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Everything posted by Socraticat
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Weekly Challenge #36: Rover Race
Socraticat replied to Nerdy_Mike's topic in Challenges & Mission Ideas
OK, hi, I'm back. So here's the big sticking point for this week's challenge: I get going down the runway with a rover. Once at a good pace, or even below max speed, the craft gets turned off course as if it was on rails for just a moment. Call me crazy, but it happens everywhere on the runway- All over KSC- Rarely in the Garage. Is it to due with curvature of Kerbin? WTH? This is my current Kraken fighter- I call it the Twin Jet Proto (real original): Maybe it's due to lift? It seems to happen without wings too. With these wheels and the ones just smaller. Long, long time ago... I made this to illustrate the problem. Someone said it was to gimmicky. They were right, but it was still fun, which is all that matters. This challenge seems impossible with this bug/ my user error. But it is still fun. -
Weekly Challenge #36: Rover Race
Socraticat replied to Nerdy_Mike's topic in Challenges & Mission Ideas
Hnng.... BRB. -
I concur with this statement. I almost always get errors on complex builds- guaranteed with hydrogen. I thought maybe since my twr was so low, maybe I should reevaluate my expectations for these engines... then realized, "shouldn't that be reflected in the DV calculation anyway?" Having said that, I'm getting a solid 60fps in many situations around KSC with less than 100 parts. Super duper!
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I enjoyed my not so short test today. These graphics are just stunning. Editing gives me some extra time to appreciate each frame and I absolutely do. As far as gameplay is concerned, I definitely have time to plan my maneuvers... I think there's a clear improvement in frames, especially since 0.1.2 (my last comparable test). I'm really excited for parallel processing in "For Science!". EVERYONE TO THE HYPE TRAIN! 1.0 LET'S GO! (Sorry to the folks that didn't get a benefit from 0.1.5; it'll get there!)
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I've definitely encountered this as well, and It does seem to be a calculation error. I do have a documented vid of burning for an interplanetary transfer and only getting 1/2 of the DV that was originally calculated. I had 2 Swerv engines mounted radially with XL tanks. I'm loading up .5 now- going to test some frames with an old high part vessel, then maybe I'll try to get some data for this new mystery of "missing DV".
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Release KSP2 Release Notes - Update v0.1.5.0
Socraticat replied to Intercept Games's topic in KSP2 Dev Updates
Wow. Just WOW! Thanks! -
Look, I'm basically (as I've been told) just some random guy... but not everyone is negative. I've been trying to promote KSP2 positivity since pretty early on. I'm a big fan. Usually I try to let my work speak for itself, but I just had to to a big fingerpoint to a counterexample for "everybody". Even nobody is somebody without a body.
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So I tried Juno. It feels sterile. I plan to give it a go again to see if I can't prep myself for that vibe. Simple planes is still waiting for a first boot. Looks cool. Jet Set Radio feels... off. It's not the same as the original. The remade Tony-Hawk 1+2 is AMAZING. 9/10 cause I want silly hats.
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Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: Ryzen 5 3600 | GPU: 3080 | RAM: 32 If you loaded the save file named "Flying on Laythe" and created a save file shortly after decoupling the Buggy, you should have a save file that will showcase this bug. If not, let me provide a new save file named: "The Drop" This is after separating and after a quick pause/save/load. (on a side note, this sequence also usually causes a soft crash/infinite loading screen) Once I reboot the game I can load the save file "The Drop" and fly the Buggy, but I can also turn the camera around and see the delivery vessel that was just flying and just dropped the payload is now just floating/hanging in the air, despite its situation. The engines are even on. To see these events you will need to fly my craft a bit. I have some footage I'll try to supply with the issue. It's not an edit I look forward to making- I'd rather be in the VAB. Included Attachments: TheDrop.json .ipsImage { width: 900px !important; }
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Crash Warping a vessel made of cubic truss crashes game. [STJ-3125]
Socraticat replied to Socraticat's topic in v0.1.4
I guarantee this is affecting a ton of people. Just one of these parts on your craft can can wreck a single warp. Is there any update on this yet @Anth -
Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: Ryzen 5 3600 | GPU: 3080 | RAM: 32 Recently on a trip to Laythe I found a drag issue after decoupling from inside a cargo bay. Load save file "Flying on Laythe" Change cam to auto Group 3 to open cargo doors Group 4 to control from Buggy Stage twice to drop buggy (or change stack to make drop next) Observe vessel has zero wing control or drag- there is no slowing. Create a save while Buggy is falling Load Save- Buggy should now fly like a decent plane. Included Attachments: FlyingonLaythe.json .ipsImage { width: 900px !important; }
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Weekly Challenge #35: Land on Laythe
Socraticat replied to Nerdy_Mike's topic in Challenges & Mission Ideas
I posted this in the "What did you do in KSP2 today?" thread earlier this week. The delivery plane is a Kerbin Capable SSTO, but with the game in its current state I took the nose off for an easier delivery. I really wanted the cargo on the surface more than the plane anyway. Chapters 01:48 Cargo Deploy One 04:54 Cargo Deploy Two 07:22 Vehicle Testing One 11:26 Vehicle Testing Two 13:35 Encore/ Launch There were a few gamechanging bugs for this mission. If I find time this weekend I'll try to share the process of getting this far in Mission Reports. -
Last I heard, which was this week, was a confirmation that more words (I'm not going to speculate as to what those words make up) were going to be shared by Nate tomorrow. That's recent communication. And upcoming. Also, we've had "updates" for every "update" and hotfix with KERB reports in between. We follow so close that it seems like old news already, but some don't even know about the new engines or docking port they added. Some don't even know how drag had a massive overhaul, or that reentry effects are next on the list of releases. But I get it. We want more now.
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Chapters 01:48 Cargo Deploy One 04:54 Cargo Deploy Two 07:22 Vehicle Testing One 11:26 Vehicle Testing Two 13:35 Encore/ Launch
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
Socraticat replied to Halban's topic in KSP Fan Works
Chapters 01:48 Cargo Deploy One 04:54 Cargo Deploy Two 07:22 Vehicle Testing One 11:26 Vehicle Testing Two 13:35 Encore/ Launch -
Weekly Challenge #34: Get Spooky
Socraticat replied to Nerdy_Mike's topic in Challenges & Mission Ideas
Some parts seem to have less capacity for a stable joint. XS trusses and hubs seem to fall into this category, as well as docking ports. This craft started as an anatomical recreation of a spine made out of XS Hubs. Then I set it down horizontal and started adding bits to add muscle (fuel engine and intake), wings, and then struts to hold some sections firmer than others. The tail at the end is just reverb- the "flap" was unintentional at first, but I quickly embraced its whimsy. -
I made it to Laythe! I feel like I need to jot down some notes because I just went through a lot, lol. I want to share it in detail tomorrow. First I wanted to deliver the buggy in a cargo bay, but it lost drag after decoupling. That was the failed test that got me on Origin Island. Next, I decided to make an SSTO so I could more or less "drag" the cargo into orbit since I'm also not convinced the Cargo Bay completely negates drag from parts inside, then I would refuel and go. Laythe was too far of a target for this method even if I used a drop tank, which I tried twice (once with the wrong size decoupler on the Fuel Buddy- the pain was real on the bounce). I did technically make it with my second drop tank, but it left me without fuel at Low Laythe Orbit. Then I decided to brute force it with a 2XL Hydrogen ball, 8 XL Hydrogen tanks, 4 Swervs, 8 DIY LF Boosters and only a handful of struts. I did as @Mikki reminded and did a completely vertical launch until escaping the atmosphere at 70K. It's not my favorite method, but if you're trying to get out of Kerbin SOI, who cares how you exit Atmo anyway... It worked perfectly. It's really hard to state how OP (not complaining) the SWERV engine is. At Laythe my SSTO had enough fuel to pinpoint land anywhere- the cargo is intended to be dropped, but I encountered a dragless buggy after decoupling- this time it affected the buggy, not the Cargo Bay. More investigation is needed. Then I had a soft crash where every save loaded kaleidoscope polygon madness until I rebooted the game. I take it as a sign that it's time to log off. Until tomorrow! (or later this week, because life gets busy)
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This is a continuation of the flat winged buggy I pushed through the "Garage Tops" race course. The base was stable enough that I was fairly certain I could make enough modifications to be flight ready. It's "Frame" is a beam and three pairs of wings. It was essential to spam enough lift to have a stall speed low enough for the wheels to be useful- by engaging the brakes upon landing the wheels act like soft anchors (I don't know how else to explain it, but landing is very satisfying). It fits in an XL cargo bay carried by enough RAPIERS and fuel to be an SSTO, but that's for the next update on this mission.
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Weekly Challenge #34: Get Spooky
Socraticat replied to Nerdy_Mike's topic in Challenges & Mission Ideas
The first time I posted this craft I was just testing around KSC. I did eventually fine tune it well enough for a "flight" to the runway. This is one of my favorite builds and achievements. It's not recent, but it fits the theme. -
Mikki`s guide of countering "Wobble" during ascend.
Socraticat replied to Mikki's topic in KSP2 Tutorials
Gimbals and control surfaces should be adjusted to the minimum percentage necessary to function properly to reduce the "resonance" that you're talking about. Between that and isolating jobs for certain control surfaces, I can get some decent control over most launches. Thanks for sharing your tips!- 1 reply
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Weekly Challenge #33: Land on Tylo
Socraticat replied to Nerdy_Mike's topic in Challenges & Mission Ideas
I've been hoping for a chance to use my Jool 5 vessel for this mission, but between learning it needs a redesign, and the Kraken delaying refueling attempts, I've settled for testing my Tylo Lander by getting the Mothership to Tylo with infinite fuel, then test the lander without infinite fuel. The first step is seeing if it can land and drop off the payload, right? I landed with some 50 DV left in the lower stage. Could have changed the approach to save some fuel. Also carrying a second payload. The second stage of the lander can reach orbit on its own if it's full, but in an Ideal mission the Kerbal launches witht the lower stage and jumps to the second in a suborbital stunt. Maybe I'll be ready for the full Jool 5 in an update or 2. My "OneOscar" delivery mothership needs more DV. Always more DV. Anyway, the lander lands... so there's that. There's only supposed to be one "OneOscar" for this portion of the delivery, and there's only supposed to be one Kerbal, not seated in a "OneOscar" (seems I overlooked the automatic boarding that occurs in the VAB). -
Asymmetric Space Plane + Secret Rover
Socraticat replied to Heretic391's topic in The KSP2 Spacecraft Exchange
I've come to like KSP2 rapiers, but the Whiplash engines are very nice. They give a better atmospheric performance, but it's a bummer they are dead weight after atmo. I too started with avoiding the rapier.