Jeq
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Here is proof for debate, is there heating bug or not. There is:
Jeq replied to Jeq's topic in KSP2 Discussion
On my opinion re-entry heating system is on state that developers should give public warning for anyone trying to do that with bigger vessels. This can easily lead to frustation when people doesn't aknowledge there is serious bug behind every failure. -
Bug testing: Warning: Don't waste your valuable time for trying to do missions which needs heavy vessels entering atmospheres (Laythe, Eve). Duna you might survive butg other than that it is very unpreictable. Developers should give this warning for players because it might get very frustating to do those missions, without knowing there is serious bug behind those failures.
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This video shows vessel which doesn't have engines behind heatshields: Chech what happens for same vesel with heatshield covered engines: Play both videos same time, check altitude and match videos so you can see results at same height. What you see is Thermal protected vessel explodes faster, first its Mainsail II engine is destroyed, tank behind it is destroyed. Unprotected vessel that middle tank is saved from heat. Next protected vector engines explodes before unprotected. If both of these vessels didn't have thermal cover above their engine mounts, those engine mounts would explode right when you enter atmosphere:
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And clicking them one by one doesn't even seem allways work.
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win 11 | CPU: I7 | GPU: RTX 3080 super | RAM: 32 -When using engine mounts, you can protect it by attaching heatshield at top of its node. -Skipper engine cannot be protected when heatshield is at top and bottom of its node( Bottom node has decoupler to make engine usable) -Vector engines has heat shield at bottom of their nodes (decoupler is used to make engines usable) Engines bottom note heatshields with decouplers heats as fast as engines without heat shields. Included Attachments: .ipsImage { width: 900px !important; }
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ok but anyways i did found that when making new stage for parachutes when 1st attempt failed parachutes starts to deploy normally. This is solution when waiting bug is fixed and this info might help finding reason of bug.
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It seems that parachutes doesn't deploy for same reason as some stages needs double pressing to deploy. When you deploy parachute stage they doesn't deploy at first try but parachute stage is removed, if you make new stage now and move parachutes there, press staging again then parachutes deploys normally. Video clips out just when i am gonna press space again to stage it, but now parachutes deploys normally when i do this.
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Could this bug be because when entering atmosphere, game assumes atmosphere is moving at speed of surface even at high altitude, which is totally different speed of orbital speed? I pointed my vessel to surface retrogade and any heating parts cooled down instantly. Normally at that heights Orbital velocity is shown but you have to click it to show surface direction and velocities. Me personally get better results if i switch to surface velocity tab right before entering atmosphere.
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I made some tests at KSP 1 and for me best way to launch rocket is to think it being throwable object. 1) i try to throw rocket to point at 45km altitude, best way to throw object is certain angle above desired point, i have figured that best for me is to aim prograde direction (not your nose) 68degrees east, until speed is about 250m/s. When speed is 250m/s i aim nose to prograde. I stop burning when apoapsis is at 45km and time to apoapsis allows second twr to make safe ascent. if twr is 1, you want time to apoapsis be at least 60seconds, if twr is 2 then 30seconds is enought. And so on... 2) i let rocket to coast(wait without doing anything) last possible time until i start burning to prograde. Timing is determined about what your TWR for next stage is so you make it in time. This burn i make so apoapsis is over 70km. 3) Circulazing burn happens at last possible time too, again to prograde. For me most important rules are: You must be at wanted altitude with enought time to apoapsis for second stage. Keep time to apoapsis as small as possible and this is most efficient way your rocket can make it to orbit. Any burn away from prograde is waste of fuel. Any burn away from horizontal is waste of fuel.
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Is it really best to have multiplayer last at roadmap? When it comes out last, there will be lot of things to reconsider in game, lot of bugs and lot of problems. Shouldn't multiplayer at least be published at Beta state right now so feedback can be given before physics/game state makes implementing multiplayer harder nut to crack? Me thinking about it, it should be published and evolve parallel with game, so it feels it is built into game, not something what is added later. And hire praydog to make VR support to ksp 2
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Ofcourse not without heatshield but parts shouldn't explode 2kelvin tolerance right at edge of atmosphere. Atmo is so low pressure and cold at edge of space, it is almost vacuum.
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Yes ofcourse but there is bug in game and it feels ablator gets rid of that bug, no matter of placement.
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Todays trials and errors: Structucal node which has 2000k temperature tolerance blows up among first pieces at eve edge. Luxury heatshield which has 1700k temperature tolerance blows up among first pieces at eve edge. (It really doesn't seem to be heatshield.)
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win 11 | CPU: I7 | GPU: RTX 3080 | RAM: 32 MK 2 fuel tanks and other MK 2 parts temp limit is 1500k But all MK 2 adapters are 1000k, bicoupler and 1,25to mk 2. I see this as an bug because obiviously MK 2 should have temperature resistances.
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Can someone test if game has just an ablator check, only without any ablator this bug happens? I had same kind of problem at EVE enter at edge of 90km, when i added ablator then bug didn't happen. There definetly wasnt enough of heatshields to make anything remarkable for physics. Could be some error in normal parts termal capacity or ratio of drag, because even most massive fuel tanks heats up very quickly.
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There ya go
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Heatshields can take it, but they seems to let some temperature trought and causes fuel tanks to explode and vessel turn around too. So far i managed to drop this to 55km from surface but still lot to go, thats the point where speed starts to slow down very fast but wings and tanks get burnd. By the way it seems that game has some ablator check at top of atmosphere, if there is no heatshields at all then parts are destroyed when entering edge of atmosphere
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It doesn't seem possible to do that mission currently. This was my best try, everything covered. I don't even know for sure if that is enought to get off eve but i can't get into surface, it seems to be hardest part. https://steamcommunity.com/profiles/76561197963919541/screenshot/2309848621088720064/ Used cheats to test eve encounter, if i would manage to get that into surface somehow, i would need to figure how to get that out of kerbins atmosphere
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win 11 | CPU: I7 | GPU: Rtx 3080 | RAM: 32 At Bop you can see there is night and day but skybox remains same. Could we get these correctly on all planets? Not sure if it started bugging during flight, i think i saw flash at sky and then i noticed this. .ipsImage { width: 900px !important; }
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probes first because colonies comes last.
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