-
Posts
2,635 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Scarecrow71
-
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; }
-
Release KSP2 Release Notes - Update v0.2.1.0
Scarecrow71 replied to Intercept Games's topic in KSP2 Dev Updates
Is the engine bell occluded by anything? Does this happen with any other engines? Pic of the craft? -
So, this morning I would have woken up inside NHL 2020. Considering I can't skate or shoot, I'd be pretty hosed if they put me on the lineup and made me take even a single shift.
-
Make a wish... and have it horribly corrupted!
Scarecrow71 replied to vexx32's topic in Forum Games!
Granted. Your wish creates a wish paradox where no more wishes can be wished for, and this results in a nice cup of tea. Basically, you get a scalding cup of hot chocolate thrown in your face. I wish that last corruption didn't seem so random. -
-
Release KSP2 Release Notes - Update v0.2.1.0
Scarecrow71 replied to Intercept Games's topic in KSP2 Dev Updates
[snip] I have. And I've stated every other thing I've done. I use the same descent profile I've always used: Coast to 10km, burning whatever fuel I have to take as much speed off as possible. At 10km, which generally but not always gets me a speed of ~200 m/s, I stage the chutes. Drogues and normal chutes at the same time. This has worked without issue in KSP1, and it worked without issue in KPS2 until 0.2 dropped. -
Release KSP2 Release Notes - Update v0.2.1.0
Scarecrow71 replied to Intercept Games's topic in KSP2 Dev Updates
Sigh. Sorry, but this isn't my first rodeo. Yes, time warp is set to 1x. I've tried space bar, opening PAM, save/load, save/restart/load. NOTHING WORKS. Period. Chutes do not open for me, which makes the game unplayable. For me. And the fact that it broke with 0.2 and didn't get addressed in this release is disappointing; I dislike having a $50 piece of software i can't play. -
-
Time for you to slide down the Bannister rail.
-
Release KSP2 Release Notes - Update v0.2.1.0
Scarecrow71 replied to Intercept Games's topic in KSP2 Dev Updates
Doesn't work. Not for me, anyhow. -
Release KSP2 Release Notes - Update v0.2.1.0
Scarecrow71 replied to Intercept Games's topic in KSP2 Dev Updates
Well, the game is unplayable if parachutes don't open. Like, literally unplayable; you cannot land on Duna, or Laythe, or even back on Kerbin, if the chutes don't open. Guess this stays on my shelf for another couple of months whilst you sort out the chutes issue. Sigh. I was really looking forward to playing this again and getting on with the missions. -
Release KSP2 Release Notes - Update v0.2.1.0
Scarecrow71 replied to Intercept Games's topic in KSP2 Dev Updates
So much for fixing the parachute issue. Sigh. -
Joke Bug Reports
Scarecrow71 replied to Dakota's topic in KSP2 Suggestions and Development Discussion
Bugs are merely features that were, during initial publishing, unintended side-effects of the code we signed off on. -
Probably not until after 10 AM PT (because of where the studio is located), which would be sometime after 6 PM GMT.
-
KSP2 VAB UI Feedback
Scarecrow71 replied to DrCHIVES's topic in KSP2 Suggestions and Development Discussion
It's also an inability by T2/PD/IG to allow us to remap camera controls. If they don't want to change the scheme, that's all fine and dandy. But at least give us the option to map the controls to a scheme that we are comfortable with. -
Science is pretty much stupid. Just get rid of it.
Scarecrow71 replied to JoeSchmuckatelli's topic in KSP2 Discussion
This. Maybe it is just a product of the games I played growing up, but after having to craft V Jolt with only 3 empty vials and math instructions in Resident Evil, the single button "click me and you are done" just doesn't cut it. -
Except that it does affect gameplay (the camera controls in the VAB suck, as an example), and your flight can get ruined due to camera angle (flying in Eve's atmosphere, change to map, come back to an odd angle really zoomed out and you can't see your craft and boom before you can react to something happening).
-
Aloha! Now it is time for @AlamoVampire!
-
LETS COUNT! (Lets see if we can reach 100,000 Posts!)
Scarecrow71 replied to Dr. Kerbal's topic in Forum Games!
Six thousand four hundred and thirty nine.- 7,536 replies
-
- lets count
- dr.kerbal
-
(and 2 more)
Tagged with:
-
It will be a banner year for you.
-
Nothing on chutes not deploying? That is...less than ideal.
-
-
Calling 911 to state that Neo is experiencing deja vu.
- 1,206 replies
-
- 1
-
Banned on the run