Jump to content

Scarecrow71

Members
  • Posts

    2,635
  • Joined

  • Last visited

Everything posted by Scarecrow71

  1. I'm still waiting to see any of the performance improvements people keep talking about. Since launch, with a 2060 Super, I get maximum 40 FPS. And if my ships even approach 100 parts, that FPS drops. In fact, I had a 300+ part ship I sent to Tylo for the last story mission, and at launch I was lucky to get 5 FPS. That jumped to a whole 10 IN LKO after dropping to 250 parts. I have yet to see any increase in performance. Yes, I'm using a mid-range graphics card. Which shouldn't mean anything considering every patch keeps telling us how much performance is improved. Again, I have yet to see an iota of increase in performance since launch. If anything, they've optimized the code for high-end cards and decreased performance for anything mid-range or worse. Every patch has introduced new bugs. And while they keep saying they are knocking out bugs, the worst ones that have been around since launch day haven't gone anywhere. In fact, missing orbital lines returned after the last 2 patches dropped. How nice of him to share it here too. Oh, wait - he didn't. Thanks to the organization for continuing to ignore the forums unless it's to delete threads/posts they don't want to see. Again, we have bugs that have been present since launch day. The core gameplay loop is not entirely fixed, the game is still unplayable for some (and for others it's playable but buggy), and we've seen new content once (no, I'm not counting grid-fins) in the last 14 months. They hired 2 of the best from the KSP1 modding community, and they can't even give us information on colonies. They are certainly, and at a minimum, doing a poor job at the technical level.
  2. I don't know, man. Some of the end users I deal with on a daily basis seem to think I'm more than capable of reading their minds to figure out what it is they want. To get back on topic: The situation at hand isn't the best. Heck, it ain't even close to being in the same sport. But there ain't a whole lot we can do about it, apart from sending PM's to the mods to ask what the frak. What that leads to is anyone's guess.
  3. This is a good thing to know. I saw a preview for the show last night right before I fired up season 2 of Jack Ryan, and while I don't normally watch entire trailers, I did for Fallout. It looked goofy, and janky, and full of life, which is what the games are. Or so I've heard; I've tried to play New Vegas several times (what with me living in Henderson, being a regular at the Pioneer Saloon in Goodsprings, and knowing pretty much where everything is out here) but have failed miserably to actually get into the game. I always start up, go through the opening garbage with seeing the old guy at the saloon, then going into the desert to kill the gila monsters (or whatever they are called)...and then I just lose interest. I think part of it is because the rifle in that scene is so bad that any attempt to aim is littered with spectacular failure no matter what you do. So I can't get into playing it (I do own it on Epic). Anyhow, the show looks intriguing. I may have to catch this...after I finish the next 3 seasons of Jack Ryan, that is.
  4. Continuing on with my current career save, I got contracts to go to Gilly, orbit the overblown asteroid, and then come home. Which I did...and I completely failed to take pictures on the way there and back. But I had to go there and back to collect enough science to get two things I really needed: RCS Guidance Unit, and the Clamp-O-Tron Sr. I really dislike the smaller docking ports, primarily because they wobble all over the place. I really prefer to use the big one, so I had to collect enough science to unlock those nodes. In fact, before I forget, I should probably show you guys both my mod list AND the current tech tree in my career save. Yeah! One of these mods, probably left over from when I had an install of KSRSS at some point, has altered the clock in my game. So I'm operating on a 24 hour clock, not a 6 hour one. Which is fine by me; it doesn't alter anything as far as mechanics goes. I know - this looks nothing like the stock tech tree. Which is what I wanted. Un Kerballed Start with the Community Tech Tree gives me just the right feel for progression that I'm looking for. Anyhow, today I decided it was time to start working on the Kerbin space station, the Nebuchadnezzar. This thing is going to be massive, and will take multiple - MULTIPLE, with a capital EXCREMENT-TON - of launches. For reference, I'm kind of using the following model as a basis for this: Space Stations Creator - 3D model by Ebal Studios (@EbalStudios) [5d33a66] (sketchfab.com) I fully realize that this is going to be a massive undertaking that will more than likely invite the kraken to dinner. But anything worth having is worth working hard for, right? Right! Pictures, and then some explanations! So, here we are with the central command column of the station. It isn't anything major, having the Hitchhiker module so as to house 4 Kerbals, but is currently controlled by the aforementioned RCS Guidance Unit (nobody is on board this thing yet). I put several small antenna on the top of this thing (3 standard Communotrons and the first small dish you get), and then spiced it up a bit with some lights. The blue ones on the "top" of the station blink, which gives kind of a neat effect when just watching it. The red ones along the hitchhiker module are static red and are just lit up. Hidden in the tube under the antenna are the guidance unit, a couple of batteries, and a decent-sized RCS tank (even though I didn't put any RCS thrusters on this thing; that tank is there for future needs). A docking port at the "bottom" of the stack here will be used for future expansion. Once again, not a bad day. And the Las Kerbas Space Agency thanks you for your continued reading of our adventures!
  5. That's a rule I can get behind.
  6. Granted, but it didn't actually get you to make the wish. You remembered you had to, but you didn't do it. I wish I could edit every post on this forum.
  7. Nellis Air Force Base https://en.m.wikipedia.org/wiki/Nellis_Air_Force_Base
  8. Mike indicated on Discord yesterday that he is trying to get their internal calendar in order, after which they will let us know. Beyond that, anything anyone says is speculation. What is really disheartening is that I responded directly to his comment, asking him what else they want us to say that we haven't said in the last year...and my response was deleted. Why? It was on topic to something a moderator said, and it wasn't an attack. I'm about done. I've given the reasons why I'm not playing KSP2 right now, I've been civil, I've asked questions and have tried to engage in a positive way to get some answers. And instead of discussion, the mods decided silencing is a better option. I'll stick with KSP1 at this point, and I will check back in on KSP2 in a few months.
  9. And my original response was to the original comment: After I responded to this directly, you came in and started making comments about specific situations that are, in fact, kraken attacks. I stand by what I said: As far as the original comment goes, the issue is resolved. Temporarily or not, bandaid or not, autostrut or not, whether you agree with it or not. I responded to the original comment, and I don't appreciate you harshing on me for that.
  10. I am a bit disappointed that there is no KERB this week. I was incorrectly operating under the assumption that it'd be 1 month from the last one, and that is entirely on me. Thankfully I was able to get clarification in the Discord yesterday, which has reset my expectations of when to, well, expect something. I'm trying to stay positive here, but I won't lie.
  11. Thank you. This is the difference between the original statement (Wobble is not fixed) and what cocos is actually complaining about (kraken attacks). You just said it far more eloquently than I was trying to.
  12. And I'm going to die on this hill. The original comment, without any clarification or qualifiers, was that rockets were still wobbly. You can go look through this thread to see that for yourself. And the truth is that the initial wobbliness was, is, and continues to be fixed. All of this stuff about orbital colonies and ships with 1000s of parts came after the fact in an attempt to discredit my position that the wobbliness upon launch is fixed. I even went so far as to state that it wasn't the best fix, and that if someone is building something with a bunch of stuff hanging off the side then yes, you are going to wobble. But the central issue of wobbliness upon launch is fixed, and nothing anyone says can change that. Doesn't matter what the fix is, or how it was implemented, or even if it's temporary and will be looked at later. It's fixed. Period. Now please, stop harshing on me over this. I'm not the enemy here. If people want to discuss the original comment and my position, fine. But don't tell me I'm wrong for answering the original comment by stating I didn't take anything else into account, or that someone qualified it after the fact. I'm not a freaking mind reader.
  13. Calling 911 to say "You've got mail!"
  14. Banned for not realizing that is the eponymous version of Captain Hook.
  15. You really are looking for a reason to harp on this, aren't you? The issue at hand was wobbly rockets, not an orbital station with 1000s of parts. Because wobbliness isn't a prevalent issue in space, but rather upon launch. I'm not saying it doesn't exist in space, but the issue that was fixed was related to launch. We are all aware of what the kraken can and will do to ships with 1000s of parts in space. That isn't wobbly rockets; that is merely a hungry space demon. But the issue we are discussing is fixed. Stop harping. Please. You are literally just looking for something to be wrong where nothing is. The initial issue is resolved. Period.
  16. Not in the context of the fact that it is fixed. It being fixed is what is important. I even addressed the fact that it wasn't the best fix. But it is fixed. Forget semantics here: the wobbling is fixed. If you continue to have issues with craft wobbling, that is on you. But this issue is fixed. Period.
  17. And until the developers get performance under wraps, stuff like that won't happen on a regular basis.
  18. And confirmed no KERB this week. 1 month since last KERB would be Thursday the 11th, but Darrin confirmed it is once a month...and they aren't sure when the first one will drop under that cadence.
  19. What part of "it's fixed" are you not getting? It doesn't matter if the fix is current, temporary, or is causing other issues. IT IS FIXED. Period. If you are still experiencing issues, then you need to check your build. When I have a single stack, I don't see wobble. When I start going outwards from the center of the rocket, such as when I'm asparagus staging side tanks/engines, or trying to add all the little pieces to the side of a rocket, then yes, it wobbles. I expect it to wobble if I put something on a radial decoupler. Why? Because it isn't part of the central stack and needs support. Beyond that, I can't help you. But the issue is fixed. Full stop.
  20. It doesn't matter how they fixed it. The fact is they fixed it. Is it the best or most elegant fix on the market? Probably not. But it currently is not an issue.
  21. I have a KSP1 career that I started a couple weeks ago, primarily because I finished the main storyline in KSP2. I love KSP1, and I keep coming back to it time and again. But I am digressing. In my current career save, I'm testing out new build designs and trying to do stuff I haven't attempted before. To be fair, I have the following mods installed: Community Tech Tree Contract Configurator And multiple contract packs MechJeb 2 Un Kerballed Start Those are the main ones I have. I have a few smaller ones (Hide Empty Tech Tree Nodes, for example), but the ones in the list are what I'm really most concerned about. Anyhow, I got a contract to do a manned return from orbit of Eve, along with placing a new satellite in a specific orbit (156 degrees of inclination, Ap of ~19 million meters, Pe of ~12 million meters). Normally I would have split this up into 2 launches, but I asked myself "Why do that when you have cargo bays and such". So I created a spaceplane with a cargo bay and set it alaunch. At night, no less. After getting into LKO (~100km circularized), I was afraid I wouldn't have enough fuel to finish this. But I decided to plough ahead with this, getting a transfer window with a fuel cost of only 1025 m/s. It took about 600 m/s after circularizing to get into the right orbit with the satellite, which left me with 2800 m/s of dV to get home to Kerbin. I was concerned not about getting home, but getting onto the ground. The contract only stated I had to return to Kerbin, it said nothing about getting on the ground (landed). So I figured if I at least could get an orbit around Kerbin, I'd be fine and could just rescue Valentina if needed. Luckily, I was able to get a transfer back from Eve for ~600 m/s! And because of the angle I took to come in, I was able to use Kerbin's gravity/rotation to only need another 600 m/s to circularize at 150km. Which left more than enough to get Val on the ground. So a round-trip from Kerbin to Eve orbit, deploy a satellite, and then recovery of the command module with the pilot in it. You will notice that I didn't mention anything to this point about science, right? This was my second manned mission to Eve orbit with a return, but this particular contract never came up during the first mission (where I collected all the science I could). But I'll certainly take all the practice I can get, especially when I'm testing new designs. All told, these 2 contracts brought me ~900,000 in funds, 45 science points (directly from the contracts themselves), and each was 3 stars/exceptional for reputation. Not a bad day at the Las Kerbas Space Agency!
×
×
  • Create New...