-
Posts
281 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Vortygont
-
Thanks for research, I believe this can significaly improve game perfomance!
-
Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i7 9750H | GPU: NVIDIA GeForce GTX 1650 | RAM: 16 GB My previous craft stage starts to change its orbit if next stage engines are activated, but previous stage was turned off and became a junk. I recorded this on video, where you can see how its elliptical orbit transforms to hyperbola and stage leaves Kerbin sphere of influence Way to reproduce this bug: Launch attached craft on elliptical orbit, separate stage with "Terrier" and necessarily activate last stage with LV-1 "Ant" engines, without this stage's orbit doesn't decay! Theory: Because bug appears if engines on craft are turned on, than it can be connected with game work during timewarp while engines are on. Maybe game somehow hold not only controlled craft, but others in physic radius zone and they moves together. I didn't check assumption, will try to turn on timewarp and watch how stage behaves not on map screen. Also need to check do all details cause this bug or certain ones? Included Attachments: KerbalSpaceProgram22023-08-3118-43-18.mp4 Mun-1.json autosave_3.json
-
Oh I had the same problem, I calculated all parameters like TWR on Eve surface and needed delta-V to ascend, but I forgot about 5 atmo pressure and my engines did less thrust then I hoped. I believe that game must provide info about stage characteristics in different conditions, like in KSP1 now, where you can choose different altitudes for different planets
-
Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i7 9750H | GPU: NVIDIA GeForce GTX 1650 | RAM: 16 GB I landed on Mun and noticed, that when sun is blocked by Kerbin EC isn't consumed (first video). I didn't check do other celestial bodies have the same problem, for example when sun is blocked by Ike on Duna. Also EC isn't consumed some time after sun is visually under horizon (second video) Video Evidence: KerbalSpaceProgram22023-08-3100-07-46.mp4 KerbalSpaceProgram22023-08-3100-09-35.mp4 Save File: autosave_3.json
-
Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i7 9750H | GPU: NVIDIA GeForce GTX 1650 | RAM: 16 GB I landed on the south side of Mun and did timewarp. I noticed that Kerbin atmosphere and silhouette began glitch. Attached video and save Video Evidence: KerbalSpaceProgram22023-08-3100-10-25.mp4 Save File: autosave_3.json
-
It often appeared when craft gained altitude in atmosphere. It disappeared when I switched to map view and back
-
Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: intel core i7-9750h | GPU: GeForce GTX 1650 | RAM: 16 GB I tried to attach LV-1 "Ant" in 4x symmetry to MEM-125, but engine attracted to bottom node of engine mount when cursor was at the its edge Included Attachments: KerbalSpaceProgram22023-08-3020-44-21.mp4
-
Parts & Vessels Engine Plate Fairing Respawns after load or switching vessels.
Vortygont replied to Socraticat's topic in v0.1.5
Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i7 9750H | GPU: NVIDIA GeForce GTX 1650 | RAM: 16 GB I used on my craft small engine mount, firstly stage decoupled normally from mount and there was no shroud. But when I loaded save shroud appeared on my craft's mount plate, but decoupler was detached. I attached craft, screenshots, log and save Save File: Mun-1.json Screenshot: -
I thought how improve situation with wobbly rockets, but save wobbles as some feature. Wobbles could happen only after crossing a certain level of detail stress where spring physics will turn on. It would look like your craft start to deformate after huge stress. So with this solution wobble begins almost only in situation when craft certainly will be damaged by heavy stress, but with wobble it will look like more gorgeous
-
Add Waypoints on Planets
Vortygont replied to BowlerHatGuy3's topic in KSP2 Suggestions and Development Discussion
I also miss this now without Kerbnet tool -
Please no wobble (Solved!!!)
Vortygont replied to Superluminaut's topic in KSP2 Suggestions and Development Discussion
Did someone notice, that it will be good if radial attached tank structures don't wobble? I made several planes with radial attached tanks, and problem was in wobble of these tanks. When you attach other tanks to radial tanks, they connected inline not radial and they wobble. Maybe it will be good to use modified wing system with multiple attachment nodes and apply it to the radial tanks, but game need to determine when and with which details use this soliution- 68 replies
-
- ksp2
- suggestion
-
(and 1 more)
Tagged with:
-
Marine Exploration Content/Expansion
Vortygont replied to Batrachos's topic in KSP2 Suggestions and Development Discussion
Interesting idea, if I'm not wrong devs somewhere mentioned that they are interested in mechanics conected with buoyancy. But there are many technical difficulties. It will compete with the height map system, so that's why it is so difficult to add caves in KSP2. Another problem - how much will this content be interesting. You can add reefes on Kerbin in some places, but to make game scientifically accurate not all planets will have life. So what will you do in the giant but empty underground Vall ocean, maybe if there will be resources it makes sence. But if buoyancy will be added with ship parts, I believe game would have water colonies and ships, otherwise there won't be sense. With ships you can make comfortable sea delivery routes and explore planets with oceans easlier- 18 replies
-
- 1
-
- Aquatic
- Submersible
-
(and 3 more)
Tagged with:
-
UI/UX Centre of mass/thrust/pressure vectors sitting on the VAB floor
Vortygont replied to Frida Space 2's topic in v0.1.3
Had this bug in 0.1.3 -
Yeah, they look like that they can be fixed with low efforts with hotfix, but how is it in reality I don't know, I'm not dev. KSP2 still loose some minor features which was in KSP1 and did some important functions. For example with revert thrust you can slow down plane to land comfortably, it's very useful
-
Today 0.1.3.0 patch came out. I understand that some priorities are more important, but I want bottom node so much! Without bottom node I can't use it normaly. I need to rotate craft upside down to use this heat shield like others, it makes inflatable heat shield inconvieable. Please add bottom node
-
I'm happy to hear about fixing wing detachment bug, it destroyed all my heavy SSTOs. I honestly saw by plane behaviour that wings don't have sufficient amount of joints to behave realistically and reported this problem. I hope to get additional fixes for plane bugs so I will start to really enjoy planes! UPD I understood that after update I won't attach my wings with struts for better durability, finally so conveniently
-
Glad to hear that you are making great progress in fixing the drag problems. I really want to build a ssto with cargo bays, but they had drag issues
-
I like launching huge ships, it saves much time, which you could waste on docking and refueling your ship. And in the future there will be more big parts, like 7.5 m tanks. But launch pad becomes too small for these ships. I had situations when stabilizers on ship and its boosters touched launch tower and lost parts. I would like to have special launch site for gigantic ships, which could be inspired by N-1 launch site, maybe Starship launch complex or something else. The most important that it must be suitable for big crafts
-
https://drive.google.com/drive/folders/1wkvMcPc6shE-z7WTiP9_YJ4dKLIyOxaY?usp=share_link Here the crafts. Axiom craft is in 1st case in video, bug testing craft is in 2nd
-
Very well analize! There are many bugs with decoupling for now
-
I would boldly state that an average of 3-4 weeks
-
Glad to see new information about next update! I can't wait until the number of annoying bugs will be reduced to critically small values. Hopefully with a longer schedule the number of fixes will increase significantly. It will also be interesting to try out the improved lighting system myself. I'll miss it until the next update