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Scarecrow71

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Everything posted by Scarecrow71

  1. It's probably just an easy way to describe what parts are there early in the game. Not the best wording, I agree. But I wouldn't get too hung up on what words they used or why. The important thing is that it's finally coming!
  2. That's where my frustration starts. You have to hold MMB to scroll up/down in the VAB, and I almost always inadvertently do this while over a part. So that centers the camera AND the root on that part...which then messes up symmetry.
  3. Or to tell new players "Hey, you might need these parts to land on the Mun".
  4. At least let us re-map the controls if we wish. That way everyone has the control scheme in the VAB that they prefer.
  5. I've already got my hand on the mouse to build the craft, so using the mouse to rotate and move around is just a natural act. For me. I'll stress for me, and I'm not talking about anyone else with that statement. So that's why I don't use the WASD keys to rotate.
  6. I actually wouldn't mind the option of having that done (probably be a mod at some point, but I digress). I think doing that will force players like me who have done most everything to finally do stuff we haven't (like land on Laythe, or launch from Eve, as examples).
  7. I have never used ISRU. I can see the benefit to doing it, provided the drills and tanks aren't god-awful heavy again like they were in KSP1 (which is why I never used it - too big of a drain on a ship's resources to carry that stuff around).
  8. You and me both. The controls, while not hard to learn, are wonky at best and have some issues (that I put forth in a separate thread). It wasn't broke with KSP1. This was explained at one point, but I'm still not sure of the why either. As has been mentioned previously, the Engineer's Report in the VAB shows TWR for lift/launch stage only. I highly recommend the Micro-Engineer mod as that solves this issue. This has been a complaint since launch day (no pun intended). We have complained non-stop about this, and it seems the complaint has fallen on deaf ears. They claimed this was fixed, but apparently it isn't. I'd recommend checking the bug reports subforum to see if this bug is still active and, if it is, upvote and post. Ah, orbital decay. This probably warrants, at a minimum, posting in the orbital decay bug thread. At worst, it needs to be reported as a new type of orbital decay bug.
  9. I'm not upset at the new control scheme. MMB to zoom in/out, hold MMB and move mouse to go up/down, hold RMB to rotate around. Fine, that's the control scheme. But it is horrible for the following reasons: Too easy to select a part you don't want to select, which then messes up symmetry. If you are moving up/down with the MMB and click it while over a part, you have now selected that part. Have to hit Home to revert to the root part. Similar issue with RMB. If you are over a part and hit RMB to rotate, the PAM comes up. At random times, for absolutely no reason, the view will default back to the root part. Forget that I'm at the bottom of a 150m tall rocket, and that I spent a few minutes zooming and rotating for the right angle to place or move a part. The game just decides to revert the view to the root part. MMB for zoom stops working randomly. It will zoom out like 50% of what it is capable of, but then won't zoom any longer. Why on Kerbin was the old control scheme scrapped? MMB to go up/down, arrows to rotate, +/- to zoom. Can we please either go back to this OR allow us to map controls in the VAB? PLEASE?
  10. Reported Version: v0.1.5 (latest) | Mods: Community Fixes; Flight Plan; Interplanetary Calc; K2D2; Maneuver Node Controller; MapView Focus and Targeting; Node Manager; Space Warp | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 9 3900 12-Core Processor 3.09 GH | GPU: GeForce RTX 2060 Super | RAM: 32 GB Built a craft, once again, to try to get to Moho. Upon launch, craft will not leave the launchpad. Check of the Engineer's report in the VAB shows that the TWR is 2.883. Micro-Engineer confirms that the TWR at Kerbin's ASL is 2.883. Full throttle, engines fire up, but craft will not leave the launchpad even with this TWR. Screenshot of the VAB: Included Attachments: KSP2_x642023_10.28-07_45_34_01.mp4 MohoI.json .ipsImage { width: 900px !important; }
  11. Reported Version: v0.1.5 (latest) | Mods: Community Fixes; Flight Plan; Interplanetary Calc; K2D2; Maneuver Node Controller; MapView Focus and Targeting; Node Manager; Space Warp | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 9 3900 12-Core Processor 3.09 GHz | GPU: GeForce RTX 2060 Super | RAM: 32 GB In previous versions of KSP2, whenever you attempted to launch a craft that did not have enough TWR to get off the launchpad, you'd get an error message showing that the TWR was less than 1. In 0.1.5, however, this message no longer appears, and with no other way to view TWR of the current craft, there is no way to know whether or not you have enough TWR until you actually try to launch. I am classifying this as a bug as this error message was the only way to see your TWR if it was less than 1 at launch. Included Attachments: Desktop2023_10.27-11_19_23_01.mp4 MohoII.json .ipsImage { width: 900px !important; }
  12. Validated as working in 0.1.5. OP updated.
  13. I highly doubt they will. But I'm pretty sure the modders will be looking at it as soon as 0.2 is out.
  14. Agreed. I am simply just used to the right click menu...but that doesn't mean it is better.
  15. I d8d not know you could do that. Just used to having to select a Kerbal and then select transfer. Thanks!
  16. Nah, I'll wait for the official release of the mod. Just keep us in the loop!
  17. The question is whether or not a specific TAB has a requirement to unlock the nodes within it. Orbital Rocketry and Mun Landing are nodes on the first tab, and may not have anything to do with unlocking things on the second or third tabs. I agree that the placement of the nodes under the numbers for the other tabs might be a bit confusing now, but we will get all the information we need in December.
  18. Do you know when this will be released/fixed? I tried running the game this morning, and ME isn't displaying any information at all: Without a built-in TWR or dV readout per stage, I've really become reliant upon ME. It's a great mod!
  19. I have a craft that has a lander and a command module. There is a Clamp-O-Tron Sr. on top of the lander, and a Clamp-O-Tron Sr. on top of the command module. The lander is currently connected to the command module via the Clamp-O-Tron Sr., but is attached as a decoupler through the lander's engine. This is standard for me, and it's how I learned how to use landers in KSP1. It looks like so: Docking Port Lander Docking Port Command Module I have it like this so when the lander comes back to the command module they can dock. Anyhow, in KSP1, as long as you had a docking port, you could transfer crew between craft when the craft were considered to be docked. Even in the configuration I mentioned above, I can transfer crew between craft. In KSP2, however, I cannot transfer crew between the lander and the Command Module in this configuration. I haven't tried to dock yet (I needed to get a ship in orbit with 2 Kerbs in the lander and 2 Kerbs in the command module back to the ground), but thought I could just transfer crew here and go back to the surface. The command module is the Wanderer, so it had space. Anyone know why this isn't do-able in KSP2? Did something change where you can't transfer crew? Or is this a bug that should be reported?
  20. And you are sure it's the ladder that's blocked? Is the message you are getting that the crew hatch is blocked and therefore you cannot go EVA? I ask because I use ladders in KSP2, and I don't have the issue of them being blocked, so I'm trying to understand exactly what is happening. Can you give a step-by-step of what you are doing when you encounter this issue?
  21. I fired up KSP1 and used Sandbox to create a vessel to go to Moho. And while the dV calculation in KSP2 may not be accurate, I can say with 95% confidence that the issue here is the nuclear and/or hydrogen engines. They simply don't have enough thrust to burn efficiently and with enough power to do anything at all. The craft I used in KSP1 had 8 radially mounted and 4 centrally mounted NERV engines, asparagus-staged, with something like 5500 m/s of dV, with the lifter stage still having like 800 m/s of dV with 5 Mammoths. The burn from LKO to Moho (at an orbital distance of 100km, ending with a Pe at Moho of ~90km) was supposed to take a total of 2400 m/s of dV. After the burn, which took more than 4 minutes thanks to the NERV engines, I still didn't have a proper encounter with Moho; closest approach was still 190,000km away. I had to do a correction burn, which cost another 400 m/s of dV (like 420ish, but I'm rounding down). After that burn, I had a great encounter with a Pe of 65km. I get into Moho's SOI, and I craft a circularized burn at Pe. I'm traveling at an orbital speed of like 4000 m/s, but I'm coming in against the planet's rotation, so I should get some help from gravity here. Nope. 5000 m/s of dV to circularize. Ok, let's just get an orbit. Nope; 4000 m/s of dV. And the last burn was 10 minutes. 10 FREAKING MINUTES. I am convinced now that, while there may be dV calculation errors in KSP2 that should at some point be addressed, the problem truly lies in the use of the hydrogen and/or nuclear engines. They simply aren't powerful enough to be efficient enough to go interplanetary. It makes me wonder why they are even in the game at all. I will be going back to the drawing board in KSP2 and recreating my Moho craft without hydrogen (although, I am still going to experience issues with transferring to another planet, but that's a different ball of snacks).
  22. Can you post an image of your craft with the blocked ladders please?
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