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Mahagon

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Everything posted by Mahagon

  1. @shdwlrd I have also tried dabbling in the VTOL (Helicopter Type) Crafts. Came to a different conclusion though. The issue I saw, that with sensible VTOL several rotors would be coupled to one engine, that the stabilizer has just the right frequency to stabilize. With the current setup this is impossible to achieve. This causes then little differences in friction forces to translate into huge torque forces as the rotors try to compensate for the friction. (And torque forces tend to be unexpected: https://youtu.be/fTwPpgBPa2w) For me it seemed again that the Physics is about right, but missing the gear part that kept you rotors going from different speeds, and hence avoiding this catastrophic torque changes. 400rpm tend to be quite unforgiving, tuning down the rpm the lift is smaller but the craft far more stable - but still for me also not stable enough to fly. I even tried test crafts that were symmetric, to be on the pin head, that does not work either. So my assumption would be: If one could couple several rotors to a group, onto which the friction is jointly applied - there would be a much better chance to get something that is stable enough to fly. However my understanding was Helicopters are inherently unstable in the physical sense - without actively stabilizing them they do not work. Tweaking the Physics for this, may lead to situations where your controls do not work, as some weirdo physics is stabilizing your craft - I would expect docking might be such a case where ever tiny torque counts.
  2. SAS is also an active control, just missing all the lock on points you would need outside an orbit and the basic stability assist is not locking on to anything - that is why it it prone to long term drift, so having a few more lock-on points would help greatly. I think @Master39 showed some more advanced Controls. Stability assist is just about the Orientation, velocity, altitude and position holds are more advanced features, that could greatly help with the micromanagement. That should make maneuvers like Skycrane deploy, flying long routes - while not having to manually adjusting everything for a long duration - achievable for everyone. Without altering the laws of physics. The active control will use the given steering options (gimbal, increase/decrease trust, active surfaces) to take of this micromanagement, so the player can concentrate on something else. Keeping a Plane in the air for 5 hrs straight, to travel round Kerbin is usually not challenging, but plain boring - however due to not having an assist, you would need to go manual. I would love an advanced UI where you could basically do a programming like the controllers, but take as an input other variables, like velocity, height, bearing, ... With this option you could however build an autopilot, Killing velocity in x, and y direction, and keeping descent rate at 1m/s*(1+height above ground/1000m)^2 or something. However I would have build this into the vehicle (and would still need to make sure, that I do have enough Delta-V and TWR to make this maneuver - in this sense it is nothing different from the maneuvering nodes planner.
  3. Oh my, this went quite far from the time I last had a look. Let me tell my story: I am Playing KSP Enhanced Edition on PS4. - No Mods obviously. So everything that was not in the Core I do not have... Without the Breaking Grounds expansion being available later, no robotics, no moving parts, no action groups (all science had to run completely manually) - that was a huge hurt for larger crafts, limiting the objects I did want to visit. Landing on the Moon was already very painful, as back in the days you had only Elevation over Sea Level. I included a stage that would drop just the decoupler to the ground. Just in Order to get the Distance to the decoupler on the ground, to know how far above I was. This was really showing me, I need something in the UI I do not have access to, and almost discouraged me from playing any further. Next I tried Planes. I simply could not gather the information where I am in relation to the runway, until I was already over it - which is to late for a maneuver. I tried to set up markers again, but still could not land on the runway. So I started to land next to the runway on the Grass - much easier, but much less satisfying.- Again a big disappointment for missing some UI features that would allow me to do tasks that should have been simple. And Flying Planes is always annoying - you do not have a stability assist that allows you to retain a certain angle to horizon & bringing back the plane to the ground. So if you wanted to fly one around Kerbin, it would be all manual, as there was no stability assist for planes - which would have been great, because flying once around Kerbin took mostly longer than the average time between bluescreens, bringing you back to the last auto safe, rushing to the tracking station and selecting the vessel, trying to re-stabilize it before it crashed. That could have been a so much smoother experience, by just a simple feature - at the same time I often wished for a Zenith and Nadir lock mode. (I think Dev diary covered the fun of building a plane already pretty well. Another feature that I wished for here would be to be able to see the CoM full and Empty at the same time, or even to get the coordinates of these.) In this Game Information is Key, and getting the Velocity Components, or with my trajectory suggestion knowing 10km away from the landing that you are 20m left of the Runway, and at the right descent velocity - invaluable. Then it would feel like you drove some high tech plane, and not a badly folded paper plane. However introducing all this numbers to early, will scare the players off, and for most of the time many of the numbers are not relevant, so there has to be a possibility that the player can adjust the UI with different Presets of numbers he wants to have shown. With this in mind I think the game should reach people, get them invested, and allow them to set themselves more and more challenges. But it should be fair - like it was said in the Dev diaries. KSP2 will equip the player to do the stuff instead of being frustrated about the UI. That should not be automation, but putting them in control. And encouraging them to learn in a playful manner, which could also mean looking up the basic math, and strategies to solve this. My thoughts on the different Topics: Resource Penalties: This is a Physics Simulation, I understand perfectly, that recovering a Vessel from far away costs Money in Career Mode (For the Launch of some Recovery Vessel and its fuel consumption, crew, time and effort), however I would not understand why suddenly the content of the vessel should change. So the further away I land, I need potentially more fuel (or Energy - for a Electrical Powered Rover Recovery), and obviously the cost would scale with the vehicle size. But 500t of ore being annihilated into nothingness, sound for me like a very nasty thing in a Physics simulator (E= m c2 tells us that has some consequences). Additionally, a game should be rather with rewards, than making the penalties a nuisance, so I do not think anyone would want to do such a thing like the feared penalties. Precision Landing: For the challenge, and for some mission parameters selected (Landing on high enough elevation on Eve to make it back, getting into a mountain Ridge, to get Optimal Solar Output, placing a lander into an interesting Biome, Getting to Visit an interesting ?-Location) precision may be key, so players will attempt it. I would be thrilled if KSP2 would no longer feel, that you fly on sight alone once you leave the orbital view. The main satisfaction is managing a difficult task, making a plan and executing it. More tooling to execute the task would be appreciated, and would even give the players deeper understanding and situational awareness, while keeping the challenge to a level that an achievement stays an achievement. How to implement the additional information: I like the concept that the UI evolves with the tech tree. The Idea that something like a Precision Trajectory and Information being tied to some infrastructure sounds also great for me. I would imagine, to get precision position data, you would need some kind of telemetry & communication - so a RADAR and Comms to the vessel. That RADAR could be the base also to set up a trajectory (similar to the Controllers) in the range of the structure (giving the possibility of having different technical tiers with wider range). - This would make physically sense, and players would do their first missions without it, learning the basics, before getting more and more information and capabilities (which might be overwhelming for a beginner). This being similar to the Delta-V Simulator during Rocket building and Advanced Orbital Information would perfectly fit into the concept, and would give a sense of achievement unlocking the next level UI, having even more information and control.
  4. From what I have experienced, it is not Coriolis Force or atmosphere giving raise to the large deviation. It is the issue, that the Orbital View is not in a co-rotating frame - so the point your trajectory points to does not consider the Rotation of the Body. - However this would be something really useful for precision landing. But switching to the Co-Rotating reference frame causes Orbits to look much different (see the ISS trajectory put over the earth map), so I would expect, this would not be well handlebar. Splitting the Journey into different parts: Ascend to Stable Orbit, Orbit Transfers, Travel to a distant object (potentially with Swing By), Capturing into the other Object (Decelerating, atmospheric Breaking or Capture), Stable Orbit, Descend is for me the key to to make everything manageable. Trying to do this one Step, I agree with @Master39 is setting you up for failure. However there is currently no tooling to plan such descend. I would love to have a trajectory feature, that you can define a trajectory, fix it to some point and then get an UI, how far off you are for the trajectory. That would be useful for Planes (having a steady course, and descent rate, and homing features, to center you plane on the runway, executing parabolic flights). Over getting the ascent trajectory right. Up to having the End Point of trajectory in orbit - being able to do an RV with this endpoint, and then starting a descend on a pre-planned trajectory, basically giving the trajectory direction & deviation on the Nav-Ball. I think this would greatly assist the Player, while being still a challenge, as the Friction, Delta-V, how fast to be on which part would still be for the player to figure out.
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