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cocoscacao

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Everything posted by cocoscacao

  1. While orbiting around the Sun, I've managed to get an encounter with Duna. However, the trajectory was also going through Ike's SOI. Entry and exit SOI points were shown for Ike, but entry point for Duna was lost. Use color gradient to show where celestial bodies are going? Like in KSP 1. I've no idea how Ike is rotating based on the image. Duna got green. I've toggled the map screen, time warped a bit, and went back to vessel screen. This is one of those cases where Part Manager is useful. There's no way for me to navigate "visually" to docking port. Is there any chance to focus on specific vessel part, like in VAB, but during flight? Landing leg symmetry is broken still. Also (visible in the above screen) terrier engine is constantly highlighted for no reason.
  2. The more I play, the more I agree with this. Even ignoring freeze issues, it's just not helpful.
  3. Why procedural parts weren't considered earlier? Or at least, will we get every lenght variety for every part size over time?
  4. Read the whole sentence, not just the part you've used. I consider my second reply to be an obvious reason. I've responded just to clarify that part too.
  5. The only MP games I've ever played were (and are) Counter-Strike, and Age of Empires 2... Mostly with the people I know. That pretty much sums it up for me.
  6. So how can I deactivate engine that is already off ? This looks like a tiny thing to fix. Also, it would be a QOL feature if deactivated engines are greyed-out in staging.
  7. Burn time is a core gameplay feature. It should work absolutely perfect.
  8. I consult both in those scenarios. Point being, if KSP1 could do it, this one should too. Given we have interstellar stuff ahead, these things should be even more precise.
  9. Usually stuff comes out at ~13:00h UTC time
  10. Welcome. The game is getting better with each patch (duh...), so hopefully, you'll have even more fun soon enough
  11. Well, since wing tips are also procedural, I figured I could make 'em really thick, and just slap on the engines there. I call it the "bow tie design". The history will call it another useless attempt.
  12. or ~9x10^-4 millenia. Damn... I guess they'll try to wrap up as many connected things as they can in a single patch, so maybe the time between them can vary?
  13. Technically, that would be still correct. Several weeks, rather than several months. I don't know if 1,25 months counts as a plural
  14. @scrumpie I believe this is intentional. You need to utilize RCS more, not just for docking.
  15. I don't know how many of you played The Neverhood ~30 years back, but this image gives me its vibe
  16. Basically, I'm a moron. The module was occupied. It would be nice to show a message though. This module is full to the brim with Kerbals, instead of just bumping off onto the void.
  17. First time seeing this. Pressing B to board the vessel makes Kerbal let go, instead of boarding. The module was previously a part of the larger vessel, connected with xs stack decoupler... Weird...
  18. @Streetwind Thx. Pls, just tag me in the future. I almost missed your reply.
  19. Any news or rough estimates on patch #2 release? This week, next week...?
  20. Okay, I'm actually curious what the best method is, plus I wasn't very clear about pushing AP away. I meant that AP should be at ~80 kms max, but "horizontally" as far away as possible. Maybe that's what you call flattening out trajectory? Yup. My bad.
  21. My standard way of doing this is to go straight up, until I reach 1km altitude. Keep speed to be about 1/10 of your altitude until you reach 3km. Between 3km and 17km, gradually rotate to 45deg. At 17km, atmosphere gets considerably thinner, so it's less risky to flip over. Slowly point to 60deg, and keep speed below 1500ms until you reach 30+ km altitude (to minimize heating effects). After that, try making AP as far away as possible, so circularization burn is as small as possible. I restrict myself not to leave garbage in orbit, so any stage that isn't going further into space (debris), cannot have PE bigger than 69 km.
  22. I guess that depends on the player skill. I still tend to overshoot dv requirements even for mun/minmus travels. Either I get back with extra 300 dv, or I send the rescue party, to rescue the rescue party immobilized in some orbit xD
  23. Sure. I got bored a week ago. But I'm a dumb donkey, so I need a carrot stick in front of me and an angry peasant whipping my back. I haven't played career in KSP 1, just science. Updating old stations with unlocked parts, and grinding through the numbers got me going for a long time. Sandbox was the most boring of the 3. I guess KSP 2 will keep me engaged a lot more, especially with colonies. So far, the only "bigger" mission I've attempted is Duna (without return, because docking bugs).
  24. Name pls? Also, how realistic would that be? Winds in gas giants would be pretty strong, me thinks.
  25. Insanity limit has been pushed, yet again
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