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Scarecrow71

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Everything posted by Scarecrow71

  1. Mankind has been to the moon. Once. We don't have any real life experience in this area.
  2. Yeah, I had already upvoted this one. Docking is one of the 5 basic elements in this game (build, launch, fly, dock, land). Why it never got the appropriate attention by the devs is beyond me. I'm with you on this. It seems that the devs simply don't take our concerns into account when deciding what issues to fix. Although, we can't confirm this as we don't get updates any longer, and the updates we got had things they were working on removed, so we never knew what was happening. Some EA.
  3. No...but one of them was covered by a nose cone. I will take the nose cone off, eschew aerodynamics, and see if that helps. I'll let you know what I find.
  4. I'm using the medium sized docking ports (Clamp-O-Tron Sr.) to connect engine configurations for my Tylo lander mission. I've got them pointing the correct directions so that when they get close enough to each other in space, the ships - the lander and the transfer stage - dock/connect and the ship becomes one. This is how it is supposed to work, and I've done this a bajillion times in KSP1. But... Am I missing something in KSP2? I line up the ships using the Lazy Docking Method (rendezvous, point the docking ports at one another, slowly move in), and I'm traveling at like 0.8 m/s. When I get close enough, I expect the docking ports to, well, dock. But they don't. The ships bounce off one another, and I have to go through hohmann transfer, match planes, match speed again, wasting days and fuel. Then I go slower, like < 0.5 m/s, and same thing. So I go through everything again, and when I get close, I go faster. And boing! Bounce-ness all over the cosmos. It doesn't matter how fast or how slow I'm going - boing! Before anyone asks "Are you sure you have the docking ports aligned the correct direction", I'll point you to my last post in the "What Did I Do In KSP2 Today" thread: I used the medium docking ports on the central column for the transfer stage and the lander, and I've got docking ports on the outer arms. When I do the next launch, I use a copy of the transfer stage, sans the outer arms; I want the second (and, eventually, third) launch to connect to the outer arm on the initial central column launch. I know the docking ports are facing the correct way on the outer arms, as well as on the top of the transfer stage. Not my first rodeo with docking ports here. So what am I doing wrong? Is this a known issue where the medium docking port simply doesn't want to work? Am I going too fast? Too slow? Do I need to change Acquire Docking Force percentage? What is happening here, and why is docking only taking place < 25% of the time? In the event anyone wants them for testing, I can provide both the lander and transfer stage craft files so you can launch them and see this for yourself.
  5. Probably more looking at a mod for this than stock. I agree that it would be nice to have different options for wheels/mobility for rovers other than wheels.
  6. Continuing on with my mission to Tylo. I have been experimenting with different engine configurations for the transfer stage, flopping between nuclear and deep space and conventional methalox engines...and none of them give me both the dV and TWR I am looking for. It's no secret that I don't like the DSM's due to their really low TWR (and yes, I am aware that everyone thinks that TWR in deep space doesn't mean anything). Not sorry, but I don't want to do 10 minute burns to slow down when going interplanetary. Once we get to interstellar, that's a whole different ball of wax. But interplanetary? I don't want to do it. I shouldn't have to be forced into doing that simply to get the dV I want/need. I think it's a poor design choice to say "Hey, you spent all those science points on these engines...but they are heavy and you corner like a dead whale on roller skates". That's a development thing, not an engineering one. But I digress. I settled on conventional methalox, with a design that requires multiple launches and docking to do what I need to do. Which is, of course, transfer from LKO to Jool, then from Jool to Tylo. I don't necessarily need to orbit Jool, and I don't necessarily need to orbit Tylo. I'd prefer to use Jool as a gravity well for the turn, and I really want to orbit Tylo as I can then plan a better landing. But, that's for later. Here we have the transfer stage sitting on the launch pad waiting to go up into the cosmos. If you can see the image clearly, you'll know that I have 24 Clydesdales there for the first stage, followed by 10 Mammoth's for the second. And that's just the launcher; the actual transfer stage has 7 Labradoodles on it. And see where the antenna are? On the bottom of those arms, directly opposite the antenna, are medium docking ports; I am planning on launching this thing 3 total times, docking the central column here to the lander, and then a pair of the labradoodle transfer stages, one to either side. Should give me enough dV and TWR to do what I want. So here we are with the beginning of the transfer stage docked with the lander: With a Munar photo-bomb, no less. I tried to get this lined up so it looked like a perfect X when looking at it, but I accidentally hit the W key as I was docking, and we are off-center a bit. Doesn't matter in the long run; lining it up perfectly was only for aesthetic purposes anyhow. But I at least have one of 3 transfer stages docked with the lander. Just one question: Can someone tell me what the frak this cloud is: I noticed this at launch, and thought "It's just a low-lying cloud". But then it behaves like it's engine exhaust, and moves away from the craft until it disappears. Comes back every 2-3 minutes in a repeating pattern: spawn near the ship, flutter about, move away as if engine exhaust, disappear, rinse, repeat. Not sure what this is, other than a bug that I may have to report. But has anyone else seen this? For what it's worth, I'll try to do that other 2 launches tomorrow; I spent nearly 4 hours on the transfer stage today alone, and then fought with the kraken over whether or not strut physics should actually apply when you have them connected in a non-clipping fashion. I think they should, but the kraken thinks otherwise. And while I won the battle today, it wasn't without losing a whole bunch of troops to that things' appetite.
  7. Let's not forget that it's been more than a year since initial launch, and we still have bugs present today that were present at launch.
  8. I think the question should be "How much of the gameplay loop do you want fixed before they start work on additional features". Which then leads into the next question, which is "What exactly defines the core gameplay loop". Some people would argue that the core gameplay loop should include anything that was stock in KSP1, which includes commnet. I get that a lot of people, myself included, don't simply want a hack of KSP1 with better graphics and a label slapped on saying "KSP2! New and Improved! Get it now while the getting is good!" But what we do want is, at a minimum, the same stock features KSP1 includes, with the additional features of colonies, resources, and interstellar.
  9. You mean, the bi-weekly cadence we were promised but has not been delivered on. Sorry, Dakota, I'm not meaning to sound harsh. But the largest complaint this community has is the lack of communication, and every time we get promised more you (as in the organization, not you personally) delivers less. My guess is April 12. Last one was March 11, and if they are going monthly now, that would put the next one on April 11. The 12th is a Friday, so I'd guess then.
  10. I've got a few thoughts on colonies, some of which may make sense and others...may paint me as a mad scientist without the scientist part. I don't want this to become like Civilization or Sim-City in space. Heck, even Spore in space went too far. If I say I want a colony on [insert celestial body], just drop one there. I think all colonies should come equipped with, at a minimum: Landing site Launch site Habitation modules Power generation I think that if you want a VAB, or research substation, or anything beyond that, then you should have to have the resources or space or whatever other commodity the devs come up with to place it there. And no, I don't think that every colony should have the capacity to have one of every single building type in it. Why would you have a research facility on both Pol and Bop other than to say "I have one on both"? I think that the colony update should have...no, NEEDS to have...an auto-landing function built into it. I'm not going to try manually landing a craft with a boatload of ore or platinum or whatever other rare resource is out there, miss the landing pad by 40 km, and walk the stuff from the rocket to the colony. This will get old really fast, especially if you don't have the capability of building a rover or trucks or whatever at the colony. We need precision auto-landing to insure that our goods get delivered to the right place. Every single time. Yes, I am fully aware that this then also helps non-colony landings as this effectively becomes MJ in KSP2 (at least for landings). I'm selfish. Sue me. I think that a lot of the options we've heard about for/with colonies need to be just that: optional. We have options in the game for infinite electricity, infinite propellant, whether or not to allow heat. Please don't force me into having to deal with radiation, or weather, or temperature, or geological disasters if I don't want to. Give me the option to turn that stuff on or off like we have with other stuff. At least then it's in the game and usable if we want it, but those who don't want it can at least disable it. For now, that's all I've got. I'm sure I'll think of other stuff later.
  11. Banned for being mad and not crazy.
  12. Granted. You receive a picture of a slice of chocolate cake. I wish the picture of the chocolate cake was edible.
  13. Calling 911 to report that said fly ate all of the soup.
  14. Simply being in the water is cheating.
  15. Nope, but I bet @ColdJ is around here somewhere.
  16. I haven't landed manually in KSP1 in years. Doesn't mean I'm not having fun, nor does it mean it's no longer a game.
  17. I don't think it's out of the ballpark to assume a sentient species that is space-faring - and going interstellar at some point - would have programmed their computers to do this for them. Heck, IRL our airplanes have automated functions that you could state "we should learn how to do". If you want to land manually, great. But there's no reason to assume computers wouldn't do it for you.
  18. Granted. You know a head. I wish I could erase that show from my memory. Permanently.
  19. We are all banned because we cannot seem to get @HarvesteR back here.
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