Jump to content

RaBDawG

Members
  • Posts

    113
  • Joined

  • Last visited

Posts posted by RaBDawG

  1. 16 hours ago, EvelynThe Dragon said:

    I am playing around practicing docking and am having a bad time. I like to build my space stations a module at a time just like the ISS was put together instead of trying to hurl some monstrosity into orbit in one go... I have played KSP1 for a long time and can execute a docking fairly well, even manually. So I know how to do it.

    But, I am having a hell of a time even getting near to the station with a new module. Everything will be going great, I'll be within a reasonable distance, then several problems pop up. The first and most annoying one is that the distance between the target position and the module I am flying jumps, it never gets closer when it does, only further away. I will be say 25 meters away and suddenly, the station is 200 meters away.

    The next problem is RCS wigs out when using SAS target  mode, it's using all my monopropellant (I am aware this is a known issue). It's really very annoying. This makes things more difficult overall IMO, in KSP1, I would set the port I am docking with and the one I am docking to as control points on each ship then use the target alignment in SAS to make things a lot easier.

    Setting a docking port as a target is difficult, sometimes it works, sometimes I can't figure out how to make it work, even though I think I am doing the same thing each time. So I end up playing tricks with SAS orbital alignment to get a good orientation on the craft I am docking to.

    Attitude oscillations, seriously a pain in the butt. Control wheels and RCS both induce such oscillations, especially when rolling the craft to align it to the position you want and so I can reliably translate the craft I am flying.

    RCS, especially with regard to translations done perpendicular to the orbital path is really sensitive and hard to control. Cancelling those vectors is super finicky.

    Undocking is far more energetic than it ever should be. By the time I can switch to the undocked craft, it's far away and probably has an induced pitch or yaw rotation. Sometimes that doesn't matter, sometimes it really does. If you want to reposition a part, it can get tricky. And yes, I am using the [ and ] keys to cycle from one craft to another. (I currently have docking force at 100%, so I have no idea if reducing it will affect this).

    Vessel naming? What the actual F*** is going on here? Why is there no vessel naming management in  KSP2 like KSP1 had?

    Disappearing orbit tracks and craft sprites in map mode after docking... and sometimes I can't get it to ever come back.

    Half the time, my station disappears completely, cannot find it in the tracking station when this happens. It's random and it disappears when I switch to the VAB to build another module. And right now, I think my most complex station is roughly 50-60 parts and has 4 modules. I built craft in KSP1 with far bigger part counts, 300 to 400 was workable for me and 10 or more modules docked.

    Now I am using Lazy Orbit to skip the tedium boost and rendezvous while I am practicing, I have no idea if that mod is affecting anything.

    The game is broken bro.  Give it 6 months

  2. On 4/12/2023 at 2:13 PM, JoeSchmuckatelli said:

    They did something with the placement / coloring of the filespace/menu bar (whatever the thing is that reads: Kerbol/Kerbin/'ShipName').  There's a blobby icon just under the FPS counter now - and I'm pretty sure I'm getting about 10 frames higher (was in 20s, now in 30s in space looking at Kerbin).

    4k resolution with 3070.

    Also - performance around the KSC is better .  Flat out better - the tree scatter looks better and reacts better as you fly around it.

    I tried running Geforce's frame counter - but it's showing N/A at the moment, so I'm stuck trying to figure out what the game's built in FPS is showing.

    They haven’t, and STILL no fix for AMD GPU’s.

  3. 19 hours ago, Scarecrow71 said:

    Actually, the number of game-breaking bugs and performance fixes that have been addressed in the last 2 patches is quite staggering.  Especially the performance fixes in the last patch; users are reporting that their FPS has gone up and the game has become playable and smooth for them.  So where you got this from I don't know.  Other than perhaps simply not playing the game and just trolling?

    Lol - the first 2 minutes begs to differ - 

     

    40 minutes ago, Meecrob said:

    I'm not getting upset. I get that its EA. I don't want to re-hash the arguments about it. I simply do not get why people are praising them for cleaning the crap out of their pants...I thought that they should do this, no? They are cleaning up their mess and I hope its an awesome game at the end. Now, its not. I very much appreciate that the devs are fixing it. I don't think that selling a broken game, then fixing it deserves praise.

     

    Edit: Practice medicine? Sorry, I don't get how you came to that conclusion. I never mentioned that they should do that. I just want a game that works. I get it will take time to get KSP2 to that point, I'm merely saying that they sold us on a game, and its half that right now...making it 5/8ths a game is good, but its not a full game yet.

     

    P.S. devs: take your time, I'm not complaining about the timeliness of anything...just make a good game, like we all know you can. We will be here.

    EXACTLY

  4. fixes the lights around Complex, LOL.

    " One unheralded improvement, in addition to the already announced fixes  - the nighttime lighting at KSC has taken a big step forward"

    Its like they are trolling us.  A Month+ after a $49.99  Pre Alpha release and we still have no Reentry heating, NO new content, Game breaking bugs, AMD GPU's are exploding in PC's, but there's a new Tik Tok and street lights, so yay!

  5. 56 minutes ago, JoeSchmuckatelli said:

     

    Yes, folks - AP and PE are persistent when you RtClick and look at how GLORIOUSLY SKINNY the MNs are!

     

    3b4u8am.jpg

    Stop Burn Timer - Actually shows up BEFORE the burn!  Such QOL!

     

    The fact this small fix, 3 weeks after launch, is what we are celebrating tells you a lot about the current state of the game lol

  6. 1 hour ago, Socraticat said:

    You got me googling. They're based in New York with offices located in Seattle, Las Vegas, and Munich.

    I'm still rolling with the West Coast estimate.

    Somebody is there. Just as excited as the rest of us. It's probably already been uploaded, waiting for the automatic distribution at 6am. Someone is standing by to watch it happen.

    Excited for what?  They aren’t fixing or adding anything of significance this patch.

  7. On 3/14/2023 at 7:23 PM, RocketRockington said:

    We'll see if the patch moves the needle.  Based on the preliminary list of bugs, I don't expect much change in trajectory,  but of course there could be additional fixes making thier way in.

    Patch wont change a thing.  They aren't even fixing ANY of the major bugs lol.  Not adding any new content either, not adding heat, and its been 3 weeks since launch.  Crazy.  

  8. On 3/3/2023 at 1:57 PM, Cloakedwand72 said:

    I do know of the controversy surrounding the KSP2 launch but I do hope they improve on  it. And I do know they will increase the price to 60/70 bucks once they get near the interstellar update and full mod support. I do have an I5 & 2070 super so do you think the game is kind of worth getting into?

    No.  It is not.

  9. On 3/13/2023 at 9:54 PM, regex said:

    Nope. I played a science mode game a few months ago and was thoroughly unimpressed with KSP1 after all this time. The UI is ugly and scattered, the gameplay outside of the core build/fly/repeat stuff is boring and poorly thought-out (IMO KSP2 is miles better in the build/fly/repeat game even with the bugs because the game actually looks like it belongs in this decade), and you have to use mods to make KSP1 not bland. Going back to that old crusty interface is the last thing I want to do. I'm enjoying KSP2 and am looking forward to see where they take it, and if it disappears tomorrow I'll have gotten my money's worth.

     Bro….. 

  10. On 2/26/2023 at 6:17 AM, Streetwind said:

    So let's talk about the gameplay itself for once, shall we? :) I've not done a whole lot in KSP2 yet, but I did do a few comparisons to KSP1, just to see how close the two games were, and where they would differ.

     

    The primary difference I found is that apparently, the aerodynamics model is noticeably more sensitive when it comes to the shape of parts and the vessel you build. There's a bigger difference between "sleek and pointy" and "blunt and flat" than before.

    Exhibit A: I am consistently reaching low Kerbin orbit with 3200 m/s dV now, where I needed 3400-3500 in KSP1. Sometimes even a bit less than 3200. The rockets I was testing this with are super simple: mk1 pod with a parachute, fuel tanks, and engine. Nothing attached to the outside.

    Exhibit B: I tried launching an uncrewed probe. I knew my launch vehicle was passively unstable, as it had no second stage to keep the CoM forward (it is so easy to get into Kerbin orbit single-stage), and a fairing larger than the stack, but I stubbornly tried anyway. After flipping over three times, I gave in to common sense and went back to the VAB, planning to add a second stage. But on a hunch, the first thing I tried was tucking the solar panels just a bit more snugly against the probe, and rebuilding the fairing just a bit more snugly around it. I also made the tip of the fairing more pointy. Fairings currently appear to be massless, so there's no reason to be stingy. Lo and behold - the thing flew without flipping! Just by changing the aerodynamics of the fairing.

    Exhibit C: In KSP1, I would typically hold on to my fairings until about 45 km. By common wisdom, this was already considered fairly high, and most players would ditch their fairings lower than that. This time in KSP2, I had troubles with fairing separation under thrust (in KSP1 I used to turn down the separation force of fairings to get a smooth detach, here in KSP2 it seems I need to turn it up instead), and so I hung on to my fairing until I had my AP where I wanted and shut down the engine. That was at 55 km altitude. Just coasting like that, my apoapsis altitude changed by maybe one meter per second, dropping due to drag on the vehicle. As soon as I popped the fairings, though? The apoapsis altitude started changing rapidly, maybe as much as 10 meters per second. Not a problem, obviously, as I was rapidly leaving the atmosphere behind, but that is a huge amount of drag for 55km. An order of magnitude drag increase just from popping the fairing around a XS size probe. KSP2 definitely encourages us to encapsulate our payloads, and hang on to our fairings for longer.

     

    EDIT: apologies for how this post became a wall of text; I was trying to split it into two posts, but the forum force-merges them every time.

     

    The second difference? There were a lot of rocket engine buffs. A few nerfs too, though far fewer and smaller. Overall, engines have gotten better, which probably contributes to how it feels easier to launch now than in KSP1.

    • The Reliant lost 5s of Isp (260s-305s instead of 265s-310s), but got uprated from 240 to 260 kN. Doesn't seem like much, but where a 16 ton vehicle would have a TWR of 1.307 on the pad in KSP1, the same vehicle will have a TWR of 1.412 in KSP2. That's a difference you'll notice in flight. In a sense, the Reliant became the Kodiak from Making History, and that was a no-brainer upgrade.
    • The Swivel got a major buff - and fairly so, I'd say, considering how the Reliant overshadowed it in KSP1. Vacuum Isp and thrust stayed the same, but sea level Isp went from 250s to 280s, and as a result, sea level thrust went from 168 kN to 188 kN. At the same time, its mass dropped from 1.5 tons to 1.4 tons. It's a much better engine now.
    • The Terrier actually received a mild nerf! Only 335s vacuum Isp instead of 345s. This will definitely impact the way we build Mun landers. However, its role as a second stage engine for launches from Kerbin wasn't much affected, because its sea-level Isp went from 85s to 170s. The Terrier will now be more efficient and have better TWR just after stage separation.
    • The Dart got a big swing with the nerfbat. 300s-320s Isp instead of 290s-340s, and maximum thrust dropped from 180 kN to 170 kN. But fear not... even after all that, it still remains one of the best launch engines for S-size stacks in the game. Just shows how OP it used to be in KSP1.
    • The Vector was another nerf candidate: it got downrated from 1000 kN to 850 kN, sea level Isp dropped from 295s to 285s, and everything else stayed the same. Yeah, it's strictly worse now. Yeah, it's still a silly engine for its form factor, and you should have no issues building shuttle replicas.
    • Hey, remember the Thud? Yeah, me neither! :D In all seriousness, that engine was so underwhelming in KSP1. Now it went from 120 kN max thrust to 140 kN, hopefully helping it find more use.
    • Looking at the XS-sized engines, the allmighty Ant got its vacuum Isp increased from 315s to 330s, though sadly it lost its non-blocky second variant, which I loved... :( The spider got 25% more thrust with no other changes (2.0 kN -> 2.5 kN), while the Twitch got a little heavier (80kg -> 100kg) and had its Isp changed from 275s-290s to 265s-298s. The Spark lost 5s vacuum Isp but gained 5s sea level Isp (now 270s-315s).
    • Going up in size instead, the Skipper got... nerfed? A little? Max thrust went from 650 kN to 600 kN. But Isp went up... strictly speaking... theoretically... by exactly 2s :P
    • But hey, at least the Mainsail, which already had too much thrust in KSP1, now has even more thrust! 1600 kN instead of 1500. It lost a lot of Isp though, going from 285s-301s to 265s-307s. Prepare to dump a lot of fuel into this hungry maw. But when you do, it'll go.
    • The Poodle unsurprisingly got the same treatment as the Terrier, meaning: less vacuum Isp (350s -> 340s) but more sea level Isp (90s -> 175s). But unlike the Terrier, it also went down in max thrust significantly, from 250 kN to 215 kN. Fair enough, it used to be on the awkwardly-too-strong side for most landers. This might actually make it easier to use.
    • Another size class up, the Rhino went on a diet: 8 tons instead of 9. In return its maximum thrust dropped from 2000 kN to 1750. The redesign away from orbital use to a sustainer type is felt in the Isp, which changed from 205s-340s to 285s-325s. For orbital work we now have the Labradoodle, which is completely new.
    • The Mammoth is now the Mammoth-II, and looks the part of its namesake with its ginormous trunk errr I mean turbopump exhaust. It got a mild thrust uprating from 4000 kN to 4250 kN, and like the mainsail, lost a good chunk of Isp: 270s-310s instead of 295s-315s.

     

    • All of the SRBs stayed the same, and I didn't look at the jet engines, as I'm just not a plane type of person.

     

    • Here is where it gets really interesting though: the high-impulse, alternative-fuel engines. All of them got so much stronger.
    • Just look at the Nerv. Maximum thrust went from 60 kN to 75 kN. Isp went from 185s-800s to 250s-900s. Those are two massive buffs, but it's not the end just yet: in KSP2, all fuel tanks - including hydrogen - got normed to a mass ratio of 9, whereas in KSP1, the plane parts that were so often used with the Nerv due to a lack of dedicated LF-only rocket tanks were more around 8. So not only did the engine get a lot better, the tanks for the engine got better too!
    • Then there's the new nuclear engine, the Swerv. And it's absurd. There were modded engines available for KSP1 that were considered OP, and they were not as OP as this engine is. It is overtuned to such a monstrous degree next to all other engines, there's just no comparison. I reckon this is our preview for what higher tech levels are going to be offering, at a game stage where the Kerbals have colonies all over the system and interstellar technology is close at hand.
    • Let's not forget the Dawn ion drive, either. On the surface, it received a small nerf, in the sense that it needs a bit more energy to run now (10 EC/s instead of 8.74 EC/s). But just like the Nerv is benefitting from better tankage, so is the Dawn. Xenon tanks used to have a mass fraction of 4. Now, just like all other tanks, they're at 9. That means they contain more than two and a half times the amount of xenon for the same dry mass. You might not notice it that much when attaching only a single tank and getting a small few thousand m/s of dV; but it's gonna scale so much higher so much more easily. A single ion stage with 40,000m/s worth of dV would have been borderline impossible in KSP1 even without worrying about how to launch it; now in KSP2, it's not any harder to achieve than making a Terrier stage with 3,100m/s worth of dV.
    • And remember, the perhaps biggest buff to low-TWR engines like the Nerv and Dawn: the ability to time warp during burns. I mean, once that actually works reliably :D But yeah, get used to the idea of working a lot more with really high dV deep space craft in the future. It's gonna be easier than ever before.

     

    Bro…. There is no air pressure or heat currently in KSP2.  Of course the two are going to be different 

  11. On 1/2/2022 at 11:57 PM, Guest The Doodling Astronaut said:

    To the KSP forum,

    I joined the KSP forums on March 27th, 2019, I got thru the KSP filter of getting kerbals passed the mun via the help on the forums. I reached every planet and moon in game with crew, and that includes Eve. I started a youtube series called "The Doodling Adventures" that started back in 2019, I soon after made other KSP videos, and the biggest of them all being the Galileo's Planet Pack Series, the first completed youtube series, to my knowledge, of Galileo's Planet Pack.

    On my KSP youtube channel I gained 429 subscribers from the original 6 before I started making KSP content. To each subscriber, thank you for your subscription. To the forumers who followed me, thank you. To the forumers who helped me with questions or other game help, thank you. To the KSP staff and moderators, thank you. And finally, thank you, reader, for reading this post.

    Now to get to the sad stuff, I will be leaving the KSP youtube, discord and forum communities at the start of this year. I started leaving reddit and twitter last year, and while I still have accounts to both, I don't really use them. I decided that after the great finish of Upsilon KSP Ortus City thanks to the leadership of @Stratzenblitz75 and @Knight of St John, the last thing I wanted to get done before my departure is finished.

    In light of recent events, for personal and private reasons, I will cease the online identity of The Doodling Astronaut for good. I have privated all my videos both on personal and kerbal,  and I am currently not planning on making any public except the Ortus video. I ask that no one looks for more details on why.

    I wanted to thank @Matt Lowne for inspiring me to get the game, and thank you Matt for the shoutout in the Sea Dragon video, I will never forget that. A thank you to @Stratzenblitz75, Scott Manley (I know he has a forum account,) and other KSP youtubers who inspired me to make content. If you made a youtube video over the years, I probably noticed your channel at one point. 

    A final thank you to everyone who I have encountered over the years, a special final thank you again to the moderators and staff that keep this wonderful place running. I wish the best for all of the forumers and may you guys stay safe.

     

    Ok,

     

    One last time,

     

    May your rockets fly high and may the kraken be at bay,

    -Doodles

    KSP2’s horrible launch is having some serious collateral damage.  Happy trails bud! 

  12. 38 minutes ago, Nate Simpson said:

    image.png

    Good afternoon, fellow Kerbonauts!

    We continue to make good headway on performance improvements and bug squashing. In fact, we managed to sneak a few additional fixes into the first patch, including a fairly high-impact resource flow optimization. We also fixed the "Kraken drive" bug that created insane reverse thrust when an engine’s nozzle was obstructed - so if you’re working on a Kraken ship, the "unique" physics on which it depends are about to go away forever. We may not in fact have killed the Kraken yet, but we have definitely stubbed its tentacle.

    As to the timing of Patch One... QA is thoroughly testing the build right now, and as soon as they give us a thumbs-up, we’ll release it. Right now, our goal is to release that patch next Thursday (March 16th). Provided QA does not uncover any show-stopping bugs over the next few days, that date should hold. If they do run into something unexpected that needs to be fixed, that date will slip. We have done a fair amount of hand-wringing around whether we should announce the target date for this patch when there is a non-zero chance of a delay, but we know this topic is very important to you all, so we're doing our best to keep you all in the loop. We’ve also already completed a nice queue of fixes to go into the second patch, but we’ll talk more about that after we’ve got the first one out the door.

    To help tide you over until then, we’ve got a new performance-focused dev blog post from Mortoc, our senior graphics engineer. If you’ve been wondering how we test performance and what we’re doing to improve it, this one’s definitely worth a read.

    Finally, I just wanted to give a holler of support to the many people who have undertaken the weekly challenges - last week’s air-launched rocket challenge was a sight to behold, and we’re on the edges of our seats to see what mayhem will take place during this week’s Minmus challenge. If you want to take part (or just bask in the ingenuity and/or madness of our community), check out the Weekly Challenge Discord channel. Our Community Team has also picked out a few choice gems from the last week and added them to a Community Highlights post here. Yes, the shopping cart is in there. The shopping cart that flies. :D 

    See you on Minmus!
     

    I'm genuinely curious, Nate.  How did the Team play this game and think:

    1. It was ready for EA. 

    2.  It should carry a $50 price tag.

    A honest letter to fans just cutting through the BS and laying out exactly what happened, why we are dealing with this unacceptable, by any studios standards, launch.  And how the Team is going to change to adapt and move forward would go a long way.   

  13. This is kinda getting funny it’s so embarrassing.  They are literally going to wait three weeks for a patch? 
     

    Assuming  they actually release this patch next week which doesn’t even add content or fix the major bugs.  

  14. 11 hours ago, RayneCloud said:

    You know you're like the 3rd or 4th person to post something like this? Games drop off. Especially EA games. Do you know how many games on steam have above a 1000 players? Above a 150, out of nearly 60,000 games on team. 

    LOL.  Games don't drop off THIS fast.  Why are y'all lying to yourselves?  This was one of the most highly anticipated games to be released for over a year by 100's of thousands of fans of KSP1 and we don't even have 1,500 people playing 10 days after launch.

  15. On 3/3/2023 at 6:35 PM, RobHeffo said:

    As a developer myself, I can definitely say that while I am working on some larger bugs, I may need some time to clear my head, so I switch temporarially to some more simple bugs, then come back to the bigger one with a fresh perspective.

    Also, while you got some team mebers assigned busy working on the bigger bugs, you can have other team members cleaning up the low hanging fruit. After all, getting the issues fixed no matter how big or small is the name of the game.. 

    Then couple that with public expectation... If for example, the team released an update that only resolved the Terrain performance issue, people will be sitting there saying "What?? Is that all you got done!! What have you been wasting the rest of your time on?". This update is a good mix of fixes, I am looking forward to it even though deep down I really want > 2fps trying to launch on my GTX1650.

    Great work @Nate Simpson and the rest of the team. Pass on my regards!

    Great work?! Lol what?

  16. 1 hour ago, Nate Simpson said:

    This is actually a great question! We have a very strong sense of which bugs affect the gameplay experience the most right now, and those issues have been assigned accordingly. Unfortunately, there is often a correlation between the profundity of a bug and the amount of time it takes to correct. This sometimes has the effect of "low importance" bugs seeming to get fixed on a faster timeline than "game breaking" bugs, and this is interpreted by some observers to mean that those bugs were more important to us. This is not the case. There are many people working on many bugs in parallel, and some of the systems involved are highly complex.

    All I do is ask great questions. 

  17. On 2/25/2023 at 9:54 AM, sarbian said:

    It seems that you interpret a 1 word joke a bit too seriously.

    There will not be a MechJeb for KSP for a while for the simple fact that we have no official modding support. The current modding tools we have 24h after the release works to do quick hack of some of the game structure but are not (currently) usable to write something like MJ. And the current game performance and bugs make does not motivate me to work on mods for now.

    So no, not MechJeb for now.

     

    LEGEND

×
×
  • Create New...