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PicoSpace

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Everything posted by PicoSpace

  1. I think I have an idea for the next single wing build, but you are right they slide a lot but they are flyable in KSP(FAR)/KSP2 but not efficient nor fast.
  2. Decided to try my hand at flying a single wing plane sort of based on the B2 Bomber, but for peaceful exploration. Quickly Noted that Left/Right controls didn't work as I have no stabalizers in those directions so I have to do full turns and adjust atitude to turn etc. Goodby KSC! This was a lot of fun to fly near the ground however it was quite slow never going over 200m/s unless I was diving (cruise was about 183m/s). If I want to see the rest of Kerbin I'm going to need a faster jet. Back to the VAB to if I want to do more than the Primary/Secondary goal... oh and rescue all those Kerbins that landed around Kerbin... So many Kerbals...
  3. No idea, but its still a issue, much better in 1.4 but I can't build too crazy rockets... and vertical stacks are still pretty unstable depending on what you put in your payload or use engine plates.
  4. Likely because its integrated physics engine framework that is core element of the game, which is going to take a LONG time to make a permanent fix. So a short term is required to make the game playable (cough: Autostrut).
  5. Oh I think I have 1, 5, 6, 7, 9, 12, 12, 15, 18 in my KSP2 video I'm posting tomorrow! Glad to see they are mostly being worked on, fingers crossed Patch 5 cleans the board of these bugs!
  6. I heard someone mention 100 years. It would be interesting if hungry Kerbals did "less" that negatively effected the mission or basically paused it until you got those hungry tummys fed. Pilots Refused to Fly Science Can't be done. Repairs Can't be Made. Construction doesn't happen and all your kerbal operated equipment sort of just sits there. Kerbals don't die, but if they get too hungry at the wrong time, well ships crash and other things are the fatalities. I tend to agree, while I think for Colonies and Interstellar they do need to take a step or two into the future there doesn't seem to much interest in current spaceflight considerations (so long 1.875m, you will be missed).
  7. Its a nice simple sunflare that doesn't arc across the screen yet looks good when mixed with a host of other visual mods. Here are some images of the sunflare with a bunch of visual mods added in... (TUFX, Volumertic Clouds, etc)
  8. I polled my Audience (its still early days for the poll) but most people are thinking Decemeber, so KSP2 christmas present will hopefully be science + reheating (both effect and phsyics) and a bunch of bug fixes. With Mod Support & No DRM I can't see Microtransactions working in practise; and I don't think that is the spirit of KSP/Devs and the community as a whole.
  9. Ditto, I still managed to rescue Jeb off the Surface of the Mun (Video coming soon on my channel) but the Lines were not there a few other "hiccups".
  10. I snookered my Poodle Engine on landing... there were explosions on lift-off so another Kerbal Will be Required in Attempt #2 "Val" Attempt #1 in a few photos - https://imgur.com/a/mJKfkdw
  11. Tested a Lander for future Duna Direct / Eve Direct Scouting missions for future colony base locations. (oh and a lot of editing of KSP2 videos today).
  12. Bahahaha.... This is beyond Epic! Made a quick Review Video for it.
  13. Personally I was hoping for Timed Science (experiments take time to perform and kick out science points - think Kerbalism) and repeatability (you can run the experiment over and over but each time the amount of science you gets drops so this pushes to to explore new places etc but still can collect science if you are stuck for a part). But I worry about the missions as I know in KSP1 there are a lot of "do this/do that" that are not progressing the search of space but more testing equipment in silly conditions. I'd like a more "milestone" mission rewards that are always active and you get "paid/rewarded" when you reach them, that way you don't have to do them but maybe you need some extra resources/science or whatever so you go and plant that Mun Flag just for the rewards for that milestone (even though you skipped Mun and are building a Minnus Colony). Those are my thoughts anyways. Otherwise its just a repeat of KSP1 offerings.
  14. This actually sounds pretty logical progression. I’m going to give it a try! I’m going to have to adjust SpaceAge mod to give rep when things happen so that it slowly goes up.
  15. The re-entery effect looks pretty cool, would love to see what it will look like as something actually falls into an atmospher (with heat activated). As for the photos, very cool especially the mission control which I'm hoping you'd get in-game with probes. (PS. I'm also excited 1000 science points!) Hoping the Mountains are Kerbin, there is a definate need for them to be higher (like near the KSC) because that is cool and I'd like a challange to land on them (latest KSP2 video I just missed it!)
  16. These engines are so amazing and well crafted, they are going to be used in amazing ways!
  17. Finally I can launch silly rocket designs with no struts!!!Things were working pretty well until I tried to land on Mun, then I had some black patches under the rocket (zoomed in-out it shifted but it made landing harder) and the rocket randomly dissapeared when I went on EVA (it was there one moment and then after walking away, timewarping to sunlight, and planting planting a flag it was gone. So now Jeb needs a pick-up). If I can repeat the (black ground) effect I'll put in a bug report etc.
  18. Given most of my questions didn't get answered, I concur. I'm really trying to be positive about this game (YouTube and all that Jazz) but the play issues and lack of any updates and slow roll out make that hard (without sounding like a corporate mouthpeice and I wouldn't do that to my audience).
  19. It gets here when it gets here. I'd rather it work a few days later then crash my PC.
  20. I tend to agree with *most* of this as much as its Chris' AMA we are asking him about what is in the game or coming not about what he wishes/ed is in the game but isn't, maybe? I also submitted a lot of questions that went unanswered (I got one) so that was more than a little disheartening for me personally. From his answers I'm concerned science in KSP2 from the answers is going to be a lot like KSP1, where multiple mod trees try to balance the progression and technology development lines realistically but ultimately you end up having to unlock everything anyways. I was hoping more like Kerbalism Science and having repeatable experiments that generate science over time (and avoid "cash" all together so its just science/materials that gets things done). Yeah I'm not sure what the interstellar ships are going to look like but 100m is well huge compared to the parts in the VAB. That's a LOT of parts unless there are very giant parts for interstellar ships. So its not clear from his answers if space or off-world construction is going to be nessary (I'm thinking Minmus Construction Yard concept) or just a lot of launches etc. "Colonies: "We are designing...". Bad. I prefer to think it's just a missed form of speech than really starting to design colonies now." this and Multiplayer have me worried that they have an "idea" of what they want to do and they haven't figure out how to do it yet. Given these are the two of the tent-pole features for getting KSP2 over KSP1 in term of new stuff, its concerning. "Heat on cold colonies: yet another missed opportunity for colonies to be anything more than set and forget." Yeah I've mentioned that to him as well before, HUGE missed Opportunity, I can see dozens of player stories or situations where cold is more concerning then heat, espeically for colonies etc.
  21. I think its fair to say people expect (nay DEMAND) that KSP2 = KSP1 + Fixes you'd see in popular mods. Nertea's lastest AMA referenced the Avatar command SSTO which is very much like OPT so there is hope they will include such features and craft in KSP2 so we can launcg BIG SSTO and have VTOL options which I think are nessary for cargo pick-up & drop-offs when you collect resources from various outposts to return to your colonies for rocket construction etc. Note on Deployable Science / EVA Constuction - I expect they will be different with colonies coming, but I expect some science will be "continous" although I hope all science has a time aspect like you see in Kerbalism, it makes more sense (although taking a temperature reading for 5 minutes was a bit silly).
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