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KSP2 Release Notes
Everything posted by Poppa Wheelie
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Runway Options
Poppa Wheelie replied to SkW3rL's topic in KSP2 Suggestions and Development Discussion
I like the idea of loading directly outside the VAB. Each of the 4 marked doors, with door 1 leading to the launch pads, and door 2 leading to the runway. Maybe we could get the ability to load directly outside either of the 4 doors, but as a minimum it would be great to be able to choose either of doors 1 or 2. Here are some use cases where you don't need to load out on a launch pad, or on the end of a runway (I'm sure there are plenty more): Testing a rover, or any other wheeled vehicle Other kinds of test "rigs" Player wants to taxi aircraft to runway of choice (or to takeoff where taxiway meets runway) Player wants to roll out his or her own rocket on a player-created vehicle- 2 replies
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Yes, I have seen it. And stop calling me "Shirley".
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It appears that In Game Time passes while in the VAB in KSP2. So the lighting inside the VAB varies as Kerbol passes from East to West, including strong lighting with high-contrast shadows as Kerbol passes over the roof. And then during game night it's dark with poor artificial lighting. I vote for one, consistent, well-lit space, please.
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Ah! In the "Wing Shape" dialog. I was looking for something in the "Parts Manager" dialog. Thanks!
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I don't see a control surface toggle. Where is that? How do I disable control surfaces in the editor?
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OK, thanks. I normally don't launch through Steam. For screenshots I'm using the builtin Windows XBox controls, but that requires hitting 3 keys simultaneously for a screenshot (Windows-Alt-PrntScrn). I'm looking for a single key (like F1 used to do). I'm hopeful that we'll eventually get something in game, but until then I think I'll have to stick with what I have.
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Maneuver Node Maneuver Node Broken - Anyone Else Seeing This?
Poppa Wheelie replied to Skorj's topic in v0.1.0
It looks like there are 2 major issues here, both are based on when the burn begins and how to orient the ship, and both seem to have solutions: How do we build a circularizing Maneuver Plan: For KSP1 vets, our first instinct is to place the initial maneuver node on the Ap or Pe. However, I've noticed that I cannot get a predicted circular orbit from a node placed at the Ap or Pe Knowing that KSP2 intends to start the burn at the node, it should now also make sense that of course you won't get a circular orbit if you start the burn at the Ap or Pe So if we want to circularize, the node must be placed before the Ap or Pe It seems that the solution for getting a circular orbit is to place the node somewhere before the Ap or Pe, play with the node, move it a little forward or backward, until you have something circular For elliptical orbits that you want to circularize, this is probably the way. I'll have to test it, but it seems to make sense. For circularizing at the Ap on initial ascent, I don't have time for this trial and error method. I'll have to stick with manual circularization by slowly pushing the Ap out method for now. How do we get the game to execute any Maneuver Plan and get correct results? For whatever Maneuver Plan you have built (circularization or otherwise), we want a method that will produce the same results as the plan A few comments above, and the video referenced by @Scarecrow71 both indicate that this is the method: Have SAS point to Maneuver until shortly before the countdown timer begins Shortly before the countdown timer begins (after T-10 seconds but before T-3 seconds?), switch SAS from Maneuver to Stability On (lock) Begin the burn at T-0 on the countdown timer End the burn as the burn timer indicates -
And your maneuver plan burn time changed when you want back from camera view to map view. I've seen that happen to me before, and hadn't figured out when or why it was happening. When is upon returning to Map view. Why is "bug".
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Some feedback on your dV concerns: The dV in the VAB is vacuum, while the dV on the launch pad is Kerbin sealevel. So they should be different. The Trip Planner numbers are so large because they include 860 to achieve Low Kerbin Orbit and that last 3400 which really is for a powered landing on Kerbal, and you're probably not going to do either one of these last 2 In fact, the "round trip" section of the Trip planner has misleading labels for each row. They should actually be labelled like this: 580 Low Mun Orbit 280 Mun Escape 860 Low Kerbin Orbit 3400 Kerbin Surface
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In Game Time passes while you are in the VAB. Both Kerbol and Mun (I think - I know it's true for Kerbol) will pass overhead and send light into the building. Have a look at the ceiling - a large support on rails is moving back and forth across the ceiling. If extra light is coming in from the top, this moving support will cast its shadow onto the floor.
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@FuelX, please post some screenshots of how you lifted this into orbit. I would be very interested. Nice!
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Almost all of the bugs I've found in my 27 hours of gameplay
Poppa Wheelie replied to Sheldon_Cooper's topic in v0.1.0
In your list, this is the only one I've solved. Press and hold scroll-wheel to drag up and down in the VAB. -
Parts Manager - UI improvements
Poppa Wheelie replied to Vl3d's topic in KSP2 Suggestions and Development Discussion
It would be very nice to be able to name any (or all) of the parts in my vessel(s). Some examples: Fuel tank 1 of 3 Front docking port Port side engine Transfer Stage Decoupler -
I also had this stage separation issue with the K2. The decoupler on the K2 is attached to the bottom node of the engines. I changed this by adding an engine plate above this engine, and attaching the decoupler to the bottom node of the engine plate. Separation works fine now.
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More light in VAB
Poppa Wheelie replied to DareDrop's topic in KSP2 Suggestions and Development Discussion
It appears that In Game Time passes while in the VAB. I was in the VAB all afternoon yesterday, and Kerbol went over the top of the building (making it very bright, with shadows moving correctly with the sun, etc.). I watched Kerbol go down in the west from within the VAB. I don't think I like this (IGT passing while in the VAB). Some days (like yesterday), I'll spend hours doing only VAB. -
Windows 11, using built-in Xbox functionality (I think). I don't see any feedback in game that the screenshot was taken, but it was. - Use: Windows-Alt-PrntScrn - Images Stored At: Videos>Captures
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Here's some more from today. I submitted all of this through the Launcher feedback button: - I want an option in Save Game and Load Game to Sort by In Game date, which is more important to me than sorting by In Real Life date. - All loads should begin at timewarp 0x (paused) - How do I center the camera on a part other than the root part in the VAB? - How do I change the root part in the VAB? - In Game Time passes while in the VAB? I don’t like it. I want no IGT to pass. Or make it a selectable option. - The Workspace and Vehicle save interaction is a little confusing. When I do a save, I’m saving a specific vessel/craft/assembly. Even when I’m saving a new assembly name, the interface asks if I’m sure I want to override a craft with this same name. What am I overwriting? Does anyone have any solutions for items 3 and 4?
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On Paige: Yes, I just started a new campaign. Good to have seen Paige in action yesterday, but I don't want or need that going forward. On Color Manager: Yes, there is a Color Manager tool button on the bottom of my VAB screen, but pressing it once brings up the Color Manager. Pressing it after that does nothing - the Color Manager stays up.
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I had a great time yesterday! Here are a few items I noticed. I've seen many of the things mentioned by others, but I haven't seen anyone mention these yet. I submitted all of this through the Launcher feedback button: 1. Round trip information in the Trip Planner is incorrectly (misleadingly) labelled. This current setup would be particularly misleading for newcomers to the game. Here’s a comparison of round-trip information as-is, and as it should be: As Is Label Should Be Label dV Kerbin Low Orbit Low Kerbin Orbit 3400 Mun Intercept Mun Intercept 860 Mun Low Orbit Low Mun Orbit 280 Mun Surface Mun Surface 580 Mun Surface Low Mun Orbit 580 Mun Low Orbit Mun Escape 280 Mun Intercept Low Kerbin Orbit 860 Kerbin Low Orbit Kerbin Surface 3400 2. Settings Gamescreen Mode. Only the Windowed mode lets me move the mouse outside of the KSP2 window, but it requires a Windows “banner” across the top of the screen, and some information at the very bottom of the screen is lost. I want a full screen windowed option, with no banner, but with the ability to move the mouse out. 3. I want to be able to launch a rocket facing East by default, instead of facing North by default. I have figured out that I can reorient my rocket in the VAB to point to door 4 in order to be pointing East at launch, but I would like to just have an option in settings to launch facing East by default. If that’s not possible, could the doors be labeled 01N, 02S, 03E, 04W? By the way, why is launching facing North a thing? 4. I want to periodically be able to launch from runway 18 (facing West), without needing to taxi there from runway 9 5. Redo button tooltip is displayed too high, behind the “where are we” strip at the top 6. How do I turn off the Color Manager in the VAB? 7. Why are save file names so limited on character length? Give us more characters 8. How do I turn Paige completely off? If anyone has solved any of these, please comment.
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I'm excited to participate in the EA process - looking forward to watching as the performance improves, bugs are fixed, and new features are rolled out!
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KSP 2 give away happening on Discord, right now!
Poppa Wheelie replied to GoldForest's topic in Prelaunch KSP2 Discussion
When I mouse over the Enter button, or the View Giveaway button, I see the "do not enter" icon. I can't enter the giveaway at this time. Suggestions? Figured it out: I had to finish with the join server process by pressing a small "you're not finished" button at the bottom of the page, which led to an "agree to the rules" page. After that I was able to enter the giveaway. -
@Jack Joseph Kerman, I assume by this you mean that everything will be reset to however it was at the last load, or something like that? As a test, I just loaded a save where the vehicle had both messed up propellers, and sagging rotors. This was on Eve (so, in atmosphere). I used period and comma to start and stop regular time warp (or do I need to do something different in atmosphere to activate regular time warp?). After returning to 1x speed I saw no improvement for the propellers or the rotors. Is anyone aware of a method for forcing the vehicle to revert to the configuration "as built"? Is there a straightforward method for editing the save file (specifically for propellers and rotors)? Would editing the save file disqualify the vehicle for Elcano credit?
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