IbanLoL
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Everything posted by IbanLoL
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Well today I made a craft as well. Nothing as fancy as Assymetric, but I thought to myselft "hey, why not using is as a rocket and land it on top of the VAB". Because we can. So here it goes: Then, I wanted to land it on top of the big tracking station's antenna, but it was a bit more than I could chew...
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Weekly Challenge #7 - Land on Eve
IbanLoL replied to Ghostii_Space's topic in Challenges & Mission Ideas
Here is my attempt to the Val Challenge. Weight is key so as you can see the returned mass to kerbin is as little as can be ! Just a rover seat, a couple of tanks, reaction wheel and an engine. I thought I'd have enough dV left to propulsively land on Kerbin so I didn't even bother setting up chutes on the lander. They're all too big anyways. I'm not sure it would survive Eve's reentry but I setup the inflatable shields and will hope for the best when re-entry will be added. I managed to get back to Eve's orbit with about 4-5k dV left, so I went for a little trip to gilly before going back to Kerbin (forgot to take the flag screenshot...). I took a video of the Eve's launch, if anyone wants to see I'll post it to youtube. Back in ksp 1 I made an SSTO plane-like rocket with big wings. It could barely reach orbit starting from 7k+ altitude locations. I wanted to do the same there but I couldn't manage to get aerodynamics right so that it would fly straight... Can't know why but I assume there are strangely strong drag forces coming from fuel tanks... Bug notes: I wanted to do lighter launchers from Kerbin, one for the Eve lander and one for the hydrogen ship, but I've had too many issues with undocking not working. Also, I'm surprised I could do the mission entirely as I still have lots of bugs when reloading saves (disappearing ships, ships going through the ground, ships exploding...). When those get fixed, we'll be able to do so much more challenging things... -
Weekly Challenge #3 - Land On Minmus
IbanLoL replied to Ghostii_Space's topic in Challenges & Mission Ideas
May I present to you, the ultimate Minmus sightseeing vehicle: the Minmus Tour Bus ! With no less than a 104 passengers (AND a viewing cupola), it takes you to a pleasant (but painfully slow) ride around Minmus ! Obviously the mission was filled with immense pain and I've had to re-do it a couple of times to be able to reach minmus and get back without any intervention of the Kraken... We managed to land on a lake then ride towards the statue. It took me like 3 hours to get all of the kerbals out, unfortunately as I changed vessels to get them out one by one, most of them were eaten by the kraken in the process, so we only see what's left in the picture, about 40 Kerbals. So that aimed to reach the Jeb Level goal, except I didn't circum navigate minmus, I would have to be insade to inflict myself such a chore ^^ By the way, I try to post my challenges also on the discord but as soon as I post the message, it disappears (the bot takes it ou ?) and I don't know why. Couldn't post last week and this week on the new thread, I have the same issue. I have the right role though. Any ideas why ? -
Well they may look a bit more "modern", or polished. I'm trying to find some positive aspects
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Yes, I did see some streams from that event and the graphics of the nodes have been changed indeed. The fat lines we have make the node slightly busier, but it does look a bit better. The nodes are too busy anyways (even with the skinny lines) and what's missing is the ability to control the nodes even while you're not completely zoomed in on it, so you can see how the trajectory is affected by what you're doing. At the moment, it's either you're fully zoomed onto the node, so you can pull the lines but you don't see your trajectory, or you're zoomed out so you see your trajectory but you can't properly adjust the node... They'll improve this for sure, they'll have to. It's already pretty hard to plan inter planetary transfers, so I can't imagine how it would be like for interstellar transfers with this system...
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I was about to create a post about the manoeuver nodes, but I'll +1 on here. They are pretty bad. The old system we had in ksp1 towards the end was pretty good, you could see where you were going and you could adjust the manoeuver with the added UI buttons in all directions without actually looking at the node itself, but being focused on the body you were going to intersect for example. This was a good solution to make the whole transfer / trajectory planning a bit easier. But now we're back to: - Focus on the node -> zoom in -> adjust a bit -> turn the camera, it looks okay ish, zoom out -> aaargh not it's way off -> try to adjust the manoeuver again but from zoomed out view it's a vectorial mess so zoom in again -> adjust, zoom out again -> looks like we have intersect, focus on the body -> try to adjust the manoeuver from afar but it doesn't work -> focus on the node again, etc etc... What a hassle ! The overall view is generally very busy around the node, or the vessel, AND we only have a few things flying around at the moment... I can't imagine what it would be like when we'll have colonies, space stations, many ships and so on... Going back to the manoeuver vectors directly on the UI (like in ksp1) could be a good solution. Also maybe having a windowed view of the targetted body, on top - even if it's a simulated like computer view - with the trajectories / AP/PE points values so you don't have to permanently adjust focus and camera could be great as well.
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Feedback after a full Mun mission
IbanLoL replied to ethernet's topic in KSP2 Suggestions and Development Discussion
Agreed, it's an even worse problem than the horizontal leveling one. It used to make some land operations a hassle in ksp1, I can't even imagine playing with colonies, and land bases with stuff to dock and park with this issue still ongoing. Just completing on your very good feedback here: 1. I had a similar issue with the trajectory lines. I sent a first vessel in kerbin orbit, after going to the map view and back, I couldn't see it anymore (camera issue). Impossible to focus on it again, so it was lost. I then sent a second ship in orbit to try and do the trip, but I couldn't see its trajectory lines (only the ones of the first vessel). I actually never saw it for my second vessel so it's just in orbit (I think, according to the AP and PE points altitudes). 2. Performance wise, I have very bad FPS overall (about 40 in the VAB but about 20 in flight). BUT, changing settings from low to high and resolution from 4k to 720p didn't change a thing, still 20 FPS. Video memory is at max but GPU usage is about half capacity, so that's strange... -
Yes, I do agree with this also. Personnaly I'm okay with the pixel art style icons. It's been a modern trend in some games so why not. But they are indeed not very well integrated. In some cases it's worse than others. For instance I find the navball okay overall except for the pixelated shade around the ball which makes it look more like low res unfinished graphics rather that a style on his own. Also in the map view in space, especially when you zoom out or focus on another body than Kerbin, say the mun for instance, you can see the space center and other icons taking all of the space (there's obviously a scaling problem there) and overlapping one another to the point where you can't see [Snip] from some distance.