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KSP2 Release Notes
Posts posted by Yakez
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Dear Nate, can your drop Kerbal speak and type as a normal human being. Preferably in American Ingles that majority of us understand. I want see patch note reports on development and not philological puzzle each time cReAtIvE DiReCtOr post. Time for being funny was 5 month ago before releasing 50 USD product.
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Quote
teams have continued to work on features
QuoteWhatever solution we arrive at, we’d like it to be predictable and transparent to all users.
QuoteInitial release date: February 24, 2023
Quote114 days
Whatever years in development + 114 days is not enough to fix basic issue with the game like wobble. It is not fun. It is fun 1st time around. After that it is either 0 or 1. Fun just like reading forum blog posts in the age of social media. It was fun in 1999.
Well at least transparency is obvious. This train is moving nowhere.
QuoteWord of Goo my valves... Major chunk of KSP audience (40.5%) is 18-25 years old, I highly doubt that they were all early adopters of iPad1 and played that game like 13 years ago...
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Made Isk Sunflare to function in former glory with current Scatterer, probably applicable to any other.
Just unpack desired sunflare contents into gamedata as before. Go to SUN.cfg inside of sunflareofMaar folder add !syntaxVersion = 2 before %assetPath and change %flareSettings = 0.7,1,0.5 to %flareSettings = 1,1,0.5 should look like this after edit.
@Scatterer_sunflare:AFTER[scatterer] { author = JadeOfMaar // Config for Isk sunflare @Sun { !syntaxVersion = 2 %assetPath = SunflaresOfMaar/Stock/Isk %flareSettings = 1,1,0.5 %spikesSettings = 0.5,1,0.5 %sunGlareFadeDistance = 250000 !ghost1SettingsList1 {} !ghost1SettingsList2 {} !ghost2SettingsList1 {} !ghost2SettingsList2 {} !ghost3SettingsList1 {} !ghost3SettingsList2 {} ghost1SettingsList1 { Item = 0.4,0.56,2.5,0.3 } ghost2SettingsList1 { Item = 0.3,0.56,1,0.95 } } }
Works for me with Eve backtrack volumetric clouds alpha and bundled scatterer without disturbing scatterer files.
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Any timeline on Borderless Window being working feature? Game do not really work with multiple monitor setups... like at all.
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I feel people miss the hype of Rusk twins. On one hand we have 2 body system everywhere just like in KSP1. But this small 3 body interaction addition for only one instance is still huge chunk of code done (maybe even bigger chunk than everything else).
I bet it would be relatively easy to implement as mod for everything else in the game. But what stopping it to be just an extra difficulty toggle? Default game with 2 body interactions and hard mode with 3 body interactions for people who have "beaten" Rusk twins in their playthrough?
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19 hours ago, CaptWhitmire said:
For rules is Mechjeb launch autopilot allowed or is manual flight or SMART ASS allowed?
Rule number 3 allow it outside atmospheres. So on Kerbin, Eve, Duna, Laythe it is all mk1 eyeball.
- bla
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- All atmospheric flight should be handled manually, with the exception of self scripted autopilot programs and "attitude hold" instruments during reentry. Mechjeb etc. are fine for on orbit procedures.
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Hey hey. Simple task ballooned into a video, first time doing KSP stuff, can do better in visual department next time. Left quite a bit on a cutting floor. If you need some extra screens of subassemblies just say.
So here are my submissions for STS-6T and all Minmus STS challenges. Mods used are visual only. Mech Jeb used to create nodes and to land tanker 5 times during Minmus STS-6. Outside that everything is stock and should apply to commander level. Craft totally functional without Kerbal Joint Reinforcement https://kerbalx.com/Yakez/ASS-strutted hoewer used it to record video and have better FPS.
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10 minutes ago, Dcseal said:
My biggest issue with shuttles is going into a complete/flatspin or just straight up turning into a leaf on the wind as I move into the lower atmo. I can wrestle the controls back at about 4000m or less above ground, but unless i've just perfectly nailed reentry over the KSC (I don't) that doesn't happen. I'm experimenting with a new design that can leave LKO and get somewhere meaningful and I'm running into the same issue. Reconfiguring COL/COM it just seems like regardless I'm like a leaf on the wind.
I empty all my tanks on the orbiter & then configure the stability for the orbiter completely dry, and I drain any extra fuel at the end of a mission as I come into reentry.. maybe the dry mass means instability?
You can just make Skylon layout with the same amount of fuel up front and in the back. This way you just forget about all of those issues altogether. Like after flying bunch of shuttles in "normal" shape I just ended going for those cigar-shaped-skylon like crafts for the sake of stability. Cant beat the physics.
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Wow. That have been a while! Back at KSP xD.
This challange have been a real mood saver back in the day. Actually was flying first missions while having COVID! If I only knew back then... Got it two more times since then anyway.
It is really nice to see that some of my Minmus proposals that are now an actual part of this challange! And the extra part with LKO fuel hub and tanker is a neat addition on top! Actually I was thinking about something-something fancy like LKO Asteroid restaurant serving Minmus fueled ice-cream deserts. XD But hauling 140+ tons sounds like a good challenge.
Busy fine-tuning my Minmus payloads. Will fly them soon tm. Keep up the good work! Keeping this challenge alive and kicking is a challenge in itself! xD
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Like I would not be a youtuber with my 220 subs made in last 4 month, but I definitely have some tips. And I am totally not doing KSP content, I am doing Path of Exile, so it is gaming.
https://socialblade.com/youtube/channel/UCssdrokzKxDfUVxkPOK-4WA
Maybe one day I would do KSP xD
1. Youtube do not care. Youtube started to "push" one of my new videos (250+ browse feature views a day), when I already had around 15 "passable" videos with 50K total views. And they came from YouTube search, Google Search, Reddit, Another Reddit and mainly from official forums (40%).
2. The key to rapid growth actually doing something specific to cater to people desires to blow up on social media platforms. So for the most part it is social media game outside Youtube, witch is not totally pretty sometimes.
3. Learn to video edit like a pro. PRO. This is somewhat transferrable skill into outside world. And people generally really like good stuff. Helps quite a bit. Nobody cares about 30m powerpoint presentations, only 2-5% watch that. While snappy well edited 10 min video is watched until end by 30-40%.
4. if you present something. Do not talk about downsides until end. Best way to lose chunk of viewers on spot (20-30%).
5. You can encounter strange people on your way. (I had a person DMing me and saying that he would downvote every single post made by me ever... and bunch of other things).
Also I highly recommend Davicnhi Resolve for video editing! It is godlike free software!
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some station porn xD
Spoilerhttps://imgur.com/a/kaOpx9o - STS-6
https://imgur.com/a/IJTIS7h - STS 7-8
As before full stock STS and station commander entries. Now I know that one can use vanilla flags as stickers. Love that current KSP addition. Since I am in Soviet mood named my two shuttles after Soviet sweets: Barbaris candy and Montpensier candy.
Станция Рокот (Thunder Station in English) is sitting at 309 km orbit.
Core module feature Science lab with Hitchhiker container and docking adaptor that can be accessed by up to 3 shuttles.
Launched second is Habitation module with two Hitchhiker containers, solar array and communication antenna that was birthed to one of two sockets on top.
Third addition was Service module featuring additional solar array and radiators coupled with Communication module, that first served as spacer to clear solar panels and later was repositioned at the bottom of Habitation module.
And the last launched brought second Science module with single lab to distance Service module from main solar array and additional communication array to install on Communication module.
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19 hours ago, sturmhauke said:
Thanks!
I think I am doubletracking a bit. Made whole different shuttle with insane balanse... since it technically have the same amount fuel and weight on both ends of cargo bay. Faring and white flags is really cool way to build a hull xD
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Went for modless commander STS-2b, recovering fuel pod and had an excuse to start building modless station (STS-5). I want shiny silver station xD
Landing was a bit harder that usual since I no linger use large landing gear in front. But after several attempts I now can deal with medium landing gear not snapping. Shoots for the style do not really need them xD
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12 hours ago, QF9E said:
I have the same issue, but I have come up with a technique that works for me: Use the trajectory mod to get an estimate for the impact point when doing the re-entry burn, then switch it off during re-entry. But every so often re-enable it for a few seconds to see if I'm still on course.
I also found that MechJeb's landing point estimator does not kill my FPS, although it is a bit less accurate. I haven't found a way to enter my AoA during descent, and that can have a huge impact. But I found that it works well enough if your AoA is about 40 degrees, with multiple different spaceship designs.
And finally, always aim long for an unpowered descent. I usually overfly the KSC, then turn around and land from the other side. This means that you can vary the turning point based on your speed and altitude, and you can also lose a lot of speed by doing a high-g turn. However, it does mean you have to design a shuttle that can do these maneuvers, which takes some more time in balancing your craft.
I totally forgot that you can do that most likely in the mod toolbar... thanks for the tip.
Decided to master my STS skills with modeless craft, and I still have some commander mission to clear. Quite happy how it turned out. Have a question for future missions. Is simple Fuel switch allowed for stock craft? Simply do not want to have bunch of versions of craft with different tanks and extra clipped tank, since there is no nose tank with liquid fuel.
Here is my entry for STS-1b commander full stock. 90km orbit for fuel pod with 21m margin achieved.
I am totally not build Soviet inspired launch vehicle xD
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Ok. For some bizarre reason when I wanted to make non nuclear Mun Shuttle mission, I stumbled upon this thread xD
And I took on a spin totally overkill machine. It is iteration on mine original STS challenge vehicle. Shuttle itself clocks more than 120t fueled without cargo and have 4 dual Rapier / Panther Engines for powered atmospheric flight with ability too boost itself from gravity wells on Rapiers as well as 4 Torch engines for orbital maneuvers. Munar Decent Trunk ( MDT ) carry large refinery with semi hollow design fitting 3 drills, numerous radiators, 2 large fuel cells and extra fuel tank for decent.
Mods used:
Tweakscale - 2 wing segments, a bit of upscale on jets for visuals and doubled in size RCS ports to lower number of details to 20 from 60+.
Restock+
Near Future Solar
Near Future Launch Vehicles (tanks only)
B9 part Switch
SimpleFuelSwitch
Kerbal Joint Reinforcement
Kerbal Reusability Expansion (Trunk Legs)
Since this STS is total overkill I went full on carrying all first 3 Lunex missions objectives. Bringing only rover was too boring xD.
Lunch vehicle gave me enough bump to almost reach Mun, where I captured using MDT and then landed on Mun near Arch. MDT started refueling process and I deployed Mun base stack from cargo bay and "sky-craned" rover and base itself to the side under power of base monoprop engines.
After all typical jazz on the Mun I have launched base to LMO with very tight fuel margin. Shuttle followed next under power of Rapier engines and finished circulation and all rendezvous maneuvers under power of Torch engines.
Then I docked with base through back port and transferred some monoprop to dock it inside cargo bay. Kerbin return burn. Aero capture. Landing on second orbit. Run out of fuel just before runway xD.
Full report:
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3 hours ago, qzgy said:
oooh thats pretty. 4 jets seem a little overkill though? Maybe its just me.
Technically it is 8. Panthers are clipped together with Rapiers. That STS system is absolutely can lift itself vertically from Mun just only on 4 Rapiers closed cycle. I think I would use that for Lunex challenge.
Lift-off from Duna is also 100% on checkbox and certainly Laythe where only 4 Rapiers were not enough even for 60t Shuttle. On Kerbin I can cruise around mach 1 when Panthers are not in the wet mode and go to mach 3+ with wet mode.
Honestly since atmospheric trajectory calculator mods kills my FPS I just cannot fly unpowered gliders. I am used to have all that insane horsepower for my "near misses" with several hundred km cruises to runways. xD
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6 hours ago, OutInSpace said:
Because landing is not my strong suit. Much easier to get over the runway and pop some chutes. (My design can do a rolling landing. I successfully tested it w/HyperEdit and the debug menu to get it on an approach, but I have a lot of trouble replicating it when coming down from orbit, because, y'know, s p e e d.)
It takes practice and fine tweaking of aircraft. I literally spend 90% the time creating the shuttle while tweaking control surfaces and center of mass to get good plane. Also I remember how many times it took me to start getting consistent landings... like 30+.
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20 minutes ago, OutInSpace said:
Alright, here is my Imgur album for STS-1! Completely stock, vaguely based off the real STS with broad overtones of "throw it at the wall and see what sticks" design, gratuitous part clipping, and a stubborn refusal to not use nuclear engines for the OMS.
MechJeb was used for ascent guidance (which appears to be okay, I searched through this thread), on-orbit burns, and attitude hold during re-entry. Final approach and landing was flown by hand with the exception of attitude hold being briefly re-activated to push down the nose during touchdown. My modlist is posted to the very top of the album.
Jesus that delta wing should able to do cobra stop if you add some stability with forward control surface. Why bankrupting Kerbalkind with so many shoots. xD
Ok I was chilling, relaxing and just constructing new beauty shuttle full of lessons learned from my STS challenges.
The main issues that I run into with my previous designs was inability to really do high velocity capture on 3km/s+ due to bunch of part sticking out like engines, docking ports and solar panels.
Basically it is evolution on this post design:
Faring to have heat resistant nose full of batteries. Docking ports to have ability to mount any engine cluster as usual. Hidden torch engines for Kerbin orbital maneuvers. Dual Rapier / Panther upscaled slightly for powered flight. RCS ports upscaled to cut down the number to 20 from 60+. And only 1 wing segment is tweakscaled to fit the slick design.
Weight with full tanks around 120 tons. Can take-off with 100t payload in 6 segment cargo bay... barely. But it is overkill anyway xD Most likely reasonable payload will not be over 50-60t.
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2 hours ago, sturmhauke said:
@Yakez, your ideas for Minmus are roughly in line with some ideas I've had, as well as some outlines from a couple of shuttle alumni. I'm working up a new set of badges - @michal.don said he didn't have the original vector files, so I'm making my own from scratch. The new set will look mostly like the current ones, with a few modifications to hopefully make it easier to tell between Pilot and Commander, stock and mod versions. There are also some minor style differences in a few badges that I want to clean up and unify so that when I do make brand new ones they fit in better.
Nice to hear that. Looking forward to some new stuff. Hope to see some new Laythe and Eve stuff one day, maybe submarine mission?
Regarding to Minmus proposals, I would most likely have another bonus multi-mission installment with Kordon Jamsey. Chef definitely needs posh restaurant.
Also this Nasa article from April just blew me away, and I want to try to make shuttle mission with construction of telescope on far side of the Mun.
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Made an updated version of my SMM. Now it is finally 6! cargo segments, fully versatile and capable to take off from Duna and Laythe in standard configuration. The major thing is me tweakscaling wings, aligning center of thrust and getting more cargo capacity.
And here is my continuation of Minmus saga. I present Minmus STS-1K as an additional proposal to my Minmus STS-2-4. This time around it is more ridiculous and rather challenging. Somewhat similar to STS-2b, but technically harder (51t to land). I consider this to be a bonus mission after completion of potential Minmus STS-2.
Challenge proposal: "Minmus STS-K1: Kordonated: Is it still raw?"
Following bonus Minmus mission would be truly ridiculous, as Kerbal in spirit, as challenging, as posh and as luxurious as Kerbin restaurant business! You would need decent interplanetary shuttle platform to achieve success in your endeavor.
Kordon Jamsay is the famous chef and food critic from Unified Kerbin Kingdom and he needs your help! In search for ultimate dining experience he wants to purchase Minmus dust for his culinary experiments. Take 2 empty large ore tanks to Minmus surface and fill them up with ore (You can use your mining outpost from Minmus STS-2). Than take fully loaded holding tanks back to Kerbin surface with your shuttle.
For a commander level:
You need to go an extra mile and provide Kordon Jamsay with 3 full large tanks of ore. With 3 tanks Kordon can create complete dining experience not only with first and second course, but with a desert as well!
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Nice to see first Joolian ballistic missi... refinery.
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10 hours ago, QF9E said:
And there goes my plan for deploying the ISRU unit on Laythe as well: I've been practising paradrops this morning specifically for that... Things get interesting when doing cargo drops with payload bay doors on top and side-by-side payload bays, only one of which contains cargo to be dropped. Oh well, time to think of something else.
Couldn't you just lunch it with sepatrons from the ground and use shoots to land package? Also... launch abort system could be a thing for that if you can rotate payload ...
Like my whole paradrop reason is because I "lack clearance" with bottom doors and felt like totally new thing to do in KSP. Could done some weird sideways deployment or just put huge telescopic piston. But it is a bit unrealistic... lifting 120t shuttle to deploy stuff. Otherwise I most likely would be just releasing two layers worth of modules to clear them with current design. The plane and rover were part of initial two-layer package.
18 hours ago, sturmhauke said:You haven't mastered KSP if you haven't played Joolian gravity pinball, but you've got that milestone out of the way now. Your mission payload, while inventive, is borderline not to spec; the orbiter was still in midair when ejecting the payload. I suppose you could argue that it wasn't fully deployed until afterwards, since you had several craft docked together, waiting to be unpacked. Still, you had to hike 1.5 km to get there. I'm inclined to give you this one for the creativity at least, and the rest of the mission was well done. Congratulations, Commander!
I thank you. You just not seen my clownfiesta with package. I could driven it to SMM, but tried to get to it while it was "stuck" there. I forgot to engage breaks when released it and was effectively catching it for 10 minutes cruising around Laythe shores when it finally loaded to grid...
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This one took me a while. I never actually did gravity assists in Jool system before. Aero-breaking is way easier.
Used some tweakscale to bring down number of engines on launch vehicle. And now LAME use 9 upscaled Nerv engines instead of Restock+ ones.
At first I had bad plan with Minmus pit-stop, witch added extra 600 delta V. Then I upscaled my launch vehicle to 2 stages and added drop tanks for initial 2k Jool burn. And return took a week. I tried not to use my main "backup" plan with Bop pit-stop and slingshotted from Jool using combined liquid and monopropellant trust and very aggressive Kerbin aero capture with minimal 400 m/s burn (required a lot of rolling xD ).
So the burn/gravity assist steps that I made during the mission:
1. Jool burn from LKO;
2. Tylo retrograde gravity capture assist;
3. Laythe bounce;
4. Second Tylo bounce;
5. Second Laythe bounce;
6. Laythe aero-capture;
7. Laythe expedition;
8. Burn from Laythe to bounce from Tylo to highly elliptical Jool orbit;
9. Slingshot from Jool system;
10. Combined 1.5k monopropellant and liquid fuel burn to Kerbin to save liquid fuel for Kerbin manoeuvrers;
11. ~49km Kerbin aero-capture with ~400 m/s burn before and after atmosphere breaking;
12. Mundane landing on fumes after medium transfer to KSC.
And initially I planned to refuel SMM on the surface of Laythe. Never happened due to angle of shore and slight damage to suspension of refinery. So technically whole mission did not used mining aside refuel of scout plane for second round of recognizance.Now I really want return to Laythe on a proper flat spot with small base, refinery and submarine. Idea is to use SMM as a shuttle and haul several modules from orbit. And next time I absolutely would make huge heat shield to make straight Laythe capture.
Some highlights:
Spoiler
KSP2 Release Notes - Hotfix v0.1.3.2
in KSP2 Dev Updates
Posted
Props for mentioning contributors. Should have been this way for every mod creator contributing to KSP2 fixes.
Otherwise to useless and to slow to say anything.