Jump to content

Chevronie

Members
  • Posts

    6
  • Joined

  • Last visited

Reputation

5 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. According to Nertea on the Intercept Games discord: The whole lack of occlusion from celestial bodies is likely intentional. Don't know why, it trivializes probe missions significantly. A reason why I can see this being a thing is that there isn't much detailed information on orbits that you can see without mods, so things like resonant orbits for setting up and efficient relay network is much more difficult for an unmodded installation. It's things like this which bugs me about KSP2. It seems to trade the advanced player's experience for casual player's experience, rather than expanding the experience for casual players while keeping the advanced players experience somewhat similar. A lot of tools and features that in my opinion diversify and enhance the game for people who know what it's about (like commnet occlusion) are missing to the KSP1 veteran's expense. With this, the only real difference between probes and kerbals is the antenna (and I often still put an antenna on vessels with kerbals).
  2. What type of burns weren't decently accurate to what the maneuver node predicted in KSP1? I dont think I have had a problem with incorrect trajectory prediction in KSP 1 that or I just figured it was a problem with one of my mods messing up the trajectories
  3. While the new maneuver node system makes plotting nodes to other SOIs more convenient with its time warp system, it also makes circularization burns or burns around each apsis less intuitive as you have to guess where the node should go so that half the burn is before and the other half is after passing the peri/apoapsis. KSP1 of course used a system where the actual node on the map is the half way point in the burn, rather to KSP2s system where the burn starts when the node is passed. Adding something such as a setting changing when the burn should start relative to the node will make people used to the KSP1 system have a much easier time plotting such nodes.
  4. hey, the X-02 Wyvern from Ace Combat! I've recently become a sucker for ace combat and this was a very surprising thing to see on the ksp2 dev blog Cant tell if this is the highlight of this post or the news of my biggest issues ive encountered in game are actively being worked on
  5. As pictured, upon decoupling of the lower stage and ignition of the upper stage, only the fairing from the rhino to the decoupler is separated, and then any attitude control is lost. Up to and during stage separation, the craft was pointing prograde with the SAS setting on, which it still was in the picture, but its swayed wildly off course.
  6. Got to be the sound design. Truly a work of art. The countdown, ambient music, tires screeching, its got it all!
  7. I just started playing yesterday due to the sale going on in KSP, and I have little to no idea what is going on A lot of the good tutorials (and the training scenarios in KSP) are made from pretty long ago, so I was wondering if there is some tutorials that will apply well to the current version of KSP
×
×
  • Create New...