Entroper
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Sr. Spacecraft Engineer
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Pro 64-bit Build 22621 | CPU: i9-13900KS | GPU: RTX 4070 Ti | RAM: 64 GB I've done about 10 missions in 0.2.0.0, and I've seen my orbit decay slightly after taking off from the surface of both the Mun and Minmus. In each case, I lifted off and burned for around 10 seconds, just to get a decent Ap of about 20 km, and then cut the engines. The Ap started decreasing slowly as the craft drifted upward. If I activated 2x or 4x timewarp, the decay stopped. If I went back to 1x, the decay resumed. When I reached a high enough altitude that the game enabled 10x timewarp, the decay stopped completely, even if I left it at 1x. I'll try to get a video if it happens again, but I wasn't recording at the time. Included Attachments: MunLander.json Ksp2.log .ipsImage { width: 900px !important; }
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The difference is that in KSP 1, a planned maneuver is assumed to be an instantaneous change in velocity. However much delta-V you plan for, it just calculates a new orbit starting from the same point, with that much velocity added. So the way you execute maneuvers in KSP 1 is to look at the burn time, subtract half of it, and start burning that much time before the node, so that you split your burn evenly. This gets you reasonably close, as long as your burn times are under a minute or two. But the longer your burn, the less accurate the result. KSP 2 calculates maneuvers differently. When you plan a maneuver, you tell it where to start, and it actually calculates your entire burn, taking into account your ship's movement during the process. So if you plan a burn at apoapsis, your burn will execute mostly after apoapsis, leaving you with an ellipse when you were trying to circularize. If you want to circularize, you have to plan a burn that starts a little before apoapsis. The current UI doesn't give you an easy way to know exactly how far in advance you should start the burn. You can try planning one at apoapsis, and then sliding it backwards, but it's still kinda difficult to fine-tune. Theoretically, the new system is much more powerful, allowing you to plan very long burns and see their effects much more accurately than in KSP 1. I'm hoping we get some better maneuver planning tools in the future.
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No, the logos are slower too. The total time has gone from about 10 seconds to about 30 seconds. Loading was painfully slow in KSP 1, I was really enjoying the quick load times of KSP 2. It still loads super fast when changing scenes, but it would be great if we could skip the intros. Many games have a -novid or -nointro command line switch, or something similar. Or just let us press ESC.
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It seems like the logo screens take twice as long as before, and there's a new warning screen that fades in and out veeeeeeeeerrrrrrrrrrrrrrry slowly. The team has done an amazing job at making the actual load times super quick, but then you preface it with these additional unskippable screens. I timed it out, the actual loading takes just 3 seconds, but the entire process takes 30.
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Decoupler in same stage as engine causes break.
Entroper replied to JoeSchmuckatelli's topic in v0.1.0
I had this as well, this bug can be easily seen by launching the Stock Kerbal-K2 craft. When you decouple the main booster, the shroud disappears, but the booster is still attached. -
I figured there ought to be plenty of fans of both VR and space travel history on these forums... If you have an Oculus Rift DK2, you absolutely must check this out. There is a free downloadable demo available, supported on Windows, Mac, and Linux. This is an educational recreation of the Apollo 11 mission in virtual reality. They've used archived footage and audio, and built detailed models of the command and lunar modules for you to ride in. The demo is the first few minutes of the mission, plus some extra stuff to lead you into it, including part of JFK's 1961 speech asking Congress to initiate the Apollo project. https://www.kickstarter.com/projects/1436197736/the-apollo-11-virtual-reality-experience-education?wecandoit
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Here we go! The video is 29 minutes, I might try and edit it down later, but here it is for now.
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I finally completed the new revision of this challenge last night. I\'ll try and get a video up sometime this weekend. My usual cargo-lifting ship became more and more uncontrollable as it ran lower on fuel, so I had to build a new one with a lower center of gravity. It took 160 fuel tanks to get the thing into a solar escape orbit, and one more to get the Kerbals back home.
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New ship, I managed 4250 m/s at an altitude of 500 km, which eventually translated to an apoapsis of 10 KAU above Kerbol. Getting closer! A few hundred more m/s of delta-V ought to do it, and I might be able to get that if the Kraken leaves me alone in the next release of the game.
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A Kerbol escape orbit is proving quite difficult indeed. You need to add 3845.8 m/s to Kerbin\'s orbital velocity, plus the amount needed to escape Kerbin\'s atmosphere and SoI. That\'s a lot of delta-V to impart to a 50-tonne payload. My 100-LFT design can get an apoapsis of about 3 KAU (3x Kerbin\'s orbit).
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Fastest and safest re-entry
Entroper replied to tk5800thesecond's topic in KSP1 Challenges & Mission ideas
Even a realistic drag model would have this property. The Apollo missions faced re-entry speeds of over 10 km/s. What we\'re missing is a heating model and a limit to the number of Gs that a Kerbal can withstand. In the video above, the poor crew would\'ve been pancaked. -
Get into orbit, periapsis at least 70 km, using only SRBs for propulsion. You don\'t have to return safely. I\'ve done it with 18 SRBs.
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Best I\'ve managed to do so far is put this thing in a Kerbin-escape. My ships are being systematically destroyed by the Space Kraken, so it\'s quite difficult to make orbital maneuvers.