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Vortygont

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  1. Vortygont

    Rotation bugs

    In flight mode after using timewarp sometimes craft starts rotate and its orbital velocity changes. It happens after each using of timewarp. Also when craft rotates using only reaction wheels its orbital and other parameters, like apo/periapsis, target distance, change while it rotates. Also there was bug when craft with sas starts rotate on surface after kerbals left it, maybe problem was in not sas I don't know
  2. In flight mode after using timewarp sometimes craft starts rotate and its orbital velocity changes. It happens after each using of timewarp. Also when craft rotates using only reaction wheels its orbital and other parameters, like apo/periapsis, target distance, change while it rotates. Also there was bug when craft with sas starts rotate on surface after kerbals left it, maybe problem was in not sas I don't know
  3. I experinced it with K-2 stock craft
  4. When you switch between map view and main view while you perfom manevour, manevour resets each time when you switch view. Bottom line becomes full again and your planned finsl orbit changes. Make that manevoure won't reset while switching views
  5. I had same bugs and there were undersimated and overstimated manevours when I flew to the Mun. When I performed 4 minutes burn my ship didn't follow red line
  6. Yes, I had same bugs. I performed 4 minutes burn to Mun, but my ship wasn't on red line and final orbit was another differently. Also I made circulation around the Mun and manevour planner started to show me suborbital trajectory instead of circle orbit which I planned
  7. You forgot about time warp, which is better in KSP2 . You can use time warp while rotating to skip time when craft rotates. I am usually not choose certain time to begin rotation because I start it immediately after I created manevour and never rotate 5 seconds before manevour because you can be certainly late to perform it. I'm not sure before EA beginning but I think, that rotation works with more time warp modes than they were in the first game
  8. I'm excited for new 8th planet!!!
  9. When Mun arch update? Will tomorrow game have 8th planet? What do you think guys?
  10. I think it is good idea. If you go beyond the atmosphere, you definitely don't need fins. Beside craft, which doesn't flap fins in vacuum, looks more pretty, it also could reduce some game control calculations maybe. It won't be crtitcal, if control surfaces will disable out of atmosphere and enable under atmosphere border line automatically
  11. I think that if reaction wheels will be weak it is unimportant because you can warp comfortly now and wait until your ship rotate for maneuvor. And for stable orientation wheels are very good. But for fast actions, like plane and rocket control they should not replace things designed for these situations If in KSP2 rotation is saving then I would like to test: will orientation modes save with any value of time warp? So then your carft will be rotated for example always to body's surface.
  12. In KSP1 reaction wheels were overpowerd, all crafts with cabin could rotate easily because of their reaction wheels, and there were no need to think about rcs other than docking. Reaction wheels were panacea from most problem of orientation, which block development of construction creativity I believe that rightbalance is: reaction wheels are weak but electricty is renewable resource because of sun, and rcs is strong but amount of monofuel is limited. Now you must bring rcs for medium/huge spaceships if you want to rotate it comfortly and properly in vacuum of space. It brings more challenge, realism and adds interest in game, which is about constructing spaceships and solving puzzles about fuel managment, stabilization, dv-calculation. It teach players how to design spacecraft more properly and control craft more considered. You must take into account another solutions: rcs, stabilazers, place center of mass properly, make form more aero-stable and others. It makes game more complicated, but more interesting and exciting
  13. FSR and NIC (not dlss) can be turned on in your card settings for certain game, there is no need to be them in game settings. 30 fps is for game which can be on consoles too usually. For pc it can be 60fps, but if it is 30, then on 1366 or 720p it will be higher
  14. According to video card requirements, you can set the bar to 6 Gb vram for 1080p (still don't know fps amount), but maybe we can play in 1366x768 or 720p, it must reduce requirements for vram. For better resolution you can try to use AMD FSR or Nvidia Upscaling NIS. For NIS coefficients for playing in 1080 are 67% (720p) and 71% (1366x768)
  15. Honestly maybe nobody knows why requirements for GPU is so high, but maybe if there is jump from 6 Gb -> 45-60 Gb it can be because of high res textures and models which is not optimized for properly and fast loading. Maybe there is no blur at long distances, or somewhere models are not optimized by polygons, or maybe there are a lot of GPU memory leaks. Someone must check KSP2 for memory leaks and others problems after EA release
  16. I saw that some objects like trees in ksp2 footages disapear on view beacuse of render distance. Did devs hear about IMPOSTOR SYSTEM FOR UNITY, which replace 3d object with their 2d sprites that reduce needed VRAM. For example there are examples how it looks like https://forum.unity.com/threads/amplify-impostors-next-generation-billboards.539844/ It can be used for rocks, craters, trees, clouds and objects without animations. And you don't need to stress memory much I think that it can solve some problem with optimization. If you dev read it, can you answer very please, are you planning to implement this system in game or why not. I'm very worrying about KSP2
  17. I hope that devs will make another animation, but for ladders without handrails, because there are ladders without handrails on some parts and this animation looks natural only with handrails. Here kerbal strangely clings to the side of the ladder, probably uncomfortable
  18. i know this, but you still have to determine the nodes of the orbit by eye, which is very painful. Ideally, I would like a more precise tool with which to set maneuvers at a certain point more accurately
  19. The KSP has the problem that orbit nodes are only shown if there is a target. Otherwise, it is difficult to tell by eye where the orbit nodes are. This is necessary, for example, to adjust the orbit for the upcoming maneuver to a planet with a near-zero orbit inclination. I think it is better to make this option customizable, that is, allow to show and hide the nodes as desired to not visually clutter up the map of the system. The ability to clearly orient to the ecliptic at any time will make positioning in space and planning maneuvers more convenient and less confusing
  20. I have an idea for the new engine in KSP2, that can be added as sort of near future technologies and be in the same position in relation to the other engines as the spike engine from KSP Here are articles about this https://www.nasa.gov/centers/marshall/feature/nasa-validates-revolutionary-propulsion-design-for-deep-space-missions https://newatlas.com/space/rotating-detonation-engine-ucf-hydrogen-oxygen/ https://www.intechopen.com/chapters/70511 It differs from another engines by less fuel consumption and more isp, but there is balance problem. It can be more expensive, but I'm not sure that in Progression mode will be money. In other way it weigh more and has lower thrust beacuse of its combustion chamber, detalied in last article conclusion. If spike engine had prototypes and was added in KSP1 (in 1 variation, let's add more of them), why not to add RDRE, becuse it also has many very promising prototypes and one of them from JAXA flew in space. Maybe it will be routine engine in near future, but won't be in KSP2. In this case I hope it will be added in KSP3, if it won't be added in KSP2 ;)
  21. In KSP you encountered with problem of rover placement on lander. It is quite difficult to secure the rover with a decoupler because they are designed for tanks not rovers. And there is problem with different heights of rover on lander and surface. To not to suffer making skycrane without ropes or add gyrodines to to roll over rover in case of an unfortunate fall from the platform I suggest just to add ramps Because width between wheels can be different, it is obvious to make ramps kinda procedural part. It also must secure rover before landing and this function can be resuable or not. Of course ramps must be folding, as for example on astrobotic griffin lander or another same type rover landers
  22. https://youtu.be/pgOJmVlAUHU Here it is, recorded I don't know how but in bad quality (please devs don't delete this post) UPD: There is better quality https://youtu.be/wTxgNsUf-vw
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