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Casellina X

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Everything posted by Casellina X

  1. Removing stuff can often break other things along the way. As nice as it would be to just comment out some sections of code, or switch some boolean to false, that can have a knock on effect in places you don't expect. Things in development are usually never a simple process. If it was that simple we wouldn't be having these discussions.
  2. Started a new save and rounded out the tutorials. I decided to pay closer attention to see if there were any small KSP2 related tricks one might miss coming straight from KSP. One of the more useful tips is that you can freely move the camera. If that was in KSP1, I never figured out how to do it. so now if you chase perfection on a AP/PE maneuver node placement, you can get your click dead on center. Then press Home to reset the view on your craft. I hoped to learn more about the intercepts for a new SOI - maybe the only thing I absorbed was the new graphics that show entry/exit clue you in on which is the entry/exit. The rings will either radiate or converge from/to a point. The rings that radiate from a point are your entry, the rings that converge are your exit. Unfortunately, this still does little to explain your trajectory over the body until you enter the SOI and the arcs draw. I hope there's a more advanced set of tutorials on the books that maybe take you from KSC Launchpad, to orbit, to Mun, and back in one go. The current set give you the tools but leave it up to you to experiment and fill gaps on your own. I'd also enjoy seeing some tutorials on launching relays, delivering payloads, and of course a reintroduction of rendezvousing, docking, and asteroid capture tutorials. Stuff that goes a step beyond haphazardly throwing Kerbals into the sky. It's hard to grasp what's possible until you see it done. For example, I had made many successful Mun landings, but never tried a Mun lander and tug combination until recent months. Same thing with airplane building and such. I don't think people should feel compelled to seek a YouTube tutorial unless it's something on the level of launching a clothes hanger at the Mun arch.
  3. I don't think there is a way to enter that simulation outside of the tutorials. It may be something they open up down the line. However since the current career mode is a sandbox by default, it's functionally the same as the simulator, sans graphical flavor.
  4. I recall the portion you're referring to but I think it does mention that as you get better at performing gravity turns, you'll understand to start the turn earlier in the flight to yield better performance. Personally, getting an efficient (and stable) ascent profile has always been difficult. So I feel the tutorial gave a sufficient turn point with positive assurance that the player will get better with practice. Snapping parts together in the VAB feels much more certain. I haven't struggled to get something on a radial decoupler yet.
  5. It was certainly capable of making it to the Mun, and it very well might have if my decouplers fired properly. My radials separated fine, but the other ones didn't seem to go. Also experienced roll on the way up, but I've been struggling with that since my early attempts in KSP1. Compiled a nice little list of bugs to send off in a while No spoilers, just a couple of pictures.
  6. I'm about to try round 2 of building an overly complex Mun lander. I found myself missing the smallest SRBs (Shrimp I think?) so I tried to do similar with some baguette tanks but didn't get that quite right. I need some more acclimation to the intercept system when moving to a new SOI, I haven't worked up the courage to attempt the landing since I'm unsure of my dV values when I get close. Yes I know there's dV maps, but I prefer to have a bit in reserve for inevitable mistakes. Also have some bugs to report. I wish that was available in game during this period because I'm burning through sticky notes.
  7. I think (read as know) people jumped the gun when the original system requirements were released and the started at the 20XX series cards. But there has never been any real indication that RTX specific hardware was required for the game nor that ray traced graphics were involved.
  8. Fuel lines are at the very bottom of the fuel tanks tab.
  9. The tutorials have been good. Would have been a welcome sight when I first started playing KSP. Experienced players should probably view them as "what basics can I reinforce" rather than I know this, this is useless. SOI visualization is cool. I zoomed out to Kerbol's SOI and got kind of scared. UI is pretty nifty. Missing some things we're used to, but overall it's pleasing to look at and generally easy to use. To say the sound design is terrific would be an understatement. Part sizes makes life so much easier for those of us who are competent enough to make it to the Mun, Minmus, but not on the level of crafting motherships. Save game management, while slightly overwhelming at first, is nice to have. Being a stock KSP player, the graphical baseline is several steps above. With some more polish I'd see nothing worth complaining about Seeing the trajectory for your inevitable Kerbin Crater
  10. Middle mouse button and drag up/down/left/right. Of course, right click and drag to rotate.
  11. I hobbled together what should have been a Mun lander. I probably had enough dV to get to the surface but not quite back to Kerbin. I also think I discovered a fuel line issue (or placed them incorrectly) where my booster tanks were not feeding into my main tanks. In hindsight... I think I had the directions reversed. At any rate, I pushed myself into a 780km orbit, and then plotted a maneuver to the Mun. The node system is a little tricky to handle since the AP/PE labels (all labels for that matter) don't pin during manipulation. Also the AP/PE readout isn't dynamic like in KSP. Just some idiosyncrasies to navigate around. Burned myself into the Mun's SOI and eventually into an orbit. At this point I realized that poor Bill might not make it back from the surface, so I plotted another burn back to Kerbin.
  12. Click and hold the middle mouse button and then drag, if I recall.
  13. Well so far: I've selected the new player experience and, well, experienced some of that. I built a simple rocket to push Val close to space, realized I forgot the decoupler, deployed the parachute too early, and injected Val into the Kerbal oceans. I reset to the VAB and built what should have been a simple orbiter. Got so far as plotting a maneuver node, getting set to initiate my burn, and pressing space instead of Z. Val's new fate? TBD.
  14. For me it's dishwasher dependent - for years I had a dishwasher that got the job done regardless of orientation, however I preferred business end down. Then I encountered a dishwasher that decided not to do a proper job unless they were handle down, so I stuck with that for several more years. Recently I've gone back to business end down because getting foodstuffs on my hands while loading the dishwasher makes me irrationally upset.
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