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Vl3d

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Everything posted by Vl3d

  1. They weren't. They laid off 600 of their workforce last may. There's no research anymore, and I doubt it will be any further development - I'm betting that whoever is left, will be only closing issues from now on. Imagine this being a shock that they deleted 25% of employees after the developers' reaction to a an alternative business decision which was supposed to balance the books. This is all on the devs.
  2. It disappears sometimes - when moving the maneuver node out of the encounter margins for example.
  3. Reported Version: v0.2.0 (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 attached the craft file. Also there is an extra bug - if you stage the parachutes cover away after landing, the craft will not be "selected" anymore - then if you select Revert to VAB the game will freeze on the loading screen. Please merge with: Included Attachments: Boat-Parachute-Decoupler-Test.json .ipsImage { width: 900px !important; }
  4. After playing a lot, my conclusion is that the biggest innovation is the fact that the science parts force you to build unique craft adapted to their shape, size and weight.
  5. We need lockable assemblies and multiple named vehicles in workspaces. Construction is really a torture when craft complexity increases and you have to start moving assemblies around. The stages get messed up every time.
  6. After a 120 hour campaign and probably 30-40 craft all over the Kerbol system it's really starting to slow down.. especially when time warping.
  7. It's actually this bad after decoupling the heat shield on Laythe. Also, the struts are invisible.
  8. Stay away from Laythe, it's a death trap.
  9. A quick fix: -comms network (1.2) :: incomplete -procedural fairings (1.0) :: KSP 2 fairings are terrible -heatshields(1.0) :: bugged -part tweakables (0.23) :: incomplete -subassemblies (0.22) :: not importable as individual nameable group of parts -anomalies/discoverables (BG) :: no interactable scatter
  10. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 Parts are misaligned after staging decoupler to jettison heat shield while suspended by parachutes - see video. Included Attachments: KerbalSpaceProgram22024-01-0523-07-11.mp4
  11. This is correct. No turning more than 10 degrees before 10k. I would actually be conservative and say that you should not go more than 30 degrees before 20 km. Never aim for close to 70 km AP. You will burn at 60-70 km and 1800-1900 m/s.
  12. This is not KSP 1 anymore. The heating and atmosphere has changed. If you go "25° from vertical at 3500m, 45° from vertical at 8000-10000m, 70° from vertical at 25000-35000m" you will burn up.
  13. The thing that gets me most excited about the idea of interlinked colonies and delivery routes is having to build functional vehicles out of necessity. Just imagine having to transport resources or kerbals initially by rover to an sea or airport, then by boat or airplane to a space port from which you launch them to the orbital colony, send them to your gas giant interstellar space port and sent them to another star. That sounds incredibly cool - mainly because you have to design so many diverse and efficient vehicles and actually use them to set up a route - carrying massive amounts of cargo as efficiently as possible. But even more than that.. just imagine a mission a-la Ad Astra in which you have to deliver a person-of-interest (maybe a scientist) on a grand tour or to a far away secluded place. Imagine that the bigger mission is split into smaller ones that requires you to build specialized vehicles which transport the kerbal.. let's say first to a close-to Kerbol colony, then inside the Mohole then to the top of the Eve mountain, then to the deepest place in Kerbin's oceans, then to sample Dres' rings, then on Laythe or Tylo to some secluded place, then inside one of Eeloo's canyons, then back to Jool for a trip to another star system. You would have to either already have specialized vehicles and tourist transport infrastructure available on all celestial bodies, or you would have to build it. In my mind all this sounds very exciting - mainly because you have reasons to build every time of vehicle you can imagine and adapt to each route and environment - both for routine transports and also for one-shot missions.
  14. I built a dinghy. Then I upgraded it.. And.. now it has wheels and nuclear reactors. It's not the fastest, but it's reliable!
  15. Reported Version: v0.2.0 (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 can't use a stabilizer with control surface as a rudder, to turn in water. It basically has no effect on the direction I'm going.. even though I oversized it. Included Attachments:
  16. While even in your quote I literally said: But it's ok, I will clarify my point: it was not the "wobbly rockets" that gave KSP 1 its "quirky charm", it was the engineering comedy of dealing with the consequences of building a rocket too tall. Exactly my point - I want to play KSP 2 to have a great semi-realistic engineering experience in a semi-realistic physics simulator with some spicy astronaut humor mixed it. I don't play it because it's "cute and quirky", I want to play it because it penalizes bad designs in comedic ways with interesting failure modes. That's what I communicated - the wobble is not kerbal, but having a laugh while failing because of bad engineering ..is.
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