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KSP2 Release Notes
Everything posted by WhereAreTheBathrooms
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Release KontrolSystem2 (0.4.2)
WhereAreTheBathrooms replied to Untoldwind's topic in KSP2 Mod Releases
Hey all, I'm trying to save telemetry data so I can display it in Google Sheets but I'm struggling to figure out how to convert the saved .json to .csv - Sheets does not accept .json formatting for data imports. I have no experience doing this so I don't even know where to start. Online converter tools spit out essentially garbage, or I assume, the data but in a completely different shape to what I need. Can anyone tell me where to begin? Or link a tutorial for this kind of thing? -
Replying in case this is the thread they're looking at for feedback on this intended decision (as stated in K.E.R.B. 12/01/2024). I agree with most here that signal occlusion is a really important feature. At the risk of sounding reductionist, there do seem to have been a few decisions made to dumb down KSP. It's fine, but this ought to be a setting, because I know a lot of folks who play this game, myself included, who really enjoy the little realism challenges that come with features such as signal occlusion and CommNet in general. These are features which add to the game, not detract from it. They add a very real depth to the game and increase its replayability by a significant margin. Geostationary satellites are pointless now, despite there being a mission to put one in orbit. It was a disappointment when I found this out, because the game is a little shallower for it.
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He's talking about TOOBs, the tubular fairing parts in the game. I agree so much with the OP. Everything needs the option to be precise. KSP is a game that lends itself so well to both ends of the math spectrum - none of the math, and ALL the math - and not being able to be precise with things like fuel fill, part size, etc., makes the game less appealing to people on the latter end.
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Parts & Vessels Wobbly aircraft wheels like in KSP1
WhereAreTheBathrooms replied to WhereAreTheBathrooms's topic in v0.2.0
Appreciate the helps, unfortuantely no change of any wheel values fixes the problem. The center of mass was too far back for the aircraft to take off but it still spins out around 40ms-1 even after making the aircraft flight-worthy. In the video above you can see that this behaviour can't be intended. It looks ridiculous :p -
UI/UX Numbers/Consecutive Capital Letters Not Allowed In Name Of Planted Flag
WhereAreTheBathrooms replied to Scarecrow71's question in UI & UX
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 64-bit (10.0, Build 19045) | CPU: AMD Ryzen 7 7800X3D 8-Core Processor (16 CPUs) | GPU: NVIDIA GeForce RTX 4090 | RAM: 32768 MB Severity: Medium. VERY irritating, but not game-breaking. Frequency: High (consistent) Description: Letters in flag names as you're naming them switch case according to the case of the name's other letters. Makes many names impossible, such as 'Kerpollo III' as I tried in the attached video. When you fix this, please also add the ability to rename flags from tracking station, so we can rename the flags we've had to name badly due to this bug. Included Attachments: KerbalSpaceProgram22023-12-2718-06-06.mp4 -
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 64-bit (10.0, Build 19045) | CPU: AMD Ryzen 7 7800X3D 8-Core processor (16 CPUs) | GPU: NVIDIA GeForce RTX 4090 | RAM: 32768 MB Severity: Medium, taking off earlier avoids it but some planes can't do that Frequency: High, no settings seem to eliminate the problem Description: Just as was once an issue in KSP1, aircraft simply moving forward on the runway begin wobbling for no apparent reason, eventually spinning out. SAS on or off (SAS on is worse), high or low wheel friction. To reproduce, all I do is load the craft onto the runway, activate the engine, and provide no input, and the wobble begins at around 35-40ms-1. Seems worse on some craft than others, but always prevalent to some extent for me. Included Attachments: KerbalSpaceProgram22023-12-2311-48-35.mp4 PeregrineMk2.json
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I don't think this is how a new player with a burgeoning but still rudimentary grasp of the concept of an SOI will read the situation. I agree with OP that the game presents the impression during the Mun missions and tutorials that entering the Mun's SOI means leaving Kerbin's, and that the mission objective should therefore clarify that the vessel must enter Kerbol's SOI exclusively.
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 64-bit (10.0, Build 19045) | CPU: AMD Ryzen 7 7800X3D 8-Core Processor (16 CPUs) | GPU: NVIDIA GeForce RTX 4090 | RAM: 32978 MB Severity: Medium, could conceivably cause disaster but hasn't for me so far Frequency: low? so far? I've only noticed it once but I've also only looked properly at the altimeter once, so it could be happening all the time for all I know Description: See in the attached video, while my craft is orbiting above Kerbin's seas, I expect to see ground and sea altimeter display the same value, the craft's height above sea level, or, alternatively, the ground altimeter should show a higher value than the sea altimeter, reflecting the craft's height above the sea floor (would be weird but at least makes sense). Instead I see the ground altimeter displaying a lower number than the sea altimeter, suggesting I am above ground - judging by the way it rises and then falls, hilly or mountainous ground. However you can see my craft is orbiting above the ocean, so this doesn't make sense. Am I being dense and missing something obvious? Included Attachments: KerbalSpaceProgram22023-12-2120-31-31.mp4
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 64-bit (10.0, Build 19045) | CPU: AMD Ryzen 7 7800X3D 8-Core Processor (16 CPUs) | GPU: NVIDIA GeForce RTX 4090 | RAM: 32978 MB Severity: Medium, doesn't seem to cause any damage or escalate too much but pretty unnerving. Frequency: High, happens every time I do this. Description: When a Kerbonaut goes on EVA from the Mk1-3 "Gumball" command pod, then climbs down the ladder to the bottom, they stop moving as expected but at this extreme the craft begins oscillating for no apparent reason. It does not occur when climbing to the top of the ladder, and the craft stops shaking when the Kerbonaut moves away from the bottom rung. It seems to impart some force on the craft, as in the attached video, with SAS off the craft begins a sudden rotation when the Kerbonaut goes on EVA. It still happens if SAS is on. Included Attachments: KerbalSpaceProgram22023-12-2120-32-56.mp4
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Just completed this mission and can confirm, pretty egregious. Also, the mission does not at all mention actually needing a ladder on your craft when you read it in MC. I included a ladder on my probe, so I don't know if it's actually necessary to complete the mission or not. but it isn't in the mission tracker app.
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This is actually a problem with most games, it's a limitation of how the hunger system works, devs can only do so much unfortunately. I've found having a really good setup is the only way around it, by incorporating an IV drip into your gaming rig you can have a constant feed which sates your hunger while you play. But it's a shame this kind of thing is so innaccessible due to the cost. It also requires you to give up flavour, but I haven't found that to be an issue when the trade-off is playing KSP non-stop. Seems like an easy choice to me.
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 64-bit (10.0, Build 19045) | CPU: AMD Ryzen 7 7800X3D 8-Core Processor (16 CPUs) | GPU: NVIDIA GeForce RTX 4090 | RAM: 32978 MB Severity: Medium, some of this information can be really helpful for planning a flight/manoeuvre but if it's incorrect it's worthless Frequency: High, any time you open this screen Description: The information shown for planets in the tracking station is quite bad. For Kerbin, for example, in Orbital Characteristics, the sidereal period is displayed as 9,204 k/m/s. Kilometres per metre per second is not the appropriate unit of measurement for an orbital period. It should be in seconds, or days given its scale. The figure itself is probably correct, but for some reason the unit is absurd. It would be nice to see the planet's apses in addition to its semimajor axis. Useful information for bodies in elliptical orbits. In Physical Characteristics, gravity is shown as 1.00 m/s2 which of course should be 1g or 9.81 m/s2 (or 9.81ms-2 but that's a matter of taste). Circumference is shown as 7.56 AU (sic). I don't know what that's supposed to mean here. Even using the ingame 'AU' equivalent it's way off of the actual figure, 3.769Mm. Atmosphere is shown to be 1.22 atm, which doesn't make much sense either. AFAIK atmospheric pressure on Kerbin at sea level is the same as on Earth so it should be 1 atm in that case. If that's changed fair enough, although it's a little weird to use Earth's 'atm' baseline for Kerbin. It would be confusing to use 'atm' ingame if it doesn't refer to Earth's 'atm', however, so it might be better to just use kPa here. These are not all the problems in this part of the Tracking Station screen, there are others. This issue was raised on the forum back in March but the forum told me to consider starting a new thread instead of necromancing that old one, so I did. Included Attachments: .ipsImage { width: 900px !important; }
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 64-bit (10.0, Build 19045) | CPU: AMD Ryzen 7 7800X3D 8-Core Processor | GPU: NVIDIA GeForce RTX 4090 | RAM: 32768 MB Severity: Low, not a big deal but definitely noticeable and distracted me enough to decide to record it Frequency: high, consistently happens when splashing down in "Tin Can" command pod, not sure about others, haven't reached that tech level yet. Description: When splashing down in a Mk1 "Tin Can" Command Pod, there are some strings in the soundtrack which stop and start as the pod bobs up and down in the water, no doubt tied to the state of being submerged. Doesn't sound very good because of this, so I assume it's not intended behaviour. Sorry about the nighttime video Included Attachments: KerbalSpaceProgram22023-12-2113-26-17.mp4
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 64-bit (10.0, Build 19045) | CPU: AMD Ryzen 7 7800X3D 8-Core Processor (16 CPUs) | GPU: NVIDIA GeForce RTX 4090 | RAM: 32768 MB Severity: Medium? Maybe Low? it's very distracting and disorienting when it happens. Frequency: Medium, seems random and happens every few minutes for me Description: The camera seems to occasionally jump around randomly when moving with RMB. It will behave normally one moment, then suddenly snap to a new position for no apparent reason. I've attached a video in which it happens twice; once around the 10s mark, and again around 22s. I play on Fullscreen Windowed mode, in case that's relevant here. It doesn't only happeni n the tutorial, that's just when I thought to capture it. Included Attachments: KerbalSpaceProgram22023-12-2114-11-05.mp4
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 64-bit (10.0, Build 19045) | CPU: AMD Ryzen 7 7800X3D 8-Core Processor (16 CPUs) | GPU: NVIDIA GeForce RTX 4090 | RAM: 32768 MB Severity: Medium. Must be confusing for new players, but the dialog isn't crucial to the tutorial itself. Frequency: High? have to assume it happen every time Description: During the "Capturing" tutorial, a line of dialog is skipped because it triggers when the vessel is captured by the Mun's SOI, which also triggers automatic reduction of timewarp, which triggers the next line of dialog. Included Attachments: KerbalSpaceProgram22023-12-2114-46-25.mp4
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Parts & Vessels Fairings eject forward instead of sideways
WhereAreTheBathrooms replied to 机械主教71号's question in Parts & Vessels
Happens to me too, even on smaller fairings. They end up in the way of subsequent burns and make me worry about my craft getting damaged. Even if it wouldn't be it's pretty distracting and immersion-breaking lol -
This happens all the time when I'm about to launch; just zooming out puts the camera underground, and i have to use RMB to move the camera, which seems to remind the game it's underground and flick the camera's position up to the surface.
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Tutorials Heatshield has fairing in Atmospheric Re-Entry Tutorial
WhereAreTheBathrooms replied to Bingmao's topic in v0.2.0
+1, also experiencing this right now -
Tutorials In "Deorbiting" there is no heatshield in the craft.
WhereAreTheBathrooms replied to Abelinoss's question in Tutorials
Still occurs in For Science!. Would be very confusing for new players wondering what part of the command pod is the heatshield -
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 64-bit (10.0, Build 19045) | CPU: AMD Ryzen 7 7800X3D 8-Core Processor (16 CPUs) | GPU: NVIDIA GeForce RTX 4090 | RAM: 32768 MB Severity: Low, workaround is moving the camera inside Kerbin. A little more severe if this also occurs with vessels Frequency: Medium, very consistent Description: After launch there is often debris at KSC which needs to be cleared. I think it's possible to recover this debris (LSEs?) from VAB before launching a new vehicle, but sometimes I'm in the tracking station and want to get rid of it to clear icons from the screen. However, to select this debris from the Tracking Station, it's not possible from normal camera position; instead you must manouevre the camera inside of Kerbin, and from this position you can look 'out' at KSC to select the debris. Included Attachments: KerbalSpaceProgram22023-12-2111-27-43-Trim.mp4
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 64-bit (10.0, Build 19045) | CPU: AMD Ryzen 7 7800X3D 8-Core Processor | GPU: NVIDIA GeForce RTX 4090 | RAM: 32768MB Severity: Low, kinda immersion-breaking, distracting, but for a few seconds. Frequency: Medium, whenever you complete this mission with a probe core. Description: If your first Munar landing is with an unmanned craft, which was the case for me as I like to vaguely recreate human history and in this case was modelling Muna I after 1966's Luna 9, the debrief text in Mission Control is innaccurate because it mentions a crew's observations which of course couldn't occur without a crew. Additionally, the animation after the debrief shows a Kerbonaut landing on the Mun, but I don't expect this to change, as the animation is very much a representation of Kerbal advancement, not supposedly footage from the mission itself*. The text, however, is very explicit in its innaccuracy. *Although it would be extremely cool if the animation was different for an unmanned completion! Included Attachments:
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 64-bit (10.0, Build 19045) | CPU: AMD Ryzen 7 7800X3D 8-Core Processor | GPU: NVIDIA GeForce RTX 4090 | RAM: 32768MB Severity: Medium. EXTREMELY distracting and immersion-breaking. Ruined my first munar landing experience, which should have been celebratory. Frequency: Medium. My friend landed with the LT-1 "Wallaroo" landing legs and did not encounter this problem. It seems to be very consistent with the LT-5s, it happened for me four times in a row (quickloading). Description: I used LT-5 landing legs on my Munar lander and successfully landed (after having to quickload to fix another bug, where my Communotron 16s and LT-5s would not deploy. this bug is already on the forum however). What should have been an exciting and momentous occasion was instead a rather muted, disappointing affair when my lander stopped descending about half a metre above the terrain, and appeared to simply float there, shaking and oscillating for unknown reasons. My immersion was broken and I felt a little cheated out of the grandeur of a Mun landing, if I'm honest It definitely seems to be a problem with the landing legs themselves, as my craft's engines touched the surface perfectly fine when I retracted the legs. Upon extending them again, the issue appeared once more. Included Attachments: KerbalSpaceProgram22023-12-2021-46-46.mp4 MunaI.json