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Jeq

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Everything posted by Jeq

  1. Problems understanding lookdirup() command while using lock steering. It doesn't seem to work as i expect and i have no idea what is happening. i have first vector, which i want to go set to directionvector1. Then i want so my ships upvector points to target (so my wings are effective when turning into target). my command would looklike: Lock steering to lookdirup( directionvector1 , target:position ). it does lock steering to directionvector1 but doesn't seem to rotate vessel at all.
  2. SAS bug founded: 1) put your vessel on orbit 2) dont have reaction wheels on it. 3) turn sas on now press Rotation or Pitch buttons, and watch Yaw. Yaw seems to be twitching while it should stay still. this only happens with Yaw, if you press yaw button, rotation and pitch stays still as they should. edit 1: maybe never mind, fact is that when in orbit. sas tries to keep vessels orientation relative to body and keeps pushing controls more and more straight when vessel advances trought orbit. But it makes me wonder, should it do this? Why it is trying to keep its orientation balanced using orbit body, why not universe? edit 2: Not sure which method ksp uses to balance, but if vessel is stable(not rotating) at orbit then my logic SAS shouldn't do anything to it.
  3. edit: i dont know what is happening. i swear gimbals caused wiggle of my stations, i occasionaly had to turn gimbals off and suddenly felt stable. not happening anymore. Maybe another glitch in matrix. This was especially if having sas turned on. engine gimbals going grazy. It might be seeing those gimbals made my mind connect wiggling to gimbals.
  4. Going over LIGHTSPEED fix needed: 1) reduce all freshly spawned object go maybe 300m/s or not more than what original impact velocity was? This is related to physics bug where you crash something on mun and suddenly you get sun orbit/escape sun achievement because debris of your craft suddenly made impossible. 2) Reduce all thrust when vessel goes faster: Multiple thrust with (1-(Lightspeed/currentVelocity)) I believe this is formula for real physics too. faster you go, less velocity ejected by engines particles affects the vessel. So when you have reached half of lightspeed, you have half of thrust left. You never reach lightspeed as you couldn't in real life but you can achieve 99.999...% of it
  5. Kraken related suggestion: Can we have fix which locks engine gimbals until they are actually fired? This is very often cause for stations wobbling when SAS starts to overcorrect everything. You have to manually lock engine gimbals.
  6. BUG! This mod breaks how using Action Main Throttle works: Have a vessel where you have KAL controllers 'Play Speed' binded to action 'Main Throttle'. What i expect: Normally when throttle is at 0% KAL controllers play speed position will be at 0%. What happens: This mod makes when main throttle is at 0% then KAL controller play speed position is 50%.
  7. Jeq

    Refund

    I made late refund for Valve, loss should be on intercept games when they "saves money", not on customers.
  8. It is easier to change direction of orbit because you are traveling slower. if you go straight 2200m/s, you need to burn 2200m/s left/right to get angle of 45degrees. If you go straight 100m/s you only need 100m/s to change angle to 45. If you are not moving anywhere, you would instantly get to direction of burn.
  9. I was wondering if using Space Engine would help designing planets and new systems?
  10. I really hope that Kerbin launches will have limited resources at start and you need to build bases to different parts of kerbin to get access to more resources before going to orbit or even escape atmosphere.
  11. If add more poodles then it just adds weight very much. it would be same 3100-3500dv range if twr is same and doubled cargo, just twice as many engines.
  12. I think fairing should be able to clip trought some objects at least, to make fairing making more simple. They should pass at least all sideral decouplers and maybe some structure parts which can be assumed to be vertical at some builds.
  13. Without tier 3+ engines it would be: 2 nerv: 23,67t 3 terriers: 35,22t 1 poodle: 35,32t From 3100 to 3500dv poodle is slightly better than terriers but after that terriers are again better up to 4300dv, terriers also are better than poodles from 1dv to 3000dv, ofcourse there is other engines at this range which comes better, like sparks. Optimal dv for terriers are 2504 and 2541 for poodles, meaning after this dV they gains percentually more weight than dV. Terriers are lot shorter than poodles. What i get from this test is thought: Shouldn't bigger engines be allways most lightweight setup within their optimal dV range when twr is reasonable ? This could be done by adjusting their mass. As i said, poodle was nerfed too much with its added weight.
  14. Can we have manual curve multiplier for sas controls? SAS is too agressive controlling vessels and thats why this happens. This is problem with RCS trhusters rotating vessels too, farewell monopropellant. With curve (or turn time) multiplier we would get couple problems fixed. I mentioned turntime multiplier in brackets, its another idea for sas controls. Where you input time in seconds, and SAS tries to do any rotational maneuver to its target orientation within that time, this should be cool too especially with rcs thrusters. Atmosphere flight it feels curve option might be better. To get this further, SAS could even try to avoid going over predefined G forces, this could be cool at every vessel, including rovers where you must remain inside of G to have grip into surface. (Something that braking should do too.)
  15. Why would you do jool 3 missions? Soon those missions probably become obsolete when colonies comes. As obsolete as base building without colonies parts
  16. Some critiques game, some critigues people posting anything on forums. For latter behauviour i don't see any reason, it just creates unnecessary negativity at community. Good and interesting video to watch, thanks!
  17. At least skybox needs to be different when traveling to other star systems. For me biggest problems with skyboxes is that some starts looks very big and bright circles, because i play with high res big television.
  18. It was my favourite engine in KSP 1 too, but it got slightly nerfed as did other engines. It is more weighty now. I actually made calculator app for ksp 2 and it rarely suggests poodle anymore, it is heavily replaced with sparks, terriers, nerv, swerv and new labradoodle series. Lets play? We can actually test this now, you give how much you want dV, cargo weight, orbiting body and twr for that body. I tell you most lightweight setup for that stage
  19. Thuds are good when you want just a little bit more TWR for your skipper but don't want to add another skipper or tanks which would ruin shape of your rocket.. I use smaller sideral engines when there is no enought space to put them on bottom, like landing a rover. Sideral attached engines are good for building your own RCS engines too. Reliant and poodle seems to be most useless engines currently, i haven't found any use for them. Flea and hammer too doesn't need to exists. Kickback does most of jobs, clydesdale saves you when your rocket would be too big otherwise. I might change my mind if money will be in game, because those engines would probably be cheap-end like in KSP 1 which made them save lot of money at certain missions.
  20. Example: We have communotron 16, 16-s and HG-5. They all have same range 16 and 16-s comes first, then HG-5 can be unlocked. HG-5 is heavier than 16 and weakest antenna for temperatures. All antennas works as relays nowdays? My questions are: 1) Why we have different deployable and non-deployable antennas if their stats are same, only difference is that non-deployable are more heavy and harder to protect from atmosphere. 2) Why HG-5 has same strenght as 16 series, while mathematically HG-5 antenna surface area tells it should be hundreds or thousands times more powerful over 16 serie? 3) Is there any plans and what those plans are for future of communication systems?
  21. Rover wheels are too far at science tech to get, you should be able to get some kind of rover with first crewed Mun mission landing.
  22. This maybe same bug, if vsync off, pause game at loading screen, same happens.
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