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VlonaldKerman
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Everything posted by VlonaldKerman
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Thank you! I wouldn't have thought to do this if it wasn't for your post. I'm currently burning retrograde as we speak. As soon as I get to a respectable velocity I'll start timewarping again.
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Link to thread that led up to this mission: Here is my experience going past Kerbol's SOI. For this mission, I put a mk 1 command pod on top of a small fuel tank on top of a mammoth engine and turned on infinite fuel. I then accellerated to 2755 km/s and timewarped for ~1 hour to the edge of Kerbol's SOI. NOTE: link to screenshots for this post (lmk if this works I haven't used it before): https://imgur.com/a/scxHwDL Okay, here we go... At this moment, Jeb has been travelling for about 350 years, with current velocity 2755km/s. He is at the edge of Kerbol's SOI, though the altimeter reads as 0m, and the parts of his small vessel are starting to separate, but there don't seem to be any effects from this. The craft is able to hold prograde as long as the engines aren't on. It starts to freak out when the engines turn on- spinning uncontrollably until it rips itself apart. So engines are off for now. Not really losing any velocity so it's fine. [Images 1, 2] Once the craft exits Kerbol's SOI, the orbital trajectory disappears for a brief moment. [Image 3] Then, it returns, and this time, there's also a line going retrograde- like I'm in an orbit, instead of an escape trajectory. Visible at the far retrograde end of my orbit line is what appears to be another star [Image 4]. It is the same symbol that Kerbol has when you zoom way out in map view before exiting it's SOI (and after???- hard to see with overlapping icons). I try to EVA Jebediah, but it won't let me no matter what. At this point, I switched to the tracking station, where the craft is visible, and it says, "Exiting Kerbol SOI". I switch to the craft again. The craft begins rapidly spinning and flies apart- though it doesn't explode [Image 5]. Now, when I exit to map view, and back to the normal view, I can't see the craft anymore- all I see is a yellow star (probably Kerbol), far closer than any star actually is to me [Image 6]. I tried to reload a quicksave to before the glitch, but the game gets stuck on "loading active vessel." Now, I've travelled back in time to before Jeb exited Kerbol's SOI, and I'm burning retrograde. I'm gonna turn around and go in the opposite direction- towards the new, second star icon. Tune in soon for "Jeb tries to travel to another star, passes out from 30g's of acceleration sustained for 350 years, and dies, part two." Edit: not sure if the thing in image 4 is actually a star- it looks like the orbit lines of the planets around Kerbol when viewed from a distance- but it's very hard to tell. Definitely weird.
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Here is the new thread with the result of the experiment: https://forum.kerbalspaceprogram.com/index.php?/topic/215635-journey-past-kerbols-soi/
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Trajectory incorrectly calculates SOI intercept
VlonaldKerman replied to VlonaldKerman's topic in v0.1.1
Ironically, because it was supposed to be a return mission, I had enough dV to get to Pol, and possibly even enough to get back to Kerbin if I pulled some Jeb-level piloting. However, a different bug caused his lander to explode while he was exploring Pol's surface, so now he's on a permanent radiation-vacation. -
Predicting the near and far future of KSP 2
VlonaldKerman replied to Tazooka's topic in KSP2 Discussion
I think a system like Kerbalism science would work- automated experiments that run in the background and take time to complete. I do like having science points which I can use to unlock new parts. I think science should also help identify things like resources and anomalies, as well. Basically, in my mind I'm picturing a merging of SCANsat and Kerbalism mods when it comes to science for KSP 2. I think this is an unfortunate possibility. I've been concerned about this since the preview event footage. To me, the price is what lends credence to this theory. This happens all the time, hasty working or not. -
Currently timewarping. Should reach edge of Kerbol SOI in ~1hour at 1,000,000x speed. Will post result. Edit- writing up the whole thing right now. Weird stuff happened. Edit 2- I just read OP and it says "So how's this, let's start a thread to see who can get to the SOI without cheats." I used infinite fuel hack, and my thing wasn't really a build challenge, more of an experiment. I'm going to move the results of my experiment to its own thread, and keep this one for people trying to do it without my quick and dirty fuel hack.
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Here is a description of my experience of said bug in two different instances, one yesterday, one today. Yesterday I flew an Eeloo mission (one way- sorry, Val). Landing went perfectly. I enabled infinite propellant, and decided to jetpack around Eeloo, wanting to go down into a massive ravine which I had landed next to. When I was ~12 or 13 km away, I went into map view, and targeted my lander, to return to it. As I neared it- mind you, I was flying with the EVA pack at considerable speed- I could tell my velocity was too fast, and I zoomed WAY past the craft, by like several kilometers. When I turned around, there was still a target indicator on the navball, but there was no craft to be seen, not even in map view. Even the flag that I had planted was gone. Odd, I thought. Today I landed on Pol, and again, I turned on infinite propellant to fly away and explore. This time, when I got about 1-1.3 km away from my lander and my flag, I heard an explosion. I turned around to see debris markers flying away from the ground at the landing site. They probably flew up a few hundred meters before hitting the ground again and exploding. I can only assume this is what happened to Val's lander, too. That being said, Bob thought he was returning to Kerbin, so I was a little more disappointed this time.
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Was just trying to get a Tylo gravity assist as part of a Pol Mission. Carefully plotted maneuver outside Jool SOI that would give me a low pass by Tylo netting me massive efficiency gains. Executed said maneuver flawlessly, and my ensuing trajectory showed a very clear Tylo SOI intercept, with the resulting trajectory almost resulting in a Jool capture. I began timewarping, and the moment I entered Jool's SOI, the encounter disappeared. Indeed, Tylo would not be anywhere close to where the maneuver trajectory showed it being- it was rougly 1/4 of an orbit past that point. Obviously, this panned out relatively poorly for Bob Kerman.
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Update- am at 2120 km/s not too far away from kerbol (maybe 5% towards SOI?) and am getting >15gs of thrust with my engine off. More with my engine on. Weird.
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So annoying bit: with infinite fuel, game won’t time warp while accelerating. That said, I’m at 400 km/s, gonna leave him accellerating at like 20-30gs for a while then time warp to edge of SOI. One weird thing- my orbit line is sort of… thickening… the further away from my craft it gets.
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Gonna turn on infinite fuel and start burning under time warp and leave it for a few hours, see what happens.
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Hardest Weekly Challenge Goal Should Be Jeb Level
VlonaldKerman replied to VlonaldKerman's topic in KSP2 Discussion
shhhhhhhh... -
Y o u d i d n t m e n t i o n t h e p a r k i n g g a r a g e.
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Hardest Weekly Challenge Goal Should Be Jeb Level
VlonaldKerman replied to VlonaldKerman's topic in KSP2 Discussion
Hey I’m not a dum human. True, but Jeb is the best pilot. -
highly recommend not playing this till its more optimized...
VlonaldKerman replied to GizmoMagui's topic in KSP2 Discussion
When my computer gets too hot I just pour on some ice water usually does the trick. -
Right now the hardest weekly challenge is the Val-level goal. No slander on Val, but Jeb is in fact the greatest pilot who has ever lived. I am objectively correct- but interested in the community’s thoughts regardless.
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3/24 Discord AMA - Nate Simpson - SUBMIT QUESTIONS HERE
VlonaldKerman replied to Dakota's topic in KSP2 Discussion
Hi Nate, two questions: 1) Are there any plans for more in-depth Kerbal customization (skin color, eye size/googliness, hair styles, facial features, etc.)? 2) With the current maneuver node system, it can sometimes be difficult to do things like a perfect circularization, or other burns that require precision while also being somewhat long, time-wise, because the burn starts at the point at which the maneuver node was created. There are now situations where certain things are more difficult when the maneuver maker doesn't treat the burn as an instantaneous impulse. Especially on interstellar scales, I can see the current system being somewhat unwieldy- what sort of maneuver creation/tuning features are currently planned? Are there any specific things you can share about aiding player navigation? Thanks! Great work on patch one (except for the colliders around the parking garage which are a crime)! -
Test this out: put a Mk1 Command pod on top of two of the long medium hydrogen tanks and attach the NERV. Then add more nervs to the bottom of the tank. dV goes WAY down, and TWR doesn’t go up nearly as much as I would expect. This seems similar to the phenomenon I encountered on the last patch where a stack that should give 5200 kN actually gave <3300 kN. Am I stupid?