Spork Witch
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Parts & Vessels Parts inside fairing heating up
Spork Witch replied to GradientOGames's question in Parts & Vessels
Save/reload seems to resolve the not-cooling and bars staying on. More generally, and not to your post specifically, the following ascent profile will usually keep your parts safe, while we wait for them to fix fairings: Start gravity turn ~1000m Aim to reach 45° at 20km Maintain 45° until Ap reaches 70-100km (w/e your preference for initial LKO is), while adjusting throttle so that time to Ap when reaching your target Ap is between 45-75s Start turning towards 90° to build orbital velocity From here, you can cut engines at your preference and then finish circularizing at Ap. Additionally, you should aim for your first stage to have a TWR of ~1.2 to ~1.5; anything more and you're going to be burning too hard, too soon. If using SBRs, remember that you can adjust their thrust in the VAB before launch to tweak the TWR; they'll burn for longer, so still provide the same total ΔV. -
Dakota has confirmed that he intends to bring up commnet feedback at a meeting scheduled for next week: https://discord.com/channels/1039959585949237268/1039965578754007060/1192992084345507901 https://discord.com/channels/1039959585949237268/1039965578754007060/1192993788952580147 CM Dakota: I have a meeting next week where I plan to specifically bring up commnet related feedback Let's keep the upvotes coming to make it very clear the community wants this and the game needs it for 1.0.
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Additionally, having this feature directly promotes the core mission goal of KSP: teaching about orbital mechanics and space exploration. By needing to set up proper constellations of commsats, it leads people to find out and learn about resonant orbits, and how they can be used to get the satellites into the proper positions easily. Without occlusion, there's nothing to nudge players in this direction and so they may never learn about a very interesting and useful type of orbit and its characteristics. Obviously we keep the "require commnet" toggle for those that really don't want it, but I believe that most will keep it on, especially as they get more hours in the game. I am aware that this is known and intentional at this time, I'm raising it in this format so that players can vote on it and give a better idea of how much the community wants this feature. I am NOT asking for a change in development priority, only a clear assurance from the team that we will have proper, full commnet, with occlusion, by the time we reach 1.0
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 9 3950x | GPU: Asus ROG Strix RTX3080 | RAM: 128 Current Behaviour Antennas are not occluded by objects between them and another antenna or the KSC, and maintain connection Origin for KSC signal is centre of Kerbin, not the KSC Expected Behaviour Antennas with an object between it and the other antenna or KSC should not be able to communicate with that antenna or KSC, respectively Origin for KSC signal should be the large satellite dish at the KSC Reproduction Have a craft landed on the far side of the Mun from Kerbin and no other antennas anywhere. The craft should not be able to communicate with the KSC, but a probe still has control and science can still be transmitted, because occlusion isn't calculated Place a craft on the pad at the KSC with its antenna range set to 599Km. This craft should still have control and be able to transmit science, but it cannot, as KSC signal is at centre of Kerbin Summary Occlusion is not functioning properly, nor is the origin of KSC signal correct, resulting both in craft being able to communicate when they shouldn't and not being able to communicate when they should.
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The only time the player is going to be dealing with multiple active vessels is in situations where heat isn't a factor, or ISRU. In the case of ISRU, physics (like heating) isn't simulated unless you're in range, and if you're in range, you're most likely controlling that vessel. During reentry, launch, or high speed flight generally, there's no viable way to control multiple craft swapping back and forth, and you're unlikely to have one anyway, so only heat bars on the currently controlled craft are relevant to you. Even if showing it on other craft generally is in intended, it should be limited to craft that have a means of controlling them; obviously there's nothing I can do about something that has no manned control pod or powered probe core with signal (which it shouldn't have during the plasma fireball anyway, if we're talking realism), so once again, nothing you can do about it anyway, so it's useless information and UI clutter. That piece is debris, and the system would even classify it as debris in KSP1, for good reason. Debris shouldn't have heat bars, that's a certainty, but for the reasons above, I don't think we should see bars for anything other than the current vessel. At minimum, it should be made an incremental toggle, e.g. never show, show own vessel, show all in range.
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That's why I suggested reaching out; he's done it before, it could help speed progress ^^
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Reported Version: v0.2.0 (latest) | Mods: BepInEx, Maneuver Node Controller, Node Manager, SpaceWarp, UITK for KSP2 | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 9 3950x | GPU: Asus ROG Strix RTX3080 | RAM: 128GB Reproduction: Decouple engine as you're entering atmosphere Have part still in visual range as it begins to overheat Press F2 to hide UI, heat bars are still visible Expected behaviour Heat bars should not show for parts not connected to current vehicle Heat bars should be hidden like other UI elements with the F2 toggle
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If you haven't already, you should get in touch with DMagic to collaborate. This is a nice start, but altimetry data and anomaly scanners are massively useful, and actually requiring dedicated parts enhances things greatly.
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Reported Version: v0.2.0 (latest) | Mods: BepInEx, Maneuver Node Controller, Node Manager, SpaceWarp, UITK for KSP 2 | Can replicate without mods? Yes OS: Windows 10 64-bit | CPU: Ryzen 9 3950x | GPU: Asus ROG Strix RTX3080 | RAM: 128GB DDR4 3600 In the Input settings, the default keybinds show "W S" for pitch, with a description of "Pitch Forwards and Backwards" (implying W forward and S backward, which is the default) When remapping, it first prompts for a key to pitch up. This diverges from the description's language (backwards, not up) and order (forward/down, not up): Next it prompts for a key to pitch down. This again diverges from description's language (forwards, not down) and order (backwards/up, not down): I selected S for the pitch up prompt and W for the pitch down prompt (aligning with defaults), resulting in it now showing as "S W", the opposite of the defaults, and which from the description would imply S is now pitch forward/down and W is pitch backwards/up, the opposite of the default mapping and what I entered: In flight, it aligns with what you'd expect from that last image, despite choosing S for pitch up, it instead pitches down, and W pitches up. I checked Yaw and Roll and they do not have any discrepancies. SUMMARY There is inconsistency in the language and order of entering keybinds for Pitch, which results in a user inputting the opposite of their desired mapping. Yaw and Roll appear correct, but no other two-key binds were checked. SUGGESTED RESOLUTION The simplest solution would be to update the single text field of the description to match what the prompts say and the order they say it. Original text: "Pitch Forwards and Backwards" Suggested new text: "Pitch Up and Down This has the benefit of changing the fewest numbers of fields, and omits any code/logic changes. It also uses the same terms in both prompt and description, and matches the order they're presented in the prompts, and needed by current code to display them in proper order once mapped MODS All mods were installed via CKAN. Maneuver Node Editor was installed explicitly, the others were auto-installed as prerequisites for it. I do not believe they'll be relevant, as none modify or use the default keybindings, or the text in the settings screen. This appears to very simply be an issue with the description string not aligning with the language and order of the prompts the keybind function calls. Included Attachments: .ipsImage { width: 900px !important; }
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This will only show bodies / galaxies you've previously taken photos of, so without a mission to take a picture of it, you have to scan the skies yourself to find it, and try to get a good enough picture for it to recognize it for a science reward, then it will show up in the list. If you have a mission to take a picture of something, then you can hit the "show mission targets" (or similar) checkbox, and that will make it show in the list even if you haven't taken a picture of it before. Now you can click on it to place a target indicator in the camera window, to more easily find it to take the required picture for the contract.
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Just confirming I'm encountering this as well. Zoom appears to only affect the skybox, providing a "fisheye"/parallax kind of effect as one might expect, but objects are not zoomed at all (added "Distant Object Enhancement" to see if that might help, and it had no effect on the zoom, though it did make objects appear at all where they didn't without it). Science and contract credit IS still awarded if you aim for the target indicator and get the zoom right, but it's largely guesswork, for obvious reasons. Full mod list: [x] Science! 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