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KSP2 Release Notes
Posts posted by Rakete
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Clouds in stock please (optional for weaker systems)... for all players - those with consoles and those who don't trust mods or aren't willing to hope for mod updates to the most current ksp version.
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Texture revamp.... you may call them so, but even revamped planets look like graphics from 25 years ago. Sorry to say so, but KSP shines in other things than great planet textures.
Maybe a graphics overhaul for Kerbin/Duna/Eve would be a thing - in form of an "ultra + "setting in the graphics options. With clouds, nice haze and so on, to make them look 2010's graphics, not 1998's. Implemented in a proper way, so that there are no artifacts and strange graphical side effects (due to third party mod implementation - would also be good for people, who don't trust mods or play on consoles - even a ps4 should have enough power too calculate some simple not to complex clouds).
Matt Lowne showed in one of his videos a graphics mod with tessalation. This is what I would call a graphical revamp. (but if done in stock, it should be optional for the guys on weaker systems... an "ultra+ deluxe fancy" setting...)
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Construct a Eve-Return-System in stock.
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Even with my 32 gig RAM KSP gets slow and stuttering at some point (after building/testing many vehicles) , even if the RAM is not halfway full. only a restart cleans this up. Seems KSP has a bad garbage collection in the assigned memory space implemented.
And this is without mods (I don't use any.)
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Somehow not... i think, it wouldn't be worth the effort... it would drasticly complicate making aestetic vehicles using part clipping. I often clip parts, caps, plates and stuff to make nice optical impressions, as the amount of parts to pick and choose from is very limited
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Today's KSP works:
Built a golf cart for Jeb in order to play some golf and smash some windows at mission control (Jeb says "It wasn't me. The window was broken before..." yeah...)
Also built some kind of glorified KSC-Fly-around-Hangglider-Thingy with (you guessed it) electrically powered propellers, solar cells (not sufficient) and fuel cells for two kerbals side-by-side. Unfortunately I have no photo at hand, as I just turned off my computer. The glider only does 120 m/s, but more would result in a strange hairdress for Valentina (you know... helmets are overrated...)
I'm currently enjoying planes, fuelcells, propellers in my new clean savegame. Doing some plane-evolution from gliders and propellers to really fast things. At the moment it's more fun to me, than the 10th duna landing.
Also built a kerbal-interpretation of a fireworks launcher based on a bunch of small SRBs, as this year fireworks are not for sale in my country. (forbidden this year by law due to the corona situation and the already filled hospitals).
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Also fine-tuned the Electra Mk II:
Fully solar powered propeller-plane with maximum speed of 217 m/s. It also has a tiny baguette fueltank and some back-up fuelcells to enable flight at dawn or sunset.
Controllable rotational speed & blade pitch via main throttle using KAL-1000: 0 - 2/3 Throttle: Ramp up Rotational speed, 2/3 - full throttle: Adjust slowly blade pitch within testet values for reaching maximum speed.
No flight at night possible, as the fuel cells are not sufficient to fully power the engine(s).
- No mods -
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The science of slowness :-D
Completed Construction of the Twinstar Mk I:
Fuelcell-powered electric propeller plane. I needed some SAS to compensate for induced momentum along the flight axis - despite using counterrotating propellers on each side. Now it's very stable and reaches up to 240 m/s (235 m/s when full of kerbals). It consumes only 0.02 Fuel during flight at full speed and is very quiet (suitable for hang-over-kerbals), even if it looks a bit like having a piston-driven radial engine (intended).
Controllable rotational speed & blade pitch via main throttle using KAL-1000: 0 - 2/3 Throttle: Ramp up Rotational speed, 2/3 - full throttle: Adjust slowly blade pitch within tested values for reaching maximum speed.
- no mods -
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On 12/27/2020 at 12:10 AM, Nuggzy said:
Great patch, couple small problems, well one pretty major and one small problem.
- The field construction stuff needs a lot of work. You grab a part from a ship and the whole thing goes flying off into space or just explodes. I have a rover that I put parts on temporarily to transport them, now I can't detach any of them, if I try I get rover RUD. Also when you are in space floating around and you try to adjust something parts of it lock in place and parts continue to move so it's nearly impossible to adjust the position. When you click the widget to adjust it the whole screen should freeze in place.
2. The lights don't keep the color settings.
yeah, I am having the same issue
And some more.
- Kerbals on a ladder accerlerate the vehicle in space. Change of orbit is the result. Makes repairs/field construction complicated/problematic https://bugs.kerbalspaceprogram.com/issues/26908 Please fix this, as it changes the precisely chosen orbit of my lovely spacestation every time (yeah.... kinda mister Monk, if you know the tv series).
- Hatches of the solarmodules (those with housing) are partially opened after every loading the vehicle (not in VAB/SPH, but in flight), (if they are retracted) - for me a real visual disturbance and a real immersion breaker (my beloved kerbals don't forget to close hatches properly and if hatches are halfway opened, things would boil inside during a hot ride from or to space).... PLEASE, PLEASE FIX THIS IN 1.11.1 https://bugs.kerbalspaceprogram.com/issues/26879
- The new lights don't remember their colorsetting and revert to white randomly, but very often.
- Missing undock-option of dockingports in actionsgroups, so that i can't assign an action group to undock a vessel from a spacestation anymore (the remaining uncouple-option only sets parts free, which were connected to the port during construction!) This change was a mistake. Please revert this change. https://bugs.kerbalspaceprogram.com/issues/26887
- And there are some mass issues on light physicless parts
- Landinggear always lit up - another visual disturbance on me fleet of spaceplanes, as those lights even shine on through on retracted landing gear https://bugs.kerbalspaceprogram.com/issues/26857
From my point of view these bugs are the most nasty / disturbing ones, that require a nice fix.
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Hope we get a well stuffed bugfix soon. Especially the confirmed ones in bold letters of the issue tracker.
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Can we please get the undock option back for the actiongroups for dockingports? The remaining uncouple-option does not separate in space docked vehicles. Please give us the option back.
Alternatively: Fusion the both functionalities decouple and undock of dockingports into one function.
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17 minutes ago, RP1IsSuperior said:
Multi-axis trainer? those aren't really used these days as they figured out they weren't needed
Yeah. Maybe. But building it was fun... and Jeb loves it.
Photo? as soon as I'm back on the computer. (If I remember your request :-) )
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Also built the other day an astronauttrainer. A device, that flips and twists the kerbals around in 3 axis. Poor Kerbals, but if they want to be astronauts, they have to train nasty g-forces without getting sick. But all of the trainees got a whole bunch of snacks afterwards. The looked very happy about the sweets. Love my kerbals.
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...started building a low-tech (intended!) Science-Collector-plane to do some kerbin-sightseeing and to train the kerbals not to smash every red button as soon it starts to blink... I think its gonna be a propeller-plane again. Maybe this time with the fuel-powered rotors. Let's see.
Also finishing the last polishing of my fuelcell driven take-hang-over-kerbals-home-propellerplane "twinstar"... maybe some fancy go-faster-lightstripes for the party kerbals? The damn bug reverts those lights always to white.
Also finish works on my KSC-Sciencecollectorbuggy with some fancy weeeeooooooeeeeeoooo-blinking-warning lights (warning! Science & Snacks inside!!!) and a attached claw to transfer the collected science to a rocket in order to be processed in one of my space stations. Why? Cause it's possible.
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Stock clouds (at least as an activatable option) please. And Bugfixing....
And sounds for electric motors/propellers. At least a silent Bzzzzzzzzzzzzzz.
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Spent time on building a fuel cell powered turbo-prop-plane... slow (~200m/s) but veeeeery efficient (fuel consumption barely 0.01). It takes 7 Kerbals home from an island runway party night without torturing hang-over kerbals with too much noise.
Spent also time on my fully solar powered propeller-plane... love it.
But i wonder how to get propeller planes faster than 220 m/s, even with adjusting the blade angles. A supersonic propeller machine would be a nice thingy.
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I would also like to have sounds for propellers. I'm into propeller thingys at the moment. But unfortunately, they are all silent. Some nice noises would be a great addition.
... and well integrated stock clouds (optional for those with weak Computers)... :-)
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Found some bugs.
The welding animation with the laser does not play in most of my reconstruction attempts, even with correct orientation of my beloved kerbal to the construction site..
The housing of the 1x6 and 3x2 solar panels is partially opened upon each loading of the concerning vehicle with retracted solar panels (not in VAB, but on the live vehicle in action). You can open and close it and then it will work correct. But as soon, as you reload the vehicle, the hatch of the panel stands halfway open again.
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I like to see stock clouds in 1.12 ...not everyone is keen on fiddling with Mods and waiting for their compatibility to newer ksp-versions. Especially for console players who can't install mods, clouds would be an optical enrichment.
And another thing for 1.12 I like to see are station parts - make space stations a real thing and give them a usefull purpose. Give us things to do up there, which can only be done in a space station.
Also Iike to see bigger commandpods. E.g. a crew capsule with 5 or more kerbals or some part ideals from the near future series implemented in stock.
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I think a found a new bug:
The housing of the SP-L 1x6 and or the SP-W 3x2 does happen to appear half opened:
See here: https://imgur.com/6Tf6dyb
It's a bit immersion breaking. Can you please fix this in 1.11.1 ?
It tried out: It happens always when you switch to a vehicle with these modules (if they are retracted) . You can deploy them and retract them, and then they work correctly. But if you switch vehicles it's half opened again.
Slowness is king
in KSP1 Challenges & Mission ideas
Posted
Here's a challenge idea - maybe someone had the idea before. (If so, then close my thread)
Build a plane, that is able maintain flight at a lowest possible speed at sealevel with at least on kerbal on board. The slowest plane wins. The plane must be able to land afterwards. The plane must not contain any jet engines (we go reeeeeeally slow!)