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Bingmao

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  1. Hahahaha! Damn it! That's why you should turn off your phone when you are tired
  2. For shielding I would love to see a paint-brush tool to "spray" ablator on parts. With definable thickness which would affect durability and mass
  3. 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
  4. I love your idea for the test terrains! It would be really cool to have some testing facilities with different ground material and slopes like at NASA
  5. Oh no... Please put spoilers in a spoiler box
  6. 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
  7. Sounds cool, can't wait to see your mission report!
  8. 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
  9. 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.
  10. I always thought the lander can has also to be at the rock. It would have been a lot less frustrating to walk over there from my landing site as rolling the landercan over the dunes
  11. I have a problem with the camera controls in flight. I know that you can adjust the camera speed (rotation and zoom) for the "caption" cam mode. I also know that the speed change affects other camera modes as well (I will create a bug for that if it does not exist yet). But at some point during my game, one of the camera mode which is affected by the caption-cam-speed-change, is stuck at a very slow speed. Increasing the caption camera speed did not increase the speed of this one cam mode, making this mode totally useless because the cam was barely moving. After some time more and more camera modes became that slow. Now I only have the "horizon" and "caption" cam working normally, all the other ones barely moving and not adjustable. Reloading, restart game, restart PC did not change that behaviour. Is there maybe a setting in the config file or on the save file which I can try to change to reset the camera speed?
  12. I attached the pod to a plane and flew over to the rock. Landing was very rough because of the surrounding terrain. Managed to land a few hundred meters away and rolled over to the rock in my destroyed plane. Next time I would try to separate the pod with chutes when flying over the rock.
  13. Thanks for the clarification. That makes total sense now. Aha, and with "speed" you mean the speed relative to the star of the system you are currently in and not relative to a nearby body, as you imply here, that it only works in interstellar travel I am really looking forward to it!
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