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Posts posted by pwn

  1. https://imgur.com/FsotWQf

    I have a mothership with three probes.

    I thought it used to work clicking "control from here" in the tooltip to select what side of the vessel will be controlled after seperation.

    of course it could be one of my mods... is anybody else having this issue?

    P.S: the 'same interactive vessel' button doesn't do anything either

    Edit: i think i found the culprit... i was using docking ports as seperators. changing to stack seperators fixed the issue....
    but knowing this i was not able to make it work with the docking ports (tried all the buttons in their tooltip)

  2. the staging gets screwed up pretty frequently for me, i think it's almost always fixed by pressing space twice - still pretty stupid that the game doesn't simply activate the last stage that only has parts that were not activated before

    it seems like the game goes by ids and counts down some integer instead of dynamically looking what the last stage is and just activating it.

    but i knew people would immediately jump in and tell me all these things were not so bad.
    the point is that this is not a very polished experience tbh it's far from being polished.
    and i didn't even mention the borked physics, unusable airplanes, mods getting broken with every update, bad graphics, balancing, unnecessary loading times etc.
    these were all real issues that could easily be polished. no idea why you are defending the current state or tell me its my fault.
    and to be honest some of your workarounds are really ridiculous.

  3. - there is no way to tell the game what part will be controlled after seperation if you have a drone mothership. you can bind "control from here" to an action group but that doesnt do the same thing as clicking it in the tooltip and you couldnt bind it to a specific stage anyway. the only way is doing it manually.
    - when bruteforcing timewarp (spamming the button) while entering the influence of another body, the game might get confused and you wont get the predicted result path
    - kerbin -> mun -> minmus -> ... who in their right mind would say "eve" in this order?
    - when rearranging stages in flight or manually activating some, you cannot activate the next stage with the space bar
    - when you have any tooltip or context menu open, all keyboard input gets ignored.. often causing you to miss the right moment to cancel acceleration or timewarp
    - your landed vehicles start jumping when their physics get enabled (and even if they just jumped by 1m/s, since they are suborbital now they will get destroyed when you leave (eg. to space center) that moment)
    - it's insanely difficult to select one of two very close vehicles in the orbital view (making switching vehicles very annoying)
    - the manuever planner should also show the next orbit's intersections as this can often be a huge hassle
    - please add radial seperators that don't leave behind any weight on either side
    - gamepad support is pretty awful https://forum.kerbalspaceprogram.com/index.php?/topic/207229-gamepad-support/
    - atmospheres dont dampen signals https://forum.kerbalspaceprogram.com/index.php?/topic/207222-atm-occlusion-setting-pointless/

    i know "gamebreaking" might be an exaggeration but the sum of all these problems can create a pretty bad experience

  4. - to change your keybindings, you have to quit to the main menu (!)

    - i couldn't figure out how to bind both my analog shoulder buttons to stepping up and down acceleration because the game recognized both as a single trigger. (ds4windows pretending to be an xbox 360 controller)

    - different profiles for airplanes and spaceships please

  5. less read-only properties.

    let me just edit data of a contract when i access it...^^

    simplicity is key, even when they still use c# and you have tons of unity dependencies, i had a really bad time figuring out what contract the player is currently looking at

    something like lua might be better though, so modders don't have to recompile their mods for almost every update...

  6. update:

    it seems like there actually is a bug or two:

    the atmosphere occlusion modifier only gets applied when you enter a vessel, you won't see an immediate effect if you are already flying something.


    when i set it to 10% (what cancels the connection to my satellites), i still have a 3% signal to my carrier.
    but when i set it to 99%, i loose that connection - while my satellites work perfectly when they are in range.

    edit: the tooltip says it's applied on the "size of the object"..... kinda doesnt make any sense, why is there no setting for how strong atmosphere is dampening the signal?



  7. in ksp 1, the signal was completely unaffected when passing through atmosphere. (except when you went fast enough to cause a plasma failure)

    it would be cool if the signal got dampened when it passed the atmosphere.

    i'd also suggest specialized antennas that can penetrate atmospheres better, so you have more reasons to use orbital satellites. (just atmosphere/interplanetary, not as complex as the real antennas mod)

    while you're on it, please include the overlay from the "antenna helper" mod :)

    tbh building a satellite network is my favorite task in ksp1

  8. 21 minutes ago, darthgently said:

     When do you think plasma blackout should occur?

    since i misunderstood the whole plasma thing from the beginning, i guess just as it is now.

    i just hope they take atmosphere into account in the next game (when you are not under plasma).

    it seems crazy that they simulate that but not the general atmosphere dampening

  9. mtE5Dxv.png

    the satellite doesn't move fast enough to get out of range and as i said, as soon as i leave the atmosphere, the signal comes back.

    it's just ridiculous that the atmosphere seems to have no effect on the signal strength except when this plasma thing happens... seems kinda unrealistic

    for now i guess i'll play without plasma failure.. just disappointed it didn't work the way i thought it would.

  10. the problem was only being between the clouds and the upper atmosphere, not the satellites.. except the corresponding satellite being kind of weak (~12M, enough for 25% signal strength before it suddenly lost connection)
    no idea how this plasma thing works in real life though..

    does it mean there is no setting that only affects signals that have to penetrate the atmosphere?

    i think in ksp2 there should be a mechanic that rewards multiple small satellites around your target planet, not only for better coverage but also using a better wavelength to penetrate the atmosphere instead of having a bigger range.

  11. on the surface i had some good 20% connectivity to my satellite directly above me in orbit (on eve)

    as soon as i got past the clouds, i suddenly lost all connectivity.

    obviously i have plasma failure enabled, but how does this make any sense?
    if anything, the connection should be even weaker on the ground, no?

    i would also wish it was a more gradual decrease, instead of jumping from 25% to 0%

    update: it seems like i misunderstood that plasma failure setting, but the atm occlusion modifier seems to be buggy too - see last post

  12. i tried fast-forwarding a ton but i kept getting these milestone contracts
    i wish there was a mod to remove rendezvous from milestones entirely

    another annoing thing about progression is that it immediately sends you to eve after kerbin and it's moons.
    there are so many easier planets that would be a much better option than this insane difficulty spike

  13. rendezvous have always been my least fun activity.

    i know exactly how to use the docking port alignment indicator, the difficulty is not the issue.

    what's annoying is this (exactly what i've been doing the last hours)

    "rendezvous on minmus"

    "oh. now rendezvous on mun too"

    "nvm go back to minmus and exchange crew there"

    i can imagine how the next 3 milestone missions will look

    2x kerbin for rendezvous and another exchange on mun i guess

    at this point i dont even wanna play anymore because i know that i have to do the same nonsense for every other celestial body too.

  14. the decoupler TD-12 has the same mass as the universal storage decoupler, but with that one i'm reaching a 3x as high altitude, so the universal storage one must have a much higher drag somehow

    with the TD-06 it seems to be the opposite. (the universal storage decoupler also stabilizes the craft better, maybe that's why it's better here?)

    with bigger parts it seems to be the same story like with the TD-12, but much less severe.

  15. 6 hours ago, ssd21345 said:

    Nice idea, wonder if in the future if there automatic scan of non stock planet/moons  to see how high gravity, atmosphere density and heiight, distance and assign them a value in the future. Would be very hard to do though.

    if you already done it then wow :)

    currently it only supports stock planets, i'm not sure if this will be possible... especially calculating the deltaV and time required to get there from the home planet.

    it would be easier to just add data of the main solar system overhauls. i guess the main one is "real solar system" ?

  16. Download: https://spacedock.info/mod/2989/Realtime Funding

    This mod fixes orbital research by creating a configurable alternate system you can use

    I'm sure you know what issues I'm referring to:
    - Research labs are immediately filled up when you just flew across the solar system and had to timewarp a lot.
    - The repetitive task of collecting science

    This still works normally, but i added a new system that you can use complementary or as a replacement.
    The clue is that everything is working in realtime, so it ignores timewarping etc but it pauses when you press ESC
    Also everything is highly configurable so you can tailor it to your playstyle / mod configuration.

    The default settings are aligned to the vanilla difficulty, but I'd be happy about suggestions to improve out-of-the-box balancing and other feedback.

    The systems:

    1. Deployed scientists generate science
         This simply counts all scientists you have active anywhere, they don't need to be in a research lab but you need to have them outside.
         You can configure an exponent and a final multiplier, this is the formula: science/minute = scientists ^ exponent * multiplier

    2. Finishing a contract gives a permanent science / minute bonus based on the difficulty (stock only) (german, english and spanish)
        I wrote a pretty complex system to determine the difficulty of a contract
        Every planet has a value assigned how hard it is to get there, how hard it is to land and how hard it is to get back into space from the surface.
        It also detects the type of the contract, so very complex tasks contribute to a higher score
        Here's an example: (it always prints it's entire calculation in %userprofile%\AppData\LocalLow\Squad\Kerbal Space Program\Player.log


    Extract Ore from Duna and bring it to Ike.
      Description: The SCAN: Scientific Committee on Advanced Navigation board has uncovered some worrisome issues. We can prove that there is plenty of ore in the solar system. And that's where you come in.
      Retrieve 2,650 units of ore on Duna
      No planet parameter, checking param title
      Duna detected, situation:2.20
      Have 2,650 units of ore on your spacecraft
      No planet parameter, checking param title
      Land your ore on Ike
      No planet parameter, checking param title
      Ike detected, situation:2.00
      Maintain stability for ten seconds
      No planet parameter, checking param title
    Max Situation Score: 2.20
    Adding planets from mission title...:
      Duna in mission title but already present with 2.20
      Ike in mission title but already present with 2.00
    Calculating total score...:
      Duna +4.05
      Ike +3.58
    Adding 0.65 for this mission type
    Returning 8.28 * 0.50 = 4.14 + 0.46

         You can configure what the result gets multiplied with and how much gets added on top by the amount of reputation you have (the displayed reputation)
         In this case i set both to 0.5, so i'm getting 50% of what it calculated and another 0.46 because i'm at 92% reputation.
         When you start a contract you get a message predicting how much it will yield.

    3. Funding based on how much (real) reputation you have accumulated
         No, I haven't cracked the code how the reputation formula worked.
         I pressed "increase by 10" over 3000 times until i reached 98.8% reputation and copied the log output into an array.
         This is how the mod knows exactly how much reputation you have gained.
         The result gets multiplied by a configurable value and added on top of a configurable base value
         As everything in this mod, you get your payout every 10 realtime seconds.








    MIT, text included in the file

    Also included in the file

    Linuxgurugamer for KSP Casher and TotalTime which this mod is based on (but still compatible with)

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