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Vl3d

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Everything posted by Vl3d

  1. Yes, the music is great, but the selection for the VAB is not better than the KSP1 catchy relaxing jazzy tune. And I also don't think I can stand the music for vehicle launch anymore. It's too loud and repetitive.
  2. The terrain one is for flight view, this one is for map view (camera goes inside planets).
  3. Also with workspace A with vehicle V-A open, when merging workspace B with vehicle V-B, vehicle name turns to V-B and workspace name also becomes V-B. Expected behavior is that when merging B into A, all names should stay A.
  4. A bit? On low gravity CBs they can jump hundreds of meters. It's probably a bug with the landing leg springs.
  5. Ideally staging should be done by "double-tapping" the spacebar key. Meaning hitting the key should be done twice in quick succession. The actual implementation is incorrect - you can tap now and tap again after 20 seconds and it stages.
  6. When building in space you don't really have to care so much about packaging for launch, so you can build wider and longer. Besides that, later probably we will have to also build equipment vehicles for mining or other stuff.. idk. I also build minimalistic, so if a part does not have a necessary useful function, I don't use it.
  7. You just need to launch with the lander can, you don't have to visit the rock with it.
  8. Exactly my point.
  9. It happened to me that the stage delta-v was set to 0 after I deactivated and reactivated engines. So I could not create maneuver plans after that.
  10. Why don't the survey experiments auto-resume collecting science when we are in a biome where we left off instead of pausing indefinitely? This should not be the players responsibility.
  11. Me and the crew wishing you a Happy New Year!
  12. Two of the top 3 KSP Reddit posts for 2023: I LOL'ed.
  13. I can confirm - it happened to me while going to Moho. Everything got very badly misaligned! F5-F9 does not fix it.
  14. That's one flight. This can be compressed into another flight. I would also add Munar impactor. Of course, to test your design. This all sounds very reasonable to me and checks all the prerequisites for a Munar landing. Tech tree progression should follow this rhythm with how fast nodes are unlocked - at least 4 flights before getting to the first Landing Can node.
  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 TS-37 decoupler explodes when decoupled with large ejection impulse (try with max. 3000 kN). Included Attachments: KerbalSpaceProgram22023-12-3020-57-22 (1).mp4
  16. 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 Often when staging a decoupler it will not separate the two stages, forcing the player to right click the decoupler and manually click Decouple (basically decoupling twice). Included Attachments: KerbalSpaceProgram22023-12-3020-54-20.mp4
  17. I added a lot of stuff to the QoL & other improvements section.
  18. I added extra feedback in the OP: ASCM-A (Air Sniffer - 1 ton) should be unlocked in a node way before the ASCM-B (Little Sniffer -50 kg), just like with the "Science Jr." and the "Science Jr. Jr." What is the point of unlocking the Clamp-O-Tron (S size part) before the Mk1-3 "Gumball" command pod? Why is the RoveMax TR-2L (M sized wheel) unlocked in Autonomous Sampling, right after the RoveMax M1 (S sized wheel)? The TR-2L should come in a later node. Why is the FC-01 (XS Fuel Cell) unlocked in Tier 3 instead of earlier? Why is the LRW-375 (L Reaction Wheel) placed in the Large Aerodynamics node instead of inside the Enlarged Power Systems node? Consider that the MRW-250 (M Reaction Wheel) is unlocked with the Durable Power Systems node. Why is the CC375-D (L docking port) unlocked in Tier 4 instead of Tier 3? Also I am not sure about unlocking the HS-I Deluxe (M inflatable heat shield - 2 tons) in the same node as the HS-500 (XL heat shield - 4.8 tons). This would require some playtesting to check the balance. Any opinions? Overall I think there are some balance changes needed for the Tech Tree, but these are relatively minor. The biggest problem is with Tier 1 progression and the Starting Rocketry node.
  19. I know, you're right, but both the Trip Planner and the orbital time warp speed limit imply that the way to do it is first to exit Kerbin SOI and then get / burn for an encounter. If the game tricked me, just think about what new players go through.
  20. So you are saying that parts obstructed by a fairing are heating up because the total heat flux gets distributed to all the vehicle parts?
  21. I feel like Dres used to look much better on EA release... ugh, forgot to deploy the antennas...
  22. Hold on, the plot thickens! I managed to get a Dres encounter from Kerbin orbit for only 1600 m/s... but the Trip Planner said it would cost that PLUS the ~900 to escape Kerbin SOI. So actually I was using the Trip Planner logic to first escape Kerbin SOI and then burn. But burning near Kerbin saves me 900 m/s...
  23. And you can time warp while burning if you select the maneuver SAS target. I do it all the time, it's a life saver.
  24. Of course probes should come before crew. Same for SRBs. In a normal universe, in which the devs actually listened to the players and the N modders that came before (excluding @Nertea, for he is the Destroyer of Fun), progression would be something like this: You get the ability to "launch" a Kerbal out of a building. You learn to control the kerbal, walk with him, do a crew observation / soil sample of KSC; Next node you unlock is a Flea SRB, the Stayputnik, smallest antennas and the fairings. You launch the probe, you see how it goes when you have minimal reaction control in and out of the atmosphere and a very small internal battery. The "launch your first rocket" mission gets completed here and you get some more points. Unlock the Mk1 command pod, the parachute and the small stabilizer. You launch the kerbal in the pod on top of Flea, deploy the parachute, do science etc. Get the FL-T100 / FL-T200, the Swivel, the TD-12 stack decoupler. Now you can start testing two-stage designs with the Stayputnik before launching an actual kerbal out of the atmosphere without a heat shield, if you're so inclined. Unlock the heat shield, solar panel and / or battery, Science Jr. - now you can go orbital with a kerbal or a probe, maybe even do a munar fly-by or impact. Unlock all the other beginner parts progressively, 1-2 nodes at a time, as you feel the need for new parts because you're starting to understand the possibilities. Why is this actually so hard to implement? I don't know... it's like the KSP tech tree curse or something... But it's definite how I would like to play the game as a beginner. PS: Why, oh why do people not understand that the point of Tier 1 for veterans is not to land on Tylo with the first node parts, but to actually go through the historic progression of space flight and have fun around Kerbin? Just like a beginner would.
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