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MagicCuboid

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Everything posted by MagicCuboid

  1. Expect? I don't know. Based on dev updates, science experiments will be more like payloads, which seems fun. What I hope for is that science will take time, EC, and comm signal strength to actually execute. Something similar to Kerbalism's science system, but maybe minus the hard drive stuff in favor of just slots. This, of course, would necessitate a planning UI overhaul in the VAB to estimate signal strength and EC generation, which seems unlikely...
  2. Well that's something to look forward to! KSP2 performance has already increased a lot since the initial release (for me), but it will probably have another 6 months to a year before I'm ready to really dive into it.
  3. Oh wow, I didn't realize this! I've always been in the habit of clicking "control from here" on the docking port before starting docking, even if it's on the nose. I'll give this a try!
  4. It'll drive down part count too. Also prevent me from my unrealistically overdesigned satellites where the design ethos is, "if I just cram every single science experiment on this one probe, then I guess I'll never have to play the game again!"
  5. Using Parallax 2, is anyone else getting deep ocean scatter relatively close to the top of the ocean? When I land, there's a circle around my ship of vines, and the ground sort of clips. I'll see if I can get a picture.
  6. For me, it's Docking Port Alignment Indicator all the way. It's a little overpowered compared to what astronauts actually had on the Gemini and Apollo, but then again they had autopilot for most things.
  7. Use MechJeb and turn on Smart RCS Translation. It automatically tries to adjust your RCS thrusters to prevent rotation. Just remember to turn it off once you're done translating, or you get weird RCS behavior.
  8. 100%. The AMA yesterday mentioned that the team is in a lot of discussion on bringing SAS control into Time Warp. This is one feature that was heavily anticipated (the ability to burn through Time Warp) and yet sadly, for 99% of engines that have ~1-5min burns, it is less functional than the old system. I understand the switch to interstellar travel necessitated this system being developed, but it's a little undercooked at the moment. I agree with all of your points, and I'd like to add another... it is a minor frustration that, with only one Time Warp system, you constantly have to cycle through the x2 & x4 to get up to the higher speeds. It's just extra clicks compared to the KSP1 system, when the old alt+ worked fine. I wouldn't mind adding functionality to make alt+ to fine tune the Time Warp and regular increase to jump straight to 5x, 10x like in KSP1.
  9. It sort of sounds like they're creating parts that are more like payloads for Science rather than the little knobs and dials we have now. I think that's a good idea for vanilla KSP2; it creates opportunities for more launches, different designs for mass etc. I also hope the science experiments themselves have parameters to fulfill, like polar orbit, certain EC generation over time, etc.
  10. Is anyone else still having this problem? I can't for the life of me figure out how to get the Agena (or other) Materials Bay prepared. I'm using Skyhawk Kerbalism. Edit: fixed it. The problem is Kerbalism doesn't seem to know what to do with %crew_prepare = Scientist module. I did a search through the default Kerbalism profiles and this was not a module that is used anymore, so I figure it's been deprecated. Removing %crew_prepare = Scientist from all the mobileMaterialsLab entries in LabExperiments.cfg, ExplorationExperiments.cfg, SSPX.cfg, RestockPlus.cfg, Restock.cfg, and PlanetaryBaseInc.cfg entries makes them function perfectly. They still require a Scientist to run.
  11. Not possible as far as I know. Maybe it's possible to add some kind of crossfade? But as it is the music jumps from one playlist to the next depending on scenario.
  12. I don't think it's because of KSP2. The creator just stated they got their mod to a state they like and were finished with it.
  13. Is it just me or does some of the Tundra stuff come really early in the tech tree? Wondering if I borked something. Amazing mod, though! I'm having a great time.
  14. Thank you! I tested it out and it seems to work nicely :). One thing I noticed is there is a defined layer of "atmosphere" that loads in above the clouds that you kind of clip through, but this might be because I'm using Galileo's Rescale! 2.5x configs.
  15. I very much want major parts like engines to have part connection variants like KSP1 Restock has. Considering Nertea is on the team, I can't imagine he hasn't thought of it
  16. I agree. The space between cloud layers is a very beautiful place to fly in EVE.
  17. Yup, I agree. Maybe if the UI was smaller overall it would work, but I don't want over 1/3 of my screen to look like MS DOS in my otherwise very pretty, high graphics game.
  18. What OP is referring to is the ability to translate/rotate parts on the "absolute" grid instead of just the "local" grid. I also would like to see this option again.
  19. I built a Space Shuttle and managed to use it to lift a satellite into a highly eccentric orbit! I then just barely crashed into the ground and killed all the kerbals - worth it. I then sent a shipment of Kerbals to Duna. They're having a picnic there now!
  20. I don't think the crew have roles yet. There's no science or anything so consider them all pilots until then.
  21. I also miss being able to shift click a vehicle to move the whole thing. Having to navigate to the root part is clunky.
  22. In addition to above comments, we really need to be able to see TWR and review our fuel per stage, at a minimum. Ideally I'd also be able to see total burn time per stage before fuel is out.
  23. Yup, I think there's a "realistic" way to incorporate Science into the game and a "gamey" way, but either one would probably be better than what we have. "Realistic" is as @mcwaffles2003 suggests - let the science actually discover... science! By doing experiments, we'd uncover information that would make future missions easier. It would be great to discover things like SOI boundaries, atmosphere altitudes and density, gravity, and have those all inform future missions. One thing I love about the mod SCANSat for example is that you can send a preliminary mission to map a planet, which then makes all future missions easier because you now have a great map! One "Gamey" suggestion I've read on this forum would also be things like having a variety of currencies discovered by science so that certain experiments help unlock specific parts of the tech tree. I'm not as much in favor of this since it would make the game more linear when it should be anything but that. Regardless, I'm also interested in how the Science gameplay will actually function. I don't want a return of the "click-a-menu-button at the right precise time" game mechanic. I'd rather there be something like Kerbalism, where an experiment is armed and ready, taking time, EC, and data bandwidth in order to transmit. It makes ship designs more interesting because the systems all have to support the science much more directly.
  24. @MrCATZS https://gitlab.com/ksrss/KSRSS for the public beta (last update 2 weeks ago). Some of the new released screenshots aren't on gitlab yet.
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