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Xheotris

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Everything posted by Xheotris

  1. Absolutely legendary. I love the looks so far, and you have plans for 20 modules!?
  2. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Pro 64-bit | CPU: AMD Ryzen 7 2700 Eight-Core Processor | GPU: NVIDIA GeForce GTX 1660 | RAM: 32GB Specs Severity: Med Frequency: High EDIT: 1.2.0 was the last working version, I was incorrect. I'm running a low thrust nuclear xenon cruiser. In 1.2.0 it worked perfectly under timewarp, (barring the inability to hold prograde during timewarp) and in 1.3.1, is now unable to thrust under timewarp. Where before it was possible to perform a multi-pass boost out of a parking orbit, by time-warping until the prograde drift got too serious, dropping warp, realigning, and repeating until you could get high enough to warp to target, now it's effectively non-functional unless done without timewarp at all. Setting the throttle to full causes light, steady, controlled thrust as expected, allowing for a slow climb. Timewarping places the vessel on rails and stops the acceleration and orbital change, but still consumes resources like charge and xenon. This change makes brachistochrone ion spacecraft impossible again, not because of a lack of parts, but because of no thrust under timewarp making the waiting times infeasible. In 1.2.0, the following vessel was capable of direct transfers to Eeloo and Moho on the same tank of gas, and possibly a Grand Tour, without exploits: Now, however, it remains capable of doing so, but the thrust maneuvers would take literal days of real time. Note that the vacuum stage of the Princess Peach has a TWR well below 0.001, with a dV of 44.4km/s: Recommended fix: Do not look at thrust values to decide if a vessel should be placed on rails for the sake of preventing orbital decay. Look at the throttle instead. If throttled up above 0 and possessing fuel and active engines, the vessel should, under all circumstances, be subject to physics. Included Attachments: PrincessPeach.json
  3. Five to ten stars would probably be a good final number for vanilla. Wishlist: Sol analog (Debdeb?) Protoplanetary disk/nebula Binary star Black hole with an alien station waaaay deep in the gravity well Neutron star Blue giant Brown dwarf A secret iron star
  4. Why have your delicate transfer stage on top, when it could be inside? (For better quality, see the Reddit post, I couldn't figure out how to post video here.)
  5. I actually don't. It was super fiddly. What I'm hoping for is orbital shipyards.
  6. First off, I'm deeply enjoying KSP2, and I love the big improvements you've already made to the game. The burn during timewarp makes a HUGE number of missions, crafts and profiles possible. I'm excited for interstellar travel, and this post is looking forwards to that feature, so that we can make huge burns in a reasonable way. Prograde and Retrograde Hold During Timewarp Love the new burn during timewarp feature. However, with very slow crafts, such as large, or even modest, ion ships, we need to have the ability to make a spiraling constant thrust maneuver, as depicted below: I know it's kind of against tradition, but allowing the vessel to rotate on rails, as it were, would massively, massively improve Ion Engines as a player-viable technology. This craft is *almost* viable as-is, with a TWR way, way south of 0.001, but it's just a bit of a pain while still in LKO, since you have to cut timewarp to 1 very frequently for attitude adjustments. Maneuver Editing Next, we need a popup window or something for maneuver editing. It's absolutely untenable to make interplanetary course plots with draggable handles. That's enough for the Mun, but it's an absolute bear for anything farther out, especially with the new non-impulsive thrust. The final KSP 1 system was sort of able to do this, but it was still quite half-baked. If I was to list the features of an ideal maneuver planning system, it would be something like the following: A list view, from which you can select a maneuver node, in order of execution, without it being visible on screen. It's almost impossible to fine-tune a maneuver when trying to get a clean planetary intercept, because misclicks cause the node to vanish from view, and you need to pull map focus away from the target, find the node, click the node, which, often as not, is occluded by things like Periapsis, Ascending Node, other craft, etc., then you need to refocus on the target planet, swivel around your view to keep the node and the trajectory in view at the same time, and ever-so-gently pull on the node, all without a single misclick that will dismiss the node again. Discrete buttons to change a maneuver by a predictable amount. Perhaps 10m/s normally, and 1m/s with CapsLock on, or maybe 10m/s normally and 0.1m/s under CapsLock. This would allow you to test the effect of a small change in angle or magnitude, while being able to easily undo the action if it throws you in the wrong direction. Manual entry of values. This is the biggest part that KSP 1 got right, though it was still quite annoying to do, due to the above issues. Instant Timewarp Cutoff The way in which timewarp ratchets slowly to the next setting is absolutely disastrous for precise burns. At the very least, I need `/` to cut straight to 1x, bypassing the normal ratchet steps. It's useful that timewarp isn't fully on when you increase it, but the slow decrease has caused many, many quickloads and reverts for me.
  7. Long time veteran here, I was nervous, but after seeing the live gameplay videos, now I'm pumped. The amount of doom and gloom on this forum is insane. The procedural wings alone are worth the price of admission. The size sorting in the VAB and the new nav-ball look absolutely incredible. The graphics look great. The new parts list seems awesome. More precise fairing controls makes me giddy, no more pixel fiddling. I'm buying it on Friday, and I'm excited.
  8. One major improvement you can make is to add a reaction wheel set to SAS Only mode. This will prevent it from tipping while holding W, and allow you to recover from small bumps easier. You can feather it on and off during jumps and such. And, in the worst case, you can set back to Normal or Pilot Only to flip it back over in low gravity.
  9. I've found that shrinking expectations for what you can get done in a session helps a lot with less time to play. A long time ago I'd crank out an SSTO and fly a rendezvous mission all in one sitting. Nowadays I'll build the payload one day, balance the fuselage the next, work out stability and reentry bugs yet another day, then the launch, then the rendezvous burns, etc. Today all I did was design a pair of telescoping/rotating hab arms for a station. Expecting a realistic goal each time I sit down keeps it manageable, and it's fun when you're not doing the same thing every day.
  10. Miklkit's answer is a good one. Part clipping, a.k.a. using the move tool to slide one part into another, is frowned on by some, but it's necessary for some designs for realism. If that's annoying, you can always install FAR's aerodynamics mod, which gives a much more realistic simulation of drag.
  11. I've got a Galileo's Planet pack modset running, and I'm *only* getting offered pilots. Will it destroy the game if I go to persistent.sfs and edit non-starter kerbals I've hired to have trait = Scientist ? Will this break anything? Do I need to edit anything else?
  12. I've heard they do very occasionally. They're not life changing. I'd get them as a show of support for the devs more than for their content, which, KSP is totally worth.
  13. Most missions take place in the solar plane, so a very eccentric polar orbit gives 99% coverage for most interesting missions around a body. Repeat once each for most bodies and add interplanetary grade comms arrays to all of them, and you can get perfect coverage everywhere with not too many sats.
  14. So, I've got some sort of negative mass issue with atmospheric ISRU. I've got air intakes, wads and wads of beamed power, an ISRU Refrigerator, hydrogen tanks, and an ATTILA thruster on a ship. The goal was to boost it to low Kerbin orbit and fill up the tanks there. However, when I start up the atmospheric extraction process, it complains about insufficient storage, and shows a negative mass of stored ammonia, and a positive amount of available ammonia storage space. I've tried rebuilding the ship with minimal components, I've tried adding ammonia storage, both full and empty, and I've tried updating to the most current version of the mod. Enabling overflow doesn't do anything, and hydrogen isn't getting added to the tanks. I'm in a stable 80x80 orbit in the picture, and I've tried dropping to a 70x70 orbit that just skims above the atmosphere. The abundance shows non-zero percentage of hydrogen. I just don't know what to do at this point. Any thoughts? Do you need any more info?
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