Jump to content

byaafacehead

Members
  • Posts

    26
  • Joined

  • Last visited

Reputation

9 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. @Spicat Looking at the other posts, I think my bug might be separate/unrelated. My ship maintains a proper orbit, but the focus and trajectory line gets bugged.
  2. I mean, that's a definitely gripe I have as well! A lot of the map camera/UI still needs work (don't get me started on maneuver nodes). Here's the relevant bug tracker for that particular issue, if you want to give it another vote...
  3. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 22H2 | CPU: AMD 5600X | GPU: RX 6700XT | RAM: 32GB When reloading my craft, I had an issue where the vessel is nowhere to be seen and while nav ball and UI are present , there's no attitude control. The engines can be throttled and hear sound and I see fuel/dV so that seems to work. When switching to map view, the craft icon is still shown but it appears to diverge from the trajectory line. At first I tried reloading, and this sometimes would work. I also just tried going to the KSC and then tracking station and controlling the ship again, this worked as well, so thankfully it seems its more the ship is ok but somehow the player control is bugged. Screenshot of ship view, map view, craft and the save file. (Don't mind the goofy design ) I did have one part of the craft spontaneously explode, I think due to some part clipping, no idea if related or not. Included Attachments: LaythePlaneLauncherFULLSEND.json LaytheP45k.json .ipsImage { width: 900px !important; }
  4. I'm just trying the laythe mission with a space plane, though I need to design and launch a return vehicle for the crew/surface samples.. was waiting for the most recent patch to do the actual landing (and see if my plane even works lol) I have just been able to get consistent with capture gravity assists using laythe or tylo and that's helped a ton on dV. I have had mixed luck with AlexMoons calculator. Either I am missing something obvious (though I have tried a bunch of things!) or KSP2 drifts from KSP1 over time, so by 80y it's basically unusable. For now, I just eyeball it. To clarify the main issue is the predicted phase angle being widly different from the actual ingame planet positions on the day specified. So it's not departure angle or more minor details which are messing me up.
  5. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: AMD 5600X | GPU: RX 6700XT | RAM: 32GB When at KSC, you can switch to different buildings directly via the esc menu. However I think the VAB and Tracking station are slightly bugged for me. When in the VAB, you can't switch directly to Tracking station, and the Tracking station you can pick the Tracking station (less annoying but still seems like a bug). I included a screenshot of mission control as an example of where the menu seems to work properly. This bug has been around since at least v0.2.0 Included Attachments: .ipsImage { width: 900px !important; }
  6. It was noted in the latest (1/25) KERB bug tracker, but just at a 'reproducible' level. I did see another post regarding workaround for the bug: you can manually open the save file and cha ge the craft state to flying. Sorry, don't have theink handy but you can probably find it by search
  7. If you have ever tried Simple Rockets 2 (Juno), most parts are procedural, including engines. So its handled that way, though in a bit more complicated fashion. If I recall, it's chamber pressure (higher pressure means better efficiency and thrust but is heavier since the engine is thicker to handle the pressure). Throat width, where you can trade off between thrust and Isp, and then the bell, which optimizes ISP for mass (as well as suiting better for atmo vs vac performance).
  8. I have had this too. I time warp to the suggested time and sometimes the planets are so far off (like 270° instead of 90°). I think the KSP year 1 = KSP year 0 got changed so they match, but I still check that too. I think my campaign is 100 or so years in
  9. Looking forward to trying this out on Tuesday and seeing the full patch notes
  10. Its funny seeing this thread and other threads which say the exact opposite, that science should be far more interactive. Devs probably will be a in a good spot when both sides are mad
  11. There are less science parts, but I am saying the one which exist are more differentiated from a gameplay perspective. For example, the thermometer, mystery goo, pressure sensor all are basically just: go to biome, click run experiment. So those redundant "go and click" style experiment got lumped into Science Jr. The other experiments have additional constraints, like survey time, power requirements etc., which is better gameplay-wise then a large number of parts which all functionally work in an identical way (that's not fun, just tedious). You press one button to start all of these experiments but you have to think out how to make a craft which can meet those constraints. Though I would be happy to see more sci parts released for further variety.
  12. +1 for the vessel info (especially the Big Chonker mission) And clearing debris. I set the 'persistent debris' down but it didn't delete what I had, so maybe that's just a bug..
  13. This is exactly a frustration I have. Well summarized, especially the SOI bubble. Completely agree precision maneuver needs a detached editor. Hopefully Tuesday's 2.1.0 update helps a little
  14. Not having robotics too, that such a great system in KSP1. Though I get near term there's more pressing priorities for KSP2 development, but I hope something like that makes it in the game in the not too distant future
×
×
  • Create New...