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Everything posted by Vortygont
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Oh, I didn't notice that , thank you. I don't know if Moho will be tidally locked or not after updates, but it was mentioned in the description
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In KSP2 Moho is tidally locked to Kerbol, you can check it in KSP2 by focusing on Moho and read its description. Also I found KSP2 wiki, from where I can insert description: "Most Moho missions crumble early on because of the logistics. It zips along an inclined, eccentric orbit, making interception a nightmare! If you make it into Moho's SOI, there's no atmosphere for aerobraking, and there's severe heat on its sunny side, due to it being tidally locked with Kerbol. But imagine beholding those craters in person!" https://kerbal-space-program-2.fandom.com/wiki/Moho
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I would like to add some interaction with ring dust too, because I like feeling and sound of pounding crumbs against your ship, like in this cinematic moment https://youtu.be/STTTp9nDFOE?t=84 But instead heat, which can be reduced, damage from dust is not reversible, and it will be serious and game change mechanic, and new part characteristics would need to be added. But I like punding, there should be this sound
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Add easter egg/monument on dark side of Moho, because it will be (unique) object in unique place, which you will see after passing a bunch of unusual and difficult challenges Firstly, let's remember, why Moho is difficult place for travel. Interception of Moho is difficult part, because it has elliptical and inclined orbit, which is quite challenging for Hohmann transfer trajectory. Also it is the most closest planet to Kerbol, which brings another difficultes for maneuver planning. All this factors make Moho transfer dV amount is the biggest, bigger than for the farthset planet - Eeloo And when you come to the Moho, you can notice one feature, which is important for my headline - Moho is tidally locked with Kerbol. This means that half of planet always is covered by darkness. And the most, if not even all players will fly only to sun side of Moho, and won't see surface of night side, even on map. Very good place to hide something. All prefer travel by day, but to reach this easter egg you must try to land in darkness on undiscovered relief and travel through it by night. So easter egg will become motivation to finally visit dark side of Moho Let me repeat all steps: you have to transfer to planet with the most complicated orbit and you have to land on surface, which you won't be able to see by day never. Candidate on final boss planet, doesn't it? Maybe this easter egg will be important or not, but it will be certainly great achivement after all challenges you overcame UPD!: I realised that Moho isn't tidally locked as it was said in the description. There are 2 variants: Moho's parameters will be corrected to make it tidally locked, or, pessimistically, Moho's description will be changed. But I think, it'll be good to have monument on Moho
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I see that is similar to my example, but it is not so exactly. There must be honest interactions with object, like if you see a rock and you dodge it, you won't crash in it, you can avoid rocks if you will maneuver correctly in the ring. And if you set a course to collide with certain rock, you will collide with it. If I understand right, problem with chance method is that you need spawn a rock properly to crash in ship, they mustn't appear from nowhere and you must see how rock fly and crash ship I think that it will be good to set in rings relative small special "rock" phys radius around a ship, only in which rock physics will be enabled, rocks outside this space will be just textures with disabled physics. I tried to draft optimal geometry of this space, but maybe it will be easy to make just smaller sphere Thank you for sharing, but there are cases with part-surface and part-part cases. I think that rock collision system will be similar with part-part, but problem that in rings is huge amount of objects and game must do very many calculations in this case. So you can't store all ring rocks as separate game orbital objects
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Because for today in Dres ring are no collisions, I thought, how will they work in the future. There are so many oblects which must be uploaded while you fly in rings, and I think that uploading many data, like updating space rocks which is in craft's phys range right now, can cause perfomance decrease. Especially if in KSP2 will be gygantic protoplanet disks (I'm sure they will). I believe that rocks, which is not predicted to crash in your craft, won't be complete game objects with collision mesh in some kind I'm not unity game programer and my ideas can be wrong. I tried to visualise the concept of collision system for rings and how I understand this: In VAB you had craft parameters like lenght, width, height, I made a box with them around my craft. I have attached to craft normal vector, which sets orientation of this box. I add vector of craft relative speed, which is relative to speed of ring in its part, where is craft now. Using this vector I create collision space by creating a section of the box perpendicular to the vector of relative velocity, and lengthening it backwards so that the craft is in collision space space, and forwards by the length optimal for the calculation at a given relative speed. Forward lenght can be formula from relative speed or lenght can be equal to phys radius range. If rock enters collision space (like some of its mesh node enters this space or another method) you can make it an complete game object with collision mesh and physics and calculate interations with it I tried to solve problem to get rid from data of objects, which won't obviously collide with craft, like objects backwards and on left and right of craft. If you have suggestions or experience in some tech stuff, you can point out my mistakes and/or make a suggestion how to improve collisions in planet rings
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The problem is with 2x fairing. When I zoom out camera to get aerial view of craft, part of fairing open a view of craft (1st case). When I soom in to concentrate on certain part of craft, fairing part close fairing and view of craft (2nd case) So I can't zoom in camera to edit craft which is so annoying. Plus I want to share another fairing bugs: 1) Fairing 2x jerks much from moving of coursor, I thinks some people noticed it a long time ago 2) Fairing 2x causes a huge FPS drop, instead of another (3x, 4x ...) types of fairings
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I saw this problem in several KSP2 videos, here is exampe(of course not my video) https://youtu.be/AUuAtriK8_o?t=850 . Legs were detached after they were extended I also had this bug several times, but in ver 0.1.0.0. It is crtitical bug which brokes game in the most important moments. I hope it will be fixed in the nearest update
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Reason for removing twin-boar and mammoth engines was that you can do the same by attachment on engine plates. But in KSP2 it's so difficult to make rocket with several medium/big engines in most cases, because engines have big mount, which often goes over the edge of engine plate. Only vector engine suits well for engine plate way of building rockets, this is unfair. I suggest to make different variants of mount like in making history, it will make engine placement more comfortable, even if their nozzle is bigger than mount like KE-1 in last example I think it's not so big problem, just reworking of model. It will make creation of craft more comfortable and some engines and plates more useful. It will be more convenient to balance TWR by changing engines configuration on different stages, you could use available on current stage of career/progression mode engines more creatively, and also it will be good feature to make accurate replica
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3/24 Discord AMA - Nate Simpson - SUBMIT QUESTIONS HERE
Vortygont replied to Dakota's topic in KSP2 Discussion
What new and old parts will be procedural, will we get proceduarl A.I.R.B.R.E.A.K.E.R.s and maybe grid fins? -
About the last case with gear symmetry, I had similar cases with radial symmetry when I put my parts on boosters, but in the most cases floating in air and obviously unnecessary parts dissapeared and they were placed rightly. But mirror symmetry has problems and sometimes works as radial 2 symmetry, especially when you paint your plane's wings
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In original ksp1 I could set near craft or its docking port as target by just clicking on craft or its part. But in ksp2 is no this ability now, and I must to switch to map view to set craft as target. It is so uncomfortable: in map view close craft marks often overlap each other, also when center of mass of target craft doesn't match docking port I must dock to this by eye
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Pressing F2 doesn't hide time/warp window. You can see that time/warp window aren't hidden while other elements of UI are hidden And example with spoiler
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Hard to differ points of entrance and exit for sphere of influence by only moving circles animation. For example how it looks like when after creating transfer manevour to Minmus I focused on it Visually it is hard to determine entrance and exit if you don't know in advance how their animations look like. And also I believe that it is very hard to remember for which case circles converge and diverge, especially for new players. Cost of mistake is high - you will get retrograde orbit instead of prograde, and reverse. I believe there must be markers for them in all cases, in this case for relative to Minmus view Upd: I describe problem for 0.1.1.0 version of ksp2
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Add option to skip intro on game start
Vortygont replied to Sythosz's topic in KSP2 Suggestions and Development Discussion
I support this idea -
We need more orbital info!
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1.875m tanks and VAB sizing names
Vortygont replied to theJesuit's topic in KSP2 Suggestions and Development Discussion
I suggest to name 1.875m tanks as SM+ (or another symbol or world like SMX). I really want to see this size, because other than increase of creativity, it makes construction more comfortable like ability to easy choose right amount of fuel/recourses or to choose suitable compact size for your craft. I believe that efforts to solve problems with this size like create SM+ 1.875 engines and maybe other parts (gyrodines, batteries and others) will pay off and breathe new life into the game. You can image what you can create with not only 1.875m, but with for example mini boosters "Mite" and "Shrimp". I think about to make post with desired parts after this patch or several patches -
How does stage indicator work for jet engines? If I remember rapier needs 0.024t/s of air, but indicator shows amount of air as full line with 0.02 for each engine. Logicaly full line must be with only 0.024 t/s, and for 0.02 there must be 4/5 of full air line
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I also, as many people, had this issue. I built ssto with 4 rapiers, but when I turned them on, there was a huge fps drop. Situation begun better after taking off, but perfomance still was much worse than with other engines, jet and not. I read somewhere that this problem is connected with resource game system bugs, I'm not dev but this statement sounds convincing . I will wait 1st patch to see some improvements with this situation
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Rapier particle lag
Vortygont replied to Fengist's topic in KSP2 Suggestions and Development Discussion
I also have this issue. I built ssto with 4 rapiers, but when I turned them on, there was huge fps drop, so annoying. I didn't mention something like this with other jet engines