be in the same direction (the direction of travel) even though they're in opposing directions w/r/t the background stars - resulting in an ever-increasing orbit around the planet until you hit escape velocity. I always thought that with an ion engine you wanted to make successive burns on the same side of the planet (w/r/t the background stars) in order to raise AP to the desired distance or gain an escape / encounter. Burn, coast, burn, coast, burn, etc.
  20. Did not think of that. Still - a day later almost half are still playing!
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