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jclovis3

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Everything posted by jclovis3

  1. They already have an uncontrolled altitude limit that deletes falling debris, but if the Pe of that debris does not pass below this limit, it will not drag without some general algorithm to make it do so.
  2. Submitted. Just waiting on verification.
  3. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 7 2700X | GPU: ASUS ROG STRIX GeForce RTX 2060 | RAM: 64 GB While trying to deconstruct the fairing steps to rebuild its shape, I ran into problems with the minus step button. It didn't deconstruct the fairing down a level like it should and it also covers the confirm or cancel buttons underneath. Then I tried to delete the fairing but I could not drag it while being edited. Previously reported as but requested that I make a new report for this. Included Attachments:
  4. While trying to deconstruct the fairing steps to rebuild its shape, I ran into problems with the minus step button. It didn't deconstruct the fairing down a level like it should and it also covers the confirm or cancel buttons underneath. Then I tried to delete the fairing but I could not drag it while being edited.
  5. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 7 2700X | GPU: ASUS ROG STRIX GeForce RTX 2060 | RAM: 64 GB My first launch with the new patch (KSP2 Patch v0.1.3.0) actually failed to launch. After reverting to VAB and making a minor tweak to the booster thrust, it launched as expected after that. Included Attachments:
  6. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 7 2700X | GPU: ASUS ROG STRIX GeForce RTX 2060 | RAM: 64 GB The Nvidia Shadow Play UI (L.Alt+Z) minimizes KSP2 (in full screen mode) to open up on the desktop. Recordings made using Shadow Play are saved to a "Desktop" folder, not a "Kerbal Space Program 2" folder. Other games create a folder with the game name which is why I expected either the long name or "KSP2" to be created or used if I created it. Also, during recording, the green dot I normally see during other games I record does not show in KSP2 (like it's hidden behind the game) so I am thinking that maybe there is an API you're supposed to use to enable Shadow Play support or the overlay icons to appear over the game in full screen mode. Included Attachments:
  7. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 7 2700X | GPU: ASUS ROG STRIX GeForce RTX 2060 | RAM: 64 GB After installing the new patch, I loaded into the game and before the main menu was this large text warning about seizures caused by lighting effects. It's something I've seen before in various games but this warning has a lot of text and only a few seconds to even look at it before it closes and jumps straight to the main menu. Included Attachments:
  8. I wouldn't be too sure on that. While engine thrust may be continuous in ships not in focus for the purposes of interstellar travel, the aerodynamic physics may still be constrained to a physics bubble around the active vessel, which means your de-orbiting parts that leave the bubble will not succumb to drag unless Take2 can devise a performant low calculation way of handling that for parts outside of the bubble.
  9. I think now I am seeing another issue with this method of occlusion that may impact cargo bays and dynamic Fairings, which is that occlusion of a forward part is only tied to the one part behind it and that second part does not pass on the occlusion to the next part but simply provides only itself as the occlusion to the 3rd part. You "fixed" this by manually filling in the center of hollow tubes and perhaps in-line decouplers but this does not address the problem with the many dynamic ways people may build craft and the cargo bays and fairings issue. I think using the same technique to calculate the cube for a part should be used on the whole craft after construction and again after any part separation or connection (docking or EVA construction), but this of course would not allow noticed changes in the ship shape (bending under atmospheric stress) from to apply changes in these occlusions either. I can see why you would rather have per part occlusion in this sense, but there needs to be a way for that occlusion to cast down throughout the ship, not just to the next part. I propose a "union" of occlusions such that the occlusion from the first part be logically unioned with the next part to generate the effective occlusion of that part onto the 3rd part, and so on. This will also ensure that a big part up in the front will shield every smaller part that trails behind it. What's more, you can allow for a conical reduction in this union over distance as measured by speed (or maybe not conical but parabolic) to account for air stream collapsing in toward the smaller parts but that a pocket of air would still exist in the lee of the larger part. Lastly, the occlusion of dynamically constructed fairings would use the union approach with each segment start and ending just as if they were unique parts and ensure that even a parabolic reduction in the size of the occlusion is reinforced by the size of the next segment.
  10. A bug I've experienced so much it tops half of this top ten list IMHO is how landing gear can cause the craft to flip like crazy, even sometimes explode, upon extending if extended at too high an altitude. The workaround seems to be wait until you are close to the ground so I think there is a point of reference issue with this. I have since been avoiding use of landing legs all together as a result. Often, coming out of time warp with legs extended triggers the sudden toss and turn of the ship too. Having legs attached to structural girders and beams makes things worse.
  11. I know KSP2 isn't as open to the public as another game I've been watching for the past 10 years, but here are some things they do to keep us informed. An updated Roadmap with two views. First, is a release view with blocks for each quarter and a list of features marked for this release. They don't go more than a couple quarters out as these features are in the high assurance category. The other view is a progress tracker, which lists most features in a sort of time line along with the teams who are working on them and when. This is connected to their internal Jira system and delayed by a couple of weeks. There are of course some features they deem "redacted" so as to give us something to thirst for, but much of it is open because millions of players are watching, testing, and submitting bug reports to the issue council or contributing to reports, voting them up and making them more visible. Weekly video showcasing some aspects of development, including white boxing, grey boxing, and in engine testing, even if it's not stable because they can always edit out the breaks and try another take. These videos are usually 10-20 minutes long. Weekly behind the scenes video usually as a way of getting to know the employees and what they're working on. Sometimes it has nothing to do with actual production but more about their background and what they had done before. Other times they demonstrate the tools they are using (artists love this) or do Q&A sessions about their area of responsibility in coding and development. There may be anywhere from 1 to 4 developers or other staff used in addition to the host in these videos and being on Twitch Live, they give players a chance to react and respond or ask questions on the spot. Patch notes and testing releases. These are first sent to a smaller group of players who sign an NDA to test game patches and report on bugs that make it too unstable for a wider release. The patch notes and bug reports on these patches are not public. Then a quarterly release candidate moves into the first public wave, where players having a concierge status can perform the same tests and report on bugs. At this point, the patch notes are released publicly and not behind an NDA but only a relatively small number of players can play and report. They will likely release their own YouTube content on these patches, making the state of development more known to the public. More weeks later, the next public wave introduces more players into testing. Now this is a game that has both a Live (long term) major version and a Player Test version. It is the test version that is going through these waves of tests by players. When it is deemed stable enough, the Live version is updated to the new major quarterly patch, which is similar to what you are doing now with KSP2. This sort of commits any changes and updates to the game and prevents players from using older versions. Those of us doing test patches have to have extra drive space for a separate and isolated copy but the same launcher is used to select which version we are playing or testing. The last is something you are already doing. Hosting a forum for discussion of problems, ideas, and events or challenges. That keeps us engaged but having developers engaged with us is what keeps us with you. This other game has two types of posts we can make. One is the traditional chat where content becomes lost over time, and the other is categorized discussion groups, where we create a discussion about a specific topic or idea and comments are shown either in their parent/child node view (replies indented and collapsible), or in order of posting date (user decides which view and what sort order). This view provides the user name of any user who replied to it in a linier list below the post as well as the user name of who the post replies to above it. Those names are links to the other replies or posts. This sort of category discussion view lasts longer in time and for the most part, remains within the context of the OP's first post or statement. Forgive me for being vague on what this other game is, but I do not want to detract from KSP2 by giving that title away.
  12. How do you get that "F12 AeroGUI" to open? I've tried F12, holding F12, Alt F12 and nothing shows of it. There is no mention of it in the key bindings. I am still having an issue in Patch - v0.1.2.0 that may be related to this. My only solar panels are the OX-STAT which are the small flat surface attached non extendable panels. I am seeing airstreams extending from wing tips under the AE-FF500 "Quahog" fairing and my ship structures secured by numerous ST-S-4 (5m small square truss) are bending under increased airspeed. I want to use this GUI to evaluate what might be going on with a small scale test like what you performed.
  13. After using several different color scheme for parts, it would be nice to be able to duplicate one of those when adding new parts by using the standard color sampler dropper icon to allow us to click a part and have its colors loaded into the color manager. It would also be helpful to have a scrollable list of color schemes used on the active vessel along the side of the color manager that you can expand and contract like a sideways window slider. Then we would more easily be able to select color schemes that are hidden by a shroud later in the build.
  14. Kapybara, derived from Capybara is the big brother of the guinea pig. A suiting concept for one who is thrown into an experimental rocket and hurled into space with no guarantees of survivability.
  15. Where did they say it was implemented and working? I read that the devs were goofing off in multiplayer. That is not to say that it works as intended yet. We are playing KSP2. That doesn't mean it works as intended yet. Multiplayer is a feature requiring many parts, including how to handle time warp, if that will even be allowed. What they have said and demonstrated is that work is progressing on these parts. Getting some form of communication between multiple clients to bring craft together into the same environment is progress from only a single player experience. The design they have is a plan, not an implementation version. What is implemented is not the whole, but just enough to verify data paths between clients. If there is any peer to peer connection between clients, bypassing any server authority, there needs to be sufficient security in place to ensure that one player can't inject code into the stream that can hurt another players experience or worse, gain unauthorized access to their system. A goof session such as the one described can be used to generate analytics for finding performance issues in the communication stream early on before things get more complicated. So do not infer that a feature is working just because some small aspect of that feature is being tested in a game environment. Everything has to be tested in some way as it is being developed. That is, after all, the whole purpose behind an Early Access release.
  16. I just wanted to share a few pictures I made way back in KSP1. The stacking kerbals reminded me of one of them. Kerbal Stack - https://imgur.com/gallery/iEXew0G KSP Art - https://imgur.com/gallery/2Q4qiqw Features: - Jeb's retirement cottage - Jool Set - The 96 Kerbal Retreat on Laythe - Habitat for Kerbanity (100 Kerbals who couldn't afford to live on Laythe)
  17. You can't see how long a burn will take or the dV requirement until you plot a maneuver. If, lets say, your maneuver requires only a small dV and you have very large engines, you might want to dial back the thrust on those engines so you don't miss the stop time. Doing so however, does not update the burn time or the resulting maneuver trajectory (since nodes are at the start of the burn rather than the center) so executing it would result in you shifting the center of your burn further away then what you see and as a result, throwing your trajection way off. Expected result: Changing engine parameters should result in a new calculation of burn time. Feature request: Add remaining dV to the UI so instead of seeing a burn dV requirement, you see a remaining dV or a combination such as 70/70 dv at the start of the burn and 20/70 dV after burning off 50 dV. This way, we have something a little more precise to use than a meter bar with very thick increment lines.
  18. Both good and bad. Now space planes can't be built with side mounts. Why not have attach points on all six sides of the Mk2 RFT-800 for example? Even with the AD-25 Aerodynamic Decoupler it is now impossible to connect this tank using the pointed edges.
  19. In my latest video for the week 3 challenge, I suddenly had my WASD controls locked out and I couldn't move after planting a flag. This wasn't the first time this happened. As someone pointed out in the YouTube comments, I was in time warp but didn't realize it. Watching the video more closely (at 15:30) it appears as soon as I used a period in the text description, that key also triggered the time warp change. https://youtu.be/MF4UDDlaljg?t=930 Version: 0.1.0.0.20892 Date discovered: 3/12/2023 OS: Windows Input: Keyboard and Mouse Expected result: Text editing in flag descriptions and other similar UX/UI should not pass forward to game controls.
  20. I have seen this with a variety of decouplers. In this video, you can see that even after staging, the control surfaces on the wings can still be actuated even though the only controllable part is on the rocket. This was my first attempt for the week 2 challenge before I switched to a series of connected aero decouplers. This is the link I sent in connection with report ticket 48476.
  21. Ticket #28664 created. I ran into this problem to, but already bought the Open-Source option first so I'll just stick with that for now as the Bail-out option is more efficient anyway. EDIT: Oops. Bail-out is the opposite of what I first thought it was. You sell reputation for money.
  22. I've been playing KSP for around 2500 hours according to Steam, but I'm not sure how much offline time was counted in that. Anyway, in all that time I have yet to find a way to collect or transfer only specific science experiments. For example, I have a couple of missions to pick up artifacts from Duna and Ike, which are recorded like science experiments, and bring them home. I have about 25 other experiments in the probe core (RC-L01) that I would like to move to a science lab in orbit. The probe core, and the science container can "collect all". I can review the list and transmit or turn it into the science lab until it gets full. The problem is, with 25 experiments, it will get full and I want to leave the rest with it's container before heading back to Kerbin with the two artifacts. Has there been any way that anyone has found yet, without mods, of doing just this? If not, I hope they add it to KSP2. It doesn't make any sense that science experiments can't be separated because scientists don't just toss everything into a pile of goo and study the reaction.
  23. Sensor triggers as added to robotic parts which can trigger an action much like the robot controller. Fuel tank sensors to trigger staging when a tank gets empty. Maybe one that measures wind speed speed and density and triggers certain fragile deployable parts to retract. I think this would be important for ships with long thrust periods that will continue to execute thrust while not in focus as was mentioned in one of your videos. This will allow them to release tanks when criteria are met according to your design.
  24. Allow Kerbals to reduce the force of their jumps on low gravity planets if they wanted to. I mean, it's cool to jump over the entire ship, but when you have to leave your EVA pack behind to carry a science kit to place, your only way back in is a well aimed jump or an inflatable airlock placed down low to the ground on a girder or robotic part.
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