Jump to content

Vl3d

Members
  • Posts

    2,539
  • Joined

  • Last visited

Everything posted by Vl3d

  1. You have the PE value in the NavCluster. It's ok to manually pin it if needed.
  2. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 I created and tried to launch a tower of Wallaby landing legs. Unfortunately I could not because it freezes the game and prevents me from closing it. I'm forced to sign out of Windows. Load the craft and try to launch it. My initial intention was to check how high it bounces when I deploy all of the landing legs at once. Included Attachments: landinglegstower.json
  3. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 LT-3 "Wallaby" landing legs bounce high enough to destroy themselves when spring & damper strenght is set to max. See video. Included Attachments: KerbalSpaceProgram22023-10-3123-33-46.mp4
  4. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 TWR does not update correctly in the Enginner's Report app when adding parts and modifying stages - please check the video. Included Attachments: KerbalSpaceProgram22023-10-3122-49-11.mp4
  5. Steps to reproduce: Create 2 multi-stage assemblies (pod - tank - engine - decoupler - tank - engine). Select assembly A as launch vehicle. Place 2+ launch clamps on assembly B (the one which is not selected). Now check assembly B - you will see that the clamps were placed in separate stages.
  6. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 Game stuck at revert to VAB loading screen after crashing rocket on launch because of stuck direction with SAS on. I attached the detes. Included Attachments: 2023_10.31-StuckLoadingScreen.zip .ipsImage { width: 900px !important; }
  7. My craft also got randomly destroyed while going out of the atmosphere. It's not the first time it happens.
  8. 1. The new heat transfer system is not a downgrade. 2. If the devs were as transparent about the other systems that go in the game as they were with the heat transfer system, I would be overjoyed. 3. I just wish people put as much energy in having insightful discussions about possible gameplay improvements as they put in criticism of things that are not related to the actual game.
  9. IMHO this discussion and the interview is focusing on the wrong things. The really important stuff is what changes and innovations are going to be implemented for the game systems. This is where the energy of the community has been spent all these years: making mods to improve the game, coming up with new ideas and giving feedback. I'm interested in how the dev team uses what the community brings to the table. Because not even after 4 years we've not reached the point in which we actually know how CommNet is getting implemented and how science is different from KSP1 etc. If I'm really focused on the details, we don't know what KSP2 really is compared to KSP1 - is it a reimplementation, an extension, a sequel? I think these are more important questions because it's the gameplay that matters in the end.
  10. Unfortunately after some hours playing with the new dark NavBall I have to agree that I don't like it. It's hard to read and the lack of some bright colors is depressing. The KSP1 UI tended to make me happy for some reason. Yeah, the VAB hover sounds are starting to give me Tourettes.
  11. I agree they're distracting, but don't remove them. They can just be smaller and dimmer. Also don't forget about the big, ugly, pixelated icons.
  12. I'm really worried about the fact that CommNet implementation has not been shown or announced. We have not really seen the occlusion system, nor the DSN, nor relays being used, nor an UI for connections and range, let alone an antenna planner. Does the reentry heating system also cause plasma blackouts? I don't even want to go into details about any innovations that could have been added to the game, like requiring 2 antennas to make a relay instead of separating the functions into 2 antenna types.. or boosting signal at the expense of EC etc. And why are we expected to know how far 100 Mm or 10 Gm is? Can't there be a visualization tool for this? I hope there will be some alternative to spamming 12 antennas on a craft to get enough range. That's just not realistic or logical in any way. CommNet is a system that really has room for improvements and innovation - doing it the same way KSP1 did would just be disappointing.
  13. Can we transfer samples between robotic craft?
  14. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 I tried to build a simple rocket, but for some reason after saving the vehicle and loading it again .. it all broke. It's hard to explain, it's all underground and squished. Try it out. Included Attachments: CampaignSave.zip Peacock edit: This is caused by copying then attaching a group of parts not using the nodes on the root part/assembly anchor. Simplified Reproduction Steps: place a panel attach a second panel copy this assembly, and place it back on the original one using the nodes or the second and copy of the second panel placed perform any action that 'updates' the state of the craft twice (may include saving/loading, undo/redoing after picking up and seperately placing a part, deleting a part, and reverting to VAB from flight) Video Evidence: Note: See this comment for a more detailed explanation of this bug
  15. In Tier 2 there's a node called Autonomous Sampling with a rover icon.. I wonder what that is..
  16. Tech Trees Comparison (ordered by Science Points cost) KSP 1 KSP 2 Start (0 Science Points) Basic Rocketry (5) Engineering 101 (5) Survivability (15) Stability (18) General Rocketry (20) Aviation (45) Basic Science (45) Flight Control (45) Advanced Rocketry (45) General Construction (45) Propulsion Systems (90) Space Exploration (90) Advanced Flight Control (90) Landing (90) Aerodynamics (90) Electrics (90) Heavy Rocketry (90) Fuel Systems (90) Advanced Construction (90) Miniaturization (90) Actuators (160) Command Modules (160) Heavier Rocketry (160) Precision Engineering (160) Advanced Exploration (160) Specialized Control (160) Advanced Landing (160) Supersonic Flight (160) Adv. Fuel Systems (160) Advanced Electrics (160) Specialized Construction (160) Precision Propulsion (160) Advanced Aerodynamics (160) Heavy Landing (300) Scanning Tech (300) Unmanned Tech (300) Nuclear Propulsion (300) Advanced Metal Works (300) Field Science (300) High Altitude Flight (300) Large Volume Containment (300) Composites (300) Electronics (300) High-Power Electrics (300) Heavy Aerodynamics (300) Ion Propulsion (550) Hypersonic Flight (550) Nanolathing (550) Advanced Unmanned Tech (550) Meta-Materials (550) Very Heavy Rocketry (550) Advanced Science Tech (550) Advanced Motors (550) Specialized Electrics (550) High-Performance Fuel Systems (550) Experimental Aerodynamics (550) Automation (550) Aerospace Tech (1000) Large Probes (1000) Experimental Science (1000) Experimental Motors (1000) Experimental Electrics (1000) Starting Rocketry (0 Science Points) Environmental Science (10) Electronics 1 / Probes (10) Construction 1 (10) Aerodynamics & Stability 1 (10) Light Launchers (10) Solid Fuel Boosters (15) Lights & Utilities (15) Specialized Decoupling (15) Survivability (15) Orbital Rocketry (25) Basic Trusses (25) Struts (35) Power Management (35) Small Payload (35) Micro-Construction (35) Reaction Control System (50) Aviation 1 (50) Long Range Probes / Command & Control 2 (50) Research Miniaturization (50) Basic Docking (50) Mun Landing (80) Monopropellant Drive (80) Tiny Engines (120) Power Launchers (180) Medium Orbital Rockets (230) Enhanced Electronics (230) Expanded Construction (230) Precision Aerodynamics (230) Fuel Lines (300) Durable Power Systems (300) Atmospheric Science (300) Precision Machining (300) Enhanced Coupling (300) Mk2 Jets (300) Medium Launchers (400) Precision Propulsion (400) Autonomous Sampling (500) Heavy Landing (500) Medium Trusses (500) Aviation Utility (500) Nuclear Propulsion / NERV (650) Medium Truss Adapters (650) Xenon Propulsion (850) Modular Launchers (1100) Heavy Rocketry (1400) Deep Space Probes (1400) Heavy Construction (1400) Large Aerodynamics (1400) Heavy Launchers (1800) Oversized Monopropellant Fuel (1800) Enlarged Power Systems (1800) Radiation Science (1800) Heavy Trusses (1800) Large Coupling (1800) Jumbo Jets (1800) Heavy Orbital Operations (2300) Long Range Generation (2300) Large Payloads (2300) Specialized Docking (2300) Airliners (2300) Deep Space Methalox (2900) Nuclear Power (2900) Orbital Science (2900) Heavy Nuclear Propulsion (4500) XL Methalox Tanks (5000) XL Electronics (5000) Oversized Landing (5000) XL Construction (5000) Spaceplanes (5000) XL Hydrogen Tanks (6000) Aquatic Sciences (6000) XL Trusses (6000) XL Coupling (6000) Space Shuttles (6000) Mk3 Fuel Systems (6000) Orbital Report (7000) Space Trucking' (7000) XL Truss Adapters (7000) XL Docking (7000) XL Payloads (8000)
  17. The problem is that you don't know what's pixelated by design and what's pixelated because of bad rendering. Just look at the map view icons. Also... too many font styles everywhere!
  18. I'm asking questions based on the available information, on topic. That reminds me: - do we get a science bonus if we transmit when signal strength is high like in KSP1? (an idea that really does not make sense)
  19. How does clicking "collect" and "transmit" enhance player stories based on the pillars of KSP2 gameplay? I'm just saying it's a missed opportunity to do something more interesting gameplay-wise, like Kerbalism and Breaking Grounds did. I hope this is just the beginning of the science system and they'll build upon it a lot more. You could just pause the transmission without messing with the antenna using the File Manager afaik. Clicking "collect" and "transmit" is not engaging. In this regard KSP 2 should strive to be more than a clicker game, like KSP 1 science forced it to be.
  20. Then the game should automate transmission using only the extra available EC. Please don't miss the point.
×
×
  • Create New...