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Scarecrow71

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Everything posted by Scarecrow71

  1. Granted. Everyone gets to go to sleep, except for you. You get to stay awake and never get to sleep again. I wish @Ryaja could get some sleep.
  2. My thoughts on your post! I disagree. Alphabetically is the easiest way for the human mind to see and find things. However, a compromise might be to have the option to switch between the 2? Procedural fuel tanks have been talked about to death here. And the devs have indicated it won't happen. They need to make ladders seamless in transition from one to the next before this happens. 100% agree on fairings. 100% agree. To take this a step further, add a warning about blocked parts that are movable (landing gear, as an example). The fuel tank imbalance has been talked about a lot lately. One of the things the devs wanted to do was to make players have to think about design choices. I think that having a variety of different probe cores goes to that methodology. Again, this has to do with design considerations. I also think that, at some point in the future, specs on a lot of these parts are going to change (but I could be wrong). 100% agree. In KSP1, after some trial and error, you could identify which engines worked in which environment the best. A graph or other output to show this would be keen. Staging information right now is broken (specifically dV calculations). This needs to be fixed before balancing happens. See the above bullet point about staging. This has been asked about since the game dropped, and due to higher-priority bugs, you'll probably have to wait for a mod to do this. In fact, there is already a mod specifically for storing favorite colors: Maneuver nodes, and their current lack of complete usability, have been discussed to death. This includes things such as AP/PE markers. In fact, I'll just blanket your first 4 bullet points with this one due to this. We know the nodes are bad. But, there's a mod that can handle some of what you're asking for: No comment on this, although I know a lot of people like the suicide burn option. They need to fix the pop-ups that don't go away first. There is already an icon indicating you are going to crash. Does this not show up for you? This has been discussed to death since the game dropped, and I believe this is on the list of enhancements the devs want to add to the game. I gotta read up on the request for point-and-click navball. Another thing that's been discussed ad nauseum is the fonts. And the devs are working on this. This might fall under robotics, which the devs have stated won't be in the game prior to 1.0. Again, robotics. We may see some newer engines once we get to colonies. I know we'll see new stuff once we get interstellar. Robotics. Robotics. Now this is an idea I can get behind. I'm all for balloons, and even asked if we could get them for science (weather balloons). Another idea that I think has merit.
  3. At the request of Dakota (for the parachutes issue), I started a new campaign. Again. Proceeded to unlock the entirety of Tier I in 2 launches. Discovered you can complete the Going Green mission without actually having a Science Junior on-board. Tomorrow I'll see about completing the second tier, which should include another Mun landing and a Minmus landing (the monuments), as well as sending a probe out of Kerbin's SOI. I think I can do both the Mun monument and the escape trajectory in the same launch. We shall see.
  4. Reported Version: v0.2.1 (latest) | Mods: Micro-Engineer; Flight Plan; Maneuver Node Controller; MapView Focus and Targeting | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 9 3900 12 core | GPU: GeForce RTX 2060 Super | RAM: 32 GB Started new Explorer campaign today (at the request of @Dakota as it relates to the parachute issue). Sent Kerrie (yes, Kerrie) Kerman into orbit on the first flight, completing multiple missions. Landed in the ocean to complete the Bouyancy mission, then let go of the capsule to take a water sample and run a crew observation. Upon completing both of these (in that order), the Going Green missions was submittable. Steps to repeat: Start a new campaign Build a new craft Launch to orbit Submit all available missions (you will have to flip back and forth between the craft and Mission Control several times - first launch, leave the atmosphere, stable orbit) Return to the surface of Kerbin, landing in the water EVA, then let go of capsule using Space bar Take surface sample and crew observation, then get back into the capsule Recover vessel and go to Mission Control. Going Green mission is now submittable. No craft file available as I did not save the craft file prior to recovery. However, the only parts available at the time of build where the starting parts (under Starting Rocketry). Included Attachments: .ipsImage { width: 900px !important; }
  5. Banned for not including seconds in the timestamp.
  6. If I learned anything from watching am endless array of lame action movies in the 80s and 90s, it is that all you need to generate anatmosphere are some heated steel rods driven into an iceberg. If Ah-nold can do it, so can Kerbals. Hahahahaha!
  7. Granted. Unfortunately, you were in it when it got flattened, so now you are a pancake too. A very flat, red-smear of a pancake. Alas, poor Jcool, we knew him well. I wish I was a supermassive black hole.
  8. This would be believable if the bug wasn't identified almost immediately upon release of 0.2 AND 0.2.1 had been released a week or so after 0.2.1.
  9. @Pawelk198604 I'm with @The Aziz here. A 90 minute video, with no description other than your title that the ship is falling apart, is simply not cool. We need a whole lot more from you than this to help you with the situation. Give us a craft file, and then explain what you are doing when the craft falls apart. Where is it, what is happening, what is your speed, what is your location, etc. Don't give us a 90 minute video and then effectively say "Watch this and see if you can spot where stuff is going wrong". Ain't happening.
  10. In my current career, I am working on the Tutankhamen space station, which is based off the following: Sci-Fi Space Station - Download Free 3D model by Helindu (@Helindu) [f6b9106] (sketchfab.com) I have done 6 launches to date: Command Module (everything from the central hub to the right) 2x Fuel Tanks (Top and Bottom of the central hub) 1x solar panel/antenna combination (underneath the central hub; you can barely see it) Science labs Power generation station (all those big solar panels on the left) 6 launches...and I'm not done yet. I've got 1 more set of solar panels (the gold ones), followed by several launches to put all of the habitat modules up (all the squares with the individual solar panels on them). I may or may not finish with the hydrogen/nuclear tanks and engines; this thing is not designed to go into deep space, but I may use it for a Jool-5. Maybe. Anyhow, here is what I have finished in LKO (~200km): That mess of girders with the solar panels took me 3 hours to design and launch today. I contemplated using a Seq-9 and doing orbital construction, but I decided against that because I'm a masochist who likes launching the same thing a billion times. I have one lone Kerbal on here. Poor Bob, all alone in space for an extended period of time.
  11. I can confirm that this also happens with Fuel Lines, not just Struts. I think there are similarities between these two parts, so the same bug affects both.
  12. It isn't so much the atmosphere as it is the planet/ground. That has been known to cause issues with FPS upon launch (and even descent). Only workaround at the moment is to point the camera to where it isn't looking at the ground at all...which is a shame because the terrain is beautiful.
  13. If I could upvote, or provide recognition, or like this post, I would. I could not possibly agree more that some of the bugs that are present are game-killers and need immediate priority other than just to be on the list of bugs the devs might be looking at. It's been a year; it doesn't bode very well for the game if these bugs cannot be squashed (or get squashed and then come back).
  14. As would I. I am curious as to where it is theorized to be in the code, and why the devs haven't been able to stop it.
  15. Granted. I wish I was fluent in every language that has ever been spoken in the history of the universe.
  16. Granted. You get AlettazBlettazClettaz. I wish for a simplified alphabet that can still be used for intelligible writing and conveyance of ideas.
  17. Your sentence is incorrect due to the inclusion of the letter not needed in this exercise.
  18. I attempted, once again, to go to Duna. To satisfy the Duna monument mission. After having the dV calculated wrong, and after having the fuel consumption calculated wrong - both by the game - I finally used Lazy Orbit to just put the lander in orbit of Duna. And during descent, none of the chutes would open. Staging, manual...nope. Checked the settings because, you know, Duna has a thinner atmosphere. Nope, that isn't it. I cannot play. This issue with the chutes needs to be fixed. There is zero reason for this to happen. Putting this away so I can focus on my orbital station in KSP1.
  19. Reported Version: v0.2.1 (latest) | Mods: Most notable mods are Flight Plan, MapView Focus and Targeting, and K2D2 | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 9 3900 12 core | GPU: GeForce RTX 2060 Super | RAM: 32 GB I have a craft in LKO (~100km) that is supposed to be bound for Duna. I'm using a medium hydrogen tank, with 6 radially attached small hydrogen tanks, and each small tank is outfitted with 2 small hydrogen engines. According to the dV readout on the right side of the screen, this stage has 2329 m/s of dV remaining. I created a maneuver to go to Duna, which is to end with a Pe of ~90km (which is pretty standard, at least for my flights). According to the maneuver thing on the bottom of the screen, this maneuver should take 1121 m/s of dV, which should then leave me with over 1000 m/s of dV to circularize and maneuver so I can start the landing process. However, the burn takes up all of the available fuel in the stage (all 2329 m/s), and the maneuver isn't finished being executed. To complicate matters further, the burn timer shows that there is still 16 seconds remaining, with no indication of how much more fuel is needed to complete the burn. If the maneuver calculation was correct, and the craft really did have 2329 m/s of dV/fuel when I started the burn, the maneuver should be done accurately. Fuel consumption, maneuver burning, calculations...all wrong. The video I attached shows this all happening. Apologies in advance forthe length of the video (>1 minute, < 2minutes), but I do not use time warp while burning, and I wanted to show the entirety of what happens with this issue. Included Attachments: Ksp22024_02_02-07_59_18_01.mp4 TutankhamenI.json .ipsImage { width: 900px !important; }
  20. @ArmchairGravy I'm going to probably agree with @MechBFP on this one and state that your TWR is probably less than 1 here. Which makes this a bug in that either the TWR isn't calculating properly (you are showing 1.65 in the VAB) OR that the engine isn't outputting thrust accurately.
  21. Reported Version: v0.2.1 (latest) | Mods: Micro-Engineer; MapView Focus and Targeting; Maneuver Node Controller; Flight Plan; K2D2 | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 9 3900 12 core | GPU: GeForce RTX 2060 Super | RAM: 32 GB Created a craft to try and get to Duna. Craft has a central stack of 2 X200-64 Methalox tanks sitting atop 2 Mainsail engines. Radially attached to this are 4 X200-64 Methalox tanks, all 4 of which are topped with an RS-AD 800, and powered by a pair of Mainsail engines. Fuel lines flow FROM radially attached tanks TO central stack. All engines (2 central, 8 radial) are in Stage 1, with the decouplers for the radial tanks in Stage 2. dV calculated on Stage 1 as 2558 m/s at 0 altitude in Kerbin atmosphere, but the dV calculated for Stage 2 is 0 even though there should be fuel/dV remaining in the central stack after separation of the radial tanks. This calculation stays the same in the VAB and on the launch pad. Images in the spoiler: Removed the fuel lines, separating the 8 radial engines and the 2 central engines into their own separate stages. dV recalculates as having 2562 m/s in Stage 1, with 1739 m/s in Stage 2. This is at 0 km altitude on Kerbin. Images in the spoiler: Included Attachments: TutankhamenI.json .ipsImage { width: 900px !important; }
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