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Posts
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I had to learn it the hard way. But hey, at least I can watch orbits decay at 60+ FPS
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I bought a new high end PC for playing KSP2 and Starfield... Now I play Dishonored (1) and Jedi Academy on this overpowered monster
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Can we please get an update as to what’s going on?
Bingmao replied to HammerTyme's topic in KSP2 Discussion
Could also be some scheduled nightly build pipelines... -
You are insane!!! After one year you beat your own record by 500m/s Yes they did in patch 2 one year ago
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What happened to increased communication?
Bingmao replied to DoomsdayDuck555's topic in KSP2 Discussion
I have to say I really like your mindset. And I love reading your posts! I love the game and what it eventually will be in the future, but sometimes I really loose hope in it. But when I read your comments I get hyped again and start to see the positive side again. Many will say, seeing things with your eyes is naive or childish or far from reality. But I think it is very mature. In the world we live in, with so many negative news, you have to stay positive for some things. In the end it's just a game! Stay positive! -
Hahahaha! Damn it! That's why you should turn off your phone when you are tired
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And 12 women can make 1 baby in 1 month
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Bingmao started following Cannot create maneuver nodes with 0 deltaV [Map/OutOfFuelManeuverNode] , Is Kerbin's physical characteristics wrong? , Cities and 2 others
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7.56 AU is definitely wrong. 1AU (Astronomical Unit) is defined as the average Sun-Earth distance. Or Kerbol-Kerbin in the game I guess. Afaik the planet parameters are the same to KSP1 Kerbins Radius is 600.000 so: r x 2 x π = 3.769.911m You can find all parameters in the wiki https://wiki.kerbalspaceprogram.com/wiki/Kerbin
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Oh no... Please put spoilers in a spoiler box
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Bingmao changed their profile photo
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Bug Status [2/23]
Bingmao replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
You encounter this bug: Set the spring strength to 0 and the rover will get back down Edit: don't forget to upvote the bug -
Sounds cool, can't wait to see your mission report!
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Finally I finished the Big 'n Husky mission. My plan was to land my Base (>300t) on Duna. It includes 6 Methalox Fuel Towers 2 Xenon Tanks (Integrated in the trusses) 2 Hydrogen Tanks (also Integrated in the trusses) Monopropellant tanks A Spaceplane (incl. port) A Rover (incl. port) div. electrical and science equipment lots of docking ports chutes! even more chutes!!! Mission Report (in spoiler): It was veeery tedious. Encountered multiple (already known) bugs, like docking ports not docking, spontaneous disassambly during load, disappearing orbital lines, ... And between 5 and 15 FPS. Even less during atmospheric flight on duna
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I totally get it why it is not possible to make or extend a maneuver plan if you don't have enough fuel, and it was discussed often enough in the forum (i.e. accurate calculation of future path taking fuel consumption == mass reduction into account, could result in negative mass and totally wrong predicted orbit, if maneuver exceeds vessels capability) But I would like to propose a button next to a maneuver node which can switch the node between the new accurate KSP2 mode and a "simulation"-mode (instant impulse maneuver, infinity fuel) like in KSP1. Or even being able to switch the whole game to a simulation mode, like it is introduced in the tutorials with P.A.I.G.E. (with the blueish outlines), with maneuver nodes set to KSP1 functionality.