Zwartekop
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Everything posted by Zwartekop
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Yes I know. I saw it after the second submission. But I didn't read it after the first. That's why I suggested a DM to inbox. That's how it works on reddit when mods need to approve your post for approval. That way there's a record somewhere.
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- v0.1.4
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Yes. I thought my post was lost. I didn't know they were reviewing my submission. My bad. PS: They could send an automatic notification like "we are reviewing your bug report" in your inbox. That way you don't miss the little popup.
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Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 | GPU: NVIDIA GeForce RTX 3060 (12GB) | RAM: DDR4 2* 16GB Steps to reproduce Attach airbrake to MK3 Cargo Bay (Location doesn't matter) Attach landing gear to MK3 Cargo Bay (positioned below the cargo bay as shown in the video) Launch the vehicle Press G to lower gear (It won't work) Press B to open airbrakes (It won't work) Open the cargo bay and now both do work Happens every time to me so reproducible. Included Attachments: bugreport-Trim.mp4
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Steps to reproduce the bug: Add a fairing to any craft Set deploy type to anything else than the default: Clamshell X2. For example 'Clamshell X4'. Exit the VAB: Either launch the craft, go to the KSC, close the game etc. When you come back the mode will be reverted to the default. Saving the game has no effect. It will always revert the deploy type. I'm using KSP2 without mods. PC Info: Windows 11 GPU: RTX 3060 CPU: AMD Ryzen 5 5600 RAM: 32 GB
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That's not true I remember it going up to 20m/s pretty quickly. I solved my particular problem by just moving the tail wing up a lot but there's definitely some kraken drive stuff going on. I think this player used the same effect to multiply engine power massively: I'll do more testing later this evening.
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I build a plane in the VAB and put the J-20 jet engine at the back of the plane. I did not activate the reverse mode. It is in cruise mode. After launching the craft the thrust goes in the wrong direction. When I click on the engine and apply the reverse mode the thrust just increases but in the wrong direction. The sound changes too. Because of this I think it's an after burner mode that isn't supposed to be there. Reverting to launch or VAB does nothing. Even restarting the game doesn't help. It used to work but it suddenly bugged itself. I tried putting the engine on the front but then it suddenly starts pushing and I'm going backwards again. Here's a video to show what I mean: I'm using KSP2 without mods. PC Info: Windows 11 GPU: RTX 3060 CPU: AMD Ryzen 5 5600 RAM: 32 GB
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I'm an astrophotography and I've only gotten a starlink satelite in my frames once. It's really not a big deal. You just take the bad frame out.
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Well they were able to do it for normal rocket engines. Now we just need an electric whine for electric engines and chopping noises for blades. I mainly make choppers and electric contraptions to take to other planets and to be honest, it's kind of a shame that all my gameplay is dead silent. If this way is a dead end as you seem to suggest is there another way to push the developers?
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Propeller sounds
Zwartekop replied to Zwartekop's topic in KSP1 Suggestions & Development Discussion
I feel like the addition of sound to a motor is just a really basic feature that should come with the Breaking Ground DLC. If the sound from engine nozzles had to be downloaded from a mod I also wouldn't be OK with that. The DLC parts are less used but are a really important part of the game for me. I'm a university student and I have to study for my finals. If I have time I would probably give it a shot.- 7 replies
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Propeller sounds
Zwartekop replied to Zwartekop's topic in KSP1 Suggestions & Development Discussion
Are you saying there are engine sounds but only inside the cockpit? I tried that in the heli I just build and my electrical rotors are still dead silent? Is my game bugged?- 7 replies
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Propeller sounds
Zwartekop replied to Zwartekop's topic in KSP1 Suggestions & Development Discussion
Correct me if I'm wrong but I feel like I already properly addressed this in my post: Blades make "chop" sound effect that depends on the speed and atmospheric pressure Electrical engines have a slight electric hum, bigger engines could hum louder This means that since only the engines hum, a rover with wheels that are driven by electrical motors would also just hum. There no blades to make chopping noises. This also means that a lander with blades that are not powered also wouldn't make any humming noise. The motor is turned off and is just acting as a bearing so the hum noise shouldn't be there. The blades will make a chopping noise which is to be expected since it's autorotating (i think). Here's an example of a helicopter descending with no engine. There's still chop chop sounds even though there is no engine humm: Finally here's some pseudocode to show how this could be implemented: //calculate engine sound if(motorEngaged == true){ engineNoisePercentage = max(100, enginePower); } //calculate blade sound bladeNoisePercentage = max(100, rotationalspeed* atmPressure); //atmPressure is the amount of Kerbin atmosphere's from 0 to 1 and above. The real code will off course be more complicated but I feel like even this would be better then 0 noise inside and outside the cockpit. (situation now)- 7 replies
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I would like to be able to hear the signature chopping sound from the helicopter blades. It would really add to the immersion, it feels kind of weird to have a massive chopper flying around that makes no sound at all. Bonus points if the chopping sound becomes quitter on Duna and disappears in a vacuum. Here's a concrete list of additions I would like: Blades make "chop" sound effect that depends on the speed and atmospheric pressure Electrical engines have a slight electric hum, bigger engines could hum louder I was actually really surprised when I discovered this wasn't in the game already Thanks for reading
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I feel like this is a seperate bug though? Unless this is a feature and I'm somehow not getting it. (I'm talking about toggle points not working when you go over them in high increments)
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- breaking ground
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I'm trying to make my own SAS system with reaction wheels that can get saturated. Propellers won't be an option in space I'm affraid.
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I figured out why it doesn't work I think. I mapped the KAL-controller to respond to the yaw input in absolute control mode: if I'm yawing left, the KAL-controller is at 0% no input puts the controller at 50% right yaw input gives 100% Because the controller teleports in increments of 50% and doesn't roll over the marker it isn't triggered. I've noticed that it also doesn't work if the KAL-controller timeline is less then a couple seconds long: 2.5 seconds and it doesn't work, 5 seconds is fine if I remember correctly. Not sure if this is a bug or a feature. Very annoying.
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Hello, first time posting here I'd like to know if it's possible to change the direction of a motor in flight with the controller. I noticed in the KAL-1000 controller there's an option to "toggle motor direction" but I don't know how to use it. I included an image below: https://imgur.com/a/GigkXF0 I've tested it in flight and it doesn't change the motor direction when I play the rail. Any ideas?
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