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Davidian1024

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Everything posted by Davidian1024

  1. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux Ubuntu 20.04.6 | CPU: AMD Ryzen 5 3400G | GPU: NVIDIA GeForce GTX 1080 Ti | RAM: 16GB Specs: (Obtained from Steam via Help > System Information) Severity: Med (It can be annoying to get your fairing to be the length(shape) you want because of this. Turning off snap is not a true workaround as you lose out on the alignment you get from snap.) Frequency: High (Always happens) Description: While adjusting the length of a fairing segment with snap enabled. The length of the segment will not be aligned with the cursor position. It will be one snap behind. The easiest way to reproduce this is as follows: Start a new vehicle in the VAB. Select any fairing part from the payloads section. Mouse over the fairing to get the wrench button to appear. Click the wrench button to start building the fairing. Click and drag the green vertical arrow upward to increase the height of the fairing. Lengthen it by at least a few snap lengths. Repeatedly adjust the vertical length of the fairing by a single snap level by dragging the green vertical arrow up and down only enough to cause the fairing length to change by a single snap. Observe that the fairing length seems to move opposite to your motion. Included Attachments:
  2. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux Ubuntu 20.04.6 | CPU: AMD Ryzen 5 3400G | GPU: NVIDIA GeForce GTX 1080 Ti | RAM: 16GB Specs: (Obtained from Steam via Help > System Information) Severity: Med (This is a definite UI/UX annoyance with no workaround.) Frequency: High (Always happens during flight.) Description: The title says it all. Scrolling the parts manager with the mouse scroll wheel also zooms the view in and out during flight. While the mouse is over the parts manager window the scroll wheel should only cause the parts manager to scroll up and down. The zoom level of the view should not change. Included Attachments: .ipsImage { width: 900px !important; }
  3. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux Ubuntu 20.04.6 | CPU: AMD Ryzen 5 3400G | GPU: NVIDIA GeForce GTX 1080 Ti | RAM: 16GB Specs: (Obtained from Steam by going to Help > System Information) Severity: Med (Doesn't stop me from playing the game, but so far it's really detracting from the experience.) Frequency: High (So far it's been happened during every flight.) Description: After launching a couple rockets I immediately noticed the engine sound was cutting out or being played far to quietly. After reverting to launch it seems to happen every time. Included Attachments:
  4. Really glad to hear this. Though, I've never really had that much of a problem with wobbly rockets. I learned about the autostrut setting in KSP1 long after I had gotten used to building things with struts. And it really doesn't seem like KSP2 is all that much different than KSP1 with autostruts left off.
  5. I posted this somewhat hastily. I kept having this thought as I played that it shouldn't be too hard for the game to tell me how many second I have left in my stage as opposed to how much DeltaV. But I didn't know exactly how to articulate it. Now, I don't think I had a totally clear idea of what I wanted. Part of why I posted it was to see if others had ever wanted something similar. Since then I've been trying to make mental notes of when I wanted something like this. And I'm realizing it's more than just how many seconds of burn time I have left in a given stage. I think it's basically anywhere there's a velocity shown in m/s, I'd like a way to be able to toggle that to be expressed in terms of the amount time it would take my craft to make that change in velocity. You can get this number with the maneuver planner. But there are at least two ways where I think you wouldn't want that. The maneuver planner does alot more than just tell you how long to burn. If all you want is that amount of time, it's overkill and feels tedious. Not enough time to setup the maneuver plan. As a simple example, say you're coming up on a moment where you need to perform a burn, but it's important that you don't start too early. Bej's example of guesstimating landing burns is a good one. One recent situation was when I was trying to synchronize an orbit with my station. Instead of m/s difference in velocity between me and the target, I would've likes seconds it would take to cancel that difference. To TheOrbitalMechanic's point. Yes, I can definitely see this making the readouts more confusing. But at the same time, I think if done right, it could be a big help. Making it so the user is unlikely to accidentally switch the display away from the m/s number to seconds could be done by holding alt and clicking on the number perhaps. But then Evelyn's comments about mods make me wonder if this would be better in a mod than in the stock game. Oh, and I also want to say Happy Pride Month as a straight white cis male ally.
  6. I've definitely experienced this as well. And while my machine is no powerhouse, it does meet the minimum requirements. Ryzen 5 3400G; Nvidia GTX 1080 Ti; 16GB DDR4 There's another bug report that led me to encountering this. The one about how the 2XL hydrogen tanks are indestructible when empty. I attached a grumble seat and offset it so that it's in the center of an emptied 2XL tank and launched it from the boat launch. Very strange behavior. The 2XL tank seems to start picking up speed and rotation as it bounces over the water. It's actually pretty funny. The rotational speed got so high at times Tim looked like he passed out.
  7. Well, it's been about 108 days since I took the plunge and signed up for Early Access KSP2. I thought I'd write this up because I noticed I've now surpassed the number of hours I put into KSP1 in KSP2 on Steam. KSP1: 553 KSP2: 557. Now this isn't everything. I actually also own KSP1 (and all it's DLC) on GOG, and I may have played more hours of KSP1 on that copy. But, I don't think I ever accumulated hours played this quickly on KSP1. I'm really excited about what's on the road-map. It very much aligns with what I'm hoping to see in the game. And it's definitely still KSP. They haven't gone and dumbed down the simulation at all. I'm convinced It's actually more sophisticated now. Yeah, the bugs are real, and yeah some are pretty bad. But, I actually don't find them too difficult to work around. Considering they made it very clear that this is Early Access, I feel have nothing to complain about. This might seem odd, but that's something I was looking forward to. Being able to see the game in a very early state, and watch it transform into a complete product. I've enjoyed helping out on the forums in squashing bugs when I can. That's why I've refrained from installing any mods so far. I was expecting bugs. I kinda miss the Kraken KSC. This is something that I feel I missed out on with KSP1. I picked it up in July of 2016, which means I missed out on the early development of the first one. This is actually a big part of why I'm as happy with KSP2 right now as I am. It seems to me that a defining feature of KSP1 was how involved the community was in shaping that game. It seems to me that there's no way to maintain that level of community involvement without opening up access to the game early in it's development despite bugs. And it's been really cool to see how they've been working to capture people's feedback on the forums. I think they're doing a fantastic job. I've seen some pretty serious levels of negativity on the forums. I know some people are angry. But, I do actually see something positive there as well. Passion. The people who play KSP love it. And I love it too. I'm convinced things will only get better.
  8. I've often wished the game would display the number of seconds remaining in a given stage as opposed to Delta V. I imagine the interface could work like this. Click on the Delta V number to switch to the number of seconds remaining. Basically click on that number to cycle between Delta V and seconds.
  9. My first Saturn V replica. Dres V.zip
  10. I've run into this in the past. And, I'm hitting it again today. Landed on Duna with 4 Kerbals and 3 of them can't seem to get their RCS thrusters to fire. If I zoom the camera in close to where I can see their hands and face, I can see they are moving their joysticks as if they're trying to activate the RCS but the thrusters don't fire. The F5/F9 quick save/load trick worked. The three Kerbals whose lives were saved today express their gratitude.
  11. I think in one of his videos he mentions that there's a mod for it. I'm trying to be mod free so I haven't looked into it. My wife and I just got back from a 5 day Denver trip. And I even recognized that I shouldn't try to play the game while on vacation. That's good right?
  12. I was also under the impression that FTL won't be happening. I mean, I'm sure modders will grant this wish, and I will definitely be using those mods. But not in the core game. I assume not even in any DLC And tbh, I think that's for the best. Once they start opening the game up to science fiction, I think it's a slippery slope. And while I am torn over this, I lean in favor of staying within the realm of science fact.
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