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Everything posted by Scarecrow71
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Maneuver Node Maneuver Node Broken - Anyone Else Seeing This?
Scarecrow71 replied to Skorj's topic in v0.1.0
I submitted a bug that's similar in scope to this, but deals more with the outcome of the burn as opposed to the plotted course. -
If you take a look at the images I shared, I am holding on the node itself.
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While playing yesterday and today, I noticed that some of my plotted maneuvers do not end up where they should after I burn. As an example, here is the plotted course for a Mun landing, followed by the actual course after the burn. The burn was to take 331 dV, which should leave me with 1829 dV. And while I went over that amount slightly, the course is nowhere close to where I originally plotted it. The landing point is well south (relatively speaking) of where I originally plotted it, which should not happen unless I redo the maneuver node and/or over/under burn. And this wasn't a one-time thing; below you'll see shots of the plotted and actual courses for a return trip from the Mun. This burn was to take 360 dV leaving me with 544. I went over a bit - 5 m/s - but that should not have caused this ridiculous change in course. I would have had to continue burning to even get close to what was plotted. This is a bug. A pretty serious one, as you cannot rely upon what you plot, which will in turn prevent players from going where they wish with any accuracy. This is nearly game-breaking and needs attention.
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That's...a really good question. I didn't notice that when I was testing because I was entirely focused on EVA and could I get out of the capsule. And then the dV thing caught my eye. It's probably intended due to the fact that Bill left the capsule; he no longer has control over it. But why didn't it show up in the other shots? Delayed timing, perhaps?
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So I did some basic testing this morning on the launchpad, and none of the capsules I tested had any engines on them at all. And although there were no engines, I am getting dV readouts. At first I thought this was perhaps due to Bill having a jet pack, or perhaps the capsule having monopropellant. But it's not consistent, so my guess is that something in the code is causing this to read/calculate/display incorrectly. A few screenshots! First up, the Mk1 Explorer with nothing attached to it showing dV of 3000 m/s. In the next 2 shots, I've got parts attached to this capsule. In the first one, all I have are a pair of radial drogue chutes, while in the second I have a TD-12, a small methalox tank and a ladder. And neither of them has a dV readout. I next tested the Mk1 Tin Can with the same 3 setups: one with nothing attached, one with radial chutes, one with the decoupler/tank/ladder. And the same result as the above. As you can see, we are getting a dV readout of 3000 m/s when nothing is attached to the capsule, but when we start attaching parts the dV readout is simply blank. In all cases, because there are no engines attached to the craft, I would expect the dV readout to be 0.
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@fpb105 My guess is that this is expected behavior considering your Kerbals are in the capsule inside the fairing. They should show pictures, but they absolutely shouldn't be allowed to EVA when the fairing is engaged. Have you tried jettisoning the fairing to see if they can EVA?
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I ran a few EVA tests on the launchpad this morning to validate why I was having problems doing EVA in space. I keep getting the error that the hatch is obstructed, even though I was quite positive that it wasn't. Turns out...it's me, not the game. The hatch on the Mk1 Tin Can is indeed off-center, and the front window is not part of the hatch. This is a small thing, but it was enough to mess me up with my Mun lander, so I'll have to just send another crew up there so I can go EVA and plant a flag and all of that. One thing I noticed is that the ladder I used (medium), sits flush with whatever part you have it attached to, as opposed to being in line with the hand/foot holds on the capsule itself. So when you are climbing down, you have to hit F to grab the ladder. The reverse is true; when climbing up, you'll get to where the ladder ends and stop, but you hit F and you grab the capsule. Just...odd behavior. Not a bug, and I'll have to test this with moving the ladder out and away from where I have it mounted to see if this happens when flush with the handholds or if this is designed behavior. My guess is this is designed, and while it's a bit of a pain, it isn't game-breaking. And now I've got a Mun lander to get back to Kerbin, and multiple videos to upload. And a bug to report.
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Maneuver Node Maneuver Node Broken - Anyone Else Seeing This?
Scarecrow71 replied to Skorj's topic in v0.1.0
Today I saw this, but while landing on the Mun. Created a node to change planes and set a landing point, but the burn didn't line up with the maneuver I created. I have video of this that I'll be posting tomorrow. -
This is a bug that has been reported. If you have anything attached to the capsule except top or bottom, or if you have parts that extend into the mesh of the capsule, you can't go EVA. I used the two seat lander and put radial drogues on the sides as far away from the hatch I could. No dice. Report this through feedback.
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The controls in the editor should be a carbon copy of the original.
Scarecrow71 replied to Azimech's topic in KSP2 Discussion
While I'm not opposed to keeping the controls the way they are, I wouldn't mind being able to remap them. -
Today I landed on the Mun. Graphics are amazing. The flight...not so much. I'm still struggling with EVA in that I can't seem to figure out why the hatch is always blocked. Is the hatch no longer centered on the pod? Or is this a glitch? Video of the landing will be posted this weekend. I'll have a part two, which will be getting back to Kerbin, to go along with it.
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Great videos. I covered some of the MN stuff in the video I did yesterday, and I'll be doing a full Munar landing video this weekend. I am with you on all of your points. It is horrible that the pinned values don't stay visible, and the lack of flight path showing in the Mun SOI is maddening. And those circles are a distraction.
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Am I wrong, or wasn't MJ supposed to be stock in KSP2? That would certainly help in creating and executing nodes in EA.
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That's what I'm trying to say. I had the globe. I had the concentric circles around Mun. I had a Pe of 600km. I wasn't under acceleration or time warp. It simply did not work. Granted, the new maneuver nodes suck and aren't intuitive at all. But they should still work.
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I had Pe of 600km showing, but the burn didn't give me that.
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Attempted to get a Munar intercept so I could land. To be honest, Munar landings I can do in KSP1 in my sleep. Unfortunately, in KSP2, I can't get this done. The maneuver nodes are not intuitive, and even after getting one that worked, after the burn, I was on a trajectory out of Kerbin's SOI into a Kerbolar orbit. Never mind that the UI showed me that I had the Munar intercept. In addition to this, I've discovered that placing any parts on any capsule other than at the top or bottom of the capsule obstructs the hatch. Lander can, radial chutes...nope. Obstructed. Feedback was sent. I'll be trying another Munar intercept at some point this weekend. I cannot believe that I haven't been able to land on the Mun in KSP2 yet; this is bothersome.
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Mun SOI Maneuver Nodes
Scarecrow71 replied to Scarecrow71's topic in KSP2 Gameplay Questions and Tutorials
I am not sure. I thought I removed the first one, but I could be wrong. I will have to test this out today. -
Mun SOI Maneuver Nodes
Scarecrow71 replied to Scarecrow71's topic in KSP2 Gameplay Questions and Tutorials
Yeah, I know. But you should be able to create a maneuver node. -
At one point this afternoon, I sent a ship on its way to the Mun. And once I entered its SOI, I wanted to create a maneuver node to orbit. Unfortunately, I was unable to do so; the only option I got was to time warp. Did I miss something? Was this a glitch? Do I have to create the node prior to entering the SOI?
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Apologies for the audio; I'll turn effects down for the next one.
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This afternoon I did a very small playthrough to get to orbit. And I recorded it. Several bugs identified in the video. I'll be adding to this thread periodically with my experience.
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Unable to create a maneuvwr node when transferring to Mun. Entered the Muns soi, but once there i couldn't create a node to orbit ir change planes.
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I feel you. Going to the Mun and back is second nature to me in KSP1. In KSP2, I struggle just getting to orbit.