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Vl3d

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Everything posted by Vl3d

  1. Can we transfer samples between robotic craft?
  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 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
  3. In Tier 2 there's a node called Autonomous Sampling with a rover icon.. I wonder what that is..
  4. 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)
  5. 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!
  6. 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)
  7. 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.
  8. Then the game should automate transmission using only the extra available EC. Please don't miss the point.
  9. That's bad design - you should have added fuel cells, RTGs or more batteries. But fine, you choose when to click "transmit" and when to click "collect". Is that fun? Does that help you think about designing better craft? What's the point of implementing a science system that's very similar to the old stock one, just to have modders have to later reimplement all the improvements and good ideas back in the game?
  10. Quick questions: - what's the point of having to manually click the "collect science" action button if it notifies us of available science? - what's the point of having to manually click "transmit science" when there is sufficient signal and electric charge? - does transmitting science take a lot of time and resources, depending on signal strength, available EC etc? - is science collection instantaneous or do some passive experiments require some time to get the data? - are there science experiments mini-games or is everything just "click a button"? - do samples have mass? Kerbalism Science tackled and automated all these tasks and I was really happy about it. I also love the transfer speed and file system ideas. In case you forgot, here's what that is: https://kerbalism.readthedocs.io/en/latest/science.html I'm not saying all of it should be stock.. but come on, there are a lot of great gameplay improvements in Kerbalism Science compared to the base Science system.
  11. Looking at the tech tree we have these nodes: Environmental science (tier 1) Research miniaturization (1) Atmospheric science (2) Autonomous sampling (2) Radiation science (3) Orbital science (3) Aquatic sciences (4) Orbital report (4) So the thing that stands out is the introduction of radiation and aquatic sciences. Not sure exactly how these work without the radiation and the buoyancy systems. This is the information I found about the 9 new science parts with weight and temperature threshold: WSRL-01: "The WSLR-01 is designed to collect and process radiation samples across a wide spectrum of frequencies, both locally and in deep space. It's so sensitive that it can even detect an..." ...anomalies? A XS camera that looks like it's designed to be mounted as the tip of an airplane Atmospheric experiments module? Looks like it has a camera on the left side, a breathable cylinder (with holes) above (mystery goo?) and another scooper or something in the middle. Another similar module A soil samples extractor arm (maybe it can do some scanning also?) A combo magnetometer and RPWS (Radio and Plasma Wave Science) antenna part GSCM-01 "Science Jr." (Environment Survey) - Science Collector: "The GSCM-01 is a favorite for smaller satellites and landers. Designed to be completely configurable, the 'Science Jr.' can be outfitted with everything but the kitchen sink, if the kitchen sink had scientific value." (I'm not sure about the logic of the joke - maybe "if the kitchen sink had no scientific value"?) @Just Jim So I guess all experiments feed into the Science Collector part where they're stored and reviewed through the Research Inventory window? A bathyscaphe / submersible looking spherical science part, probably unlocked by aquatic sciences node A science lab / green house experiment part (orbital report node?). There seems to also be a version with a JWST inspired telescope, so maybe that part is modular and replaceable. Also we will have the Experiment Action Button which is sensitive to the current location and experiments on board: And there's the new Research Inventory window which contains the craft name, the samples that have been collected and that can be returned to KSC, the data that can be transmitted (with a Transmit All button), the completed reports list below and a filters button for the reports. The structure of this is a little confusing because I'm not sure what happens if you click on Remove All - do only the reports get deleted or the data and the samples also get discarded? Or are the reports hard linked to each piece of data / sample? And kerbals have animations for EVA crew reports and taking soil samples. What do you think about all this? I've found nothing specific about CommNet, KerbNet or telescope systems.
  12. I guess we all missed the aurorae in the For Science! poster. If you look closely you can also see tire tracks. What are the odds they'll all be added in 0.2? What do you think of the recent environmental visuals and lighting work? Things seem to be improving. And having @blackrack on the KSP2 team fills my heart with joy. I really hope we get impressive weather visuals like in KSP1.
  13. Try to make a separate suggestion post, maybe someone will have a look or some modder will implement it.
  14. Please move the Abort action button to the top of the list, before Brakes - to improve position logic and to prevent pressing it when activating the Science toggle or the Solar Panels. PS: Also add a hotkey for Abort please (was Backspace in KSP1 ofc).
  15. 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 In map view, panning the camera is fast when looking at CB north pole (from above) and slow when looking at CB south pole (from below). There might be an older bug report related to this - it's an ancient issue. Included Attachments: .ipsImage { width: 900px !important; }
  16. 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 1. Launch a Kerbal-K2 2. Go above 2000 m 3. Pitch it horizontally in the atmosphere 4. FPS goes down to (almost) zero See video! The closer the rocket is to horizontal, the lower the FPS. Interesting thing is that if you pitch low (600 m) in the atmosphere the FPS does not dip. Included Attachments: KerbalSpaceProgram22023-10-2822-04-12.mp4
  17. There definitely are some KSP1 / Kevin MacLeod space exploration songs that should be in KSP2. Most of them found here:
  18. I will keep adding ideas for QoL improvements here. It's better to have everything in one place. It would be nice to be able to: Press >>> (warp to maneuver) again to go down from 30 to 5 seconds (so I don't have to wait so long or fiddle with manual time warping). Turn off first time user experience during the campaign. Perform maneuver node fine tuning (like scrolling on node elements like in KSP1). Pause the game when pressing Esc. Cut the engine throttle without pressing X twice when accelerating during time warp (should only press X once). Move the map view node-info mini-windows (like AP / PE ) by dragging them with the mouse. Use the Space-bar key to pause / resume tutorial video. Have a Chase Camera for kerbals on EVA. Allow precision text-based editing of parts manager parameters Add ability to set colors via RGB and/or hex codes UI buttons should show hotkeys in tooltips Link distinct assemblies with struts Do part details comparisons in the Parts Catalogue Have a TWR indicator next to the throttle slider in the instruments cluster.
  19. 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 The video shows the example of a rover about to flip - but when I increase the time warp rate the physics freezes and the rover remains precariously balanced on one wheel for a few days. Maybe the real bug is that on-rails warp is used instead of physics warp. Included Attachments: KerbalSpaceProgram22023-10-2821-08-06.mp4
  20. 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 The bug has been present since launch. In the Tracking Station, right-clicking on certain areas of a celestial body does not trigger the "Set target / Focus" pop-up. It is reliably reproducible for Gilly for example, at multiple zoom levels - right-clicking certain areas of its surface does nothing.
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