-
Posts
5,002 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Bej Kerman
-
Killing relative velocity during rendezvous.
Bej Kerman replied to Yuming's topic in KSP1 Gameplay Questions and Tutorials
Yeah, cause two objects don't qualify as being in the same orbit just because they're within a distance of each other. -
Ah, right, because having to append a "sorry we didn't mean to advertise this unimplemented feature" tweet isn't a red flag.
-
@Dakota I don't usually ping the importants for anything, but surely it's not important to make sure the right messages are being communicated when posting material? The team is just setting traps up to hurt themselves with later here. In-cockpit views don't need advertising until it's an actual feature. Right?
-
Ah, yes, say it explicitly later then it's perfectly fine. The James Somerton method
-
They never said it's IVA so no, it isn't. A marketing team doesn't have to explicitly say something for it to be misleading.
-
Because you need a signal to use a probe.
-
[?.?.? - 1.12.x] Naztheme: An Alternate Theme for KSP
Bej Kerman replied to Nazalassa's topic in KSP1 Mod Development
I think this looks extremely inconsistent. I'd redesign it from the ground up, keeping symmetry in mind. Instead of mixing an uneven octagon with curved gauges whose curves are wobbly and inconsistent, I'd either follow the template of the original navball, elements that conform to concentric circles, or make the entire element a square and make the gauges out of rectangles.- 42 replies
-
- 1
-
Killing relative velocity during rendezvous.
Bej Kerman replied to Yuming's topic in KSP1 Gameplay Questions and Tutorials
Even if you properly shut the engines off, you are not in the same orbit as your target and you should still slowly drift away over a period of several minutes. Being within 100m and having no relative velocity does not qualify as being in the same orbit. Also "stationkeeping" isn't a synonym for "staying perfectly still relative to another object". It's "staying roughly still relative to another object via active counteraction of external force". I wonder why they came up with a word which describes this. It's almost like two distant craft follow different paths. -
Okay then. I'd be curious to hear your thoughts though when you've actually interacted with the feature you're promoting for 2.
-
Okay, but have you actually played with a LS mod? Or is this just coming from the image you have in your head of what it might be like? Nope.
-
Killing relative velocity during rendezvous.
Bej Kerman replied to Yuming's topic in KSP1 Gameplay Questions and Tutorials
we questioned what you know of phisics because you do not talk like an expert. Except for a few throwaway line that do hint at technical competence, like mentioning the physics of two spaceships orbiting each other (without whom I'd just dismiss your claims of MS as internet bravado), most of your messages come across as just ranting about things that have perfectly reasonable explanations. what you described in your first post was perfectly compatible with orbital drift, so the simplest explanation was that you were experiencing orbital drift and had no physical knowledge. even now, you boast of a MS in aerospace engineering but you never correctly describe orbital drifting. Their guidance code and whatever else they covered for their masters definitely won't pertain to the "space" in aerospace if they're having trouble coming to grips with the fact two orbits will behave differently to one another. I think that their qualifications are likely irrelevant to the discussion. -
Killing relative velocity during rendezvous.
Bej Kerman replied to Yuming's topic in KSP1 Gameplay Questions and Tutorials
@ctbram CC If your drift is actually anomalous, this'll happen. When you're timewarping, your orbits are locked in place and it's impossible to exert force upon a craft. If the drift happens in timewarp then it's definitely just the physics you're claiming is broken. -
Killing relative velocity during rendezvous.
Bej Kerman replied to Yuming's topic in KSP1 Gameplay Questions and Tutorials
That said, if it's behaving inconsistently, then there might be something buggy going on. It's hard to say without video of what's happening. ctbram was describing the vessels drifting apart slowly as opposed to a massive acceleration, so it's definitely not a bug. -
Killing relative velocity during rendezvous.
Bej Kerman replied to Yuming's topic in KSP1 Gameplay Questions and Tutorials
And you are acted on by an external force, gravity. -
Killing relative velocity during rendezvous.
Bej Kerman replied to Yuming's topic in KSP1 Gameplay Questions and Tutorials
Elaborate You're forcing words into our mouths, nobody said they'd "accelerate infinitely". We said the exact opposite, that without any thrust they'd follow their own orbits. The most fundamental principle of docking is that you and your target follow different orbits. If you're in a higher orbit than your target, you wait for it to catch up below you then you burn into a lower orbit. That doesn't magically stop happening just because you're within a few hundred meters. Feel free to show us. I doubt that. Your first post in this thread was you complaining that two vessels in different orbits didn't remain effectively attached to each other. Mail that to 5 hours ago when you were still writing that first paragraph So, a vessel in a 200x200km orbit and another vessel in a 205x205km orbit should NOT drift apart under normal physics? -
totm jan 2024 Colony Ship - 1k+ Passengers - Dres Station
Bej Kerman replied to Heretic391's topic in The KSP2 Spacecraft Exchange
Holy. excrements. Thread of the year.