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Steve7893

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Everything posted by Steve7893

  1. I just managed to get a probe down to the surface of Eve. Naturally as luck would have it, I landed in an ocean. But looking around, I notice that the "waves" or rather the "surface of the water, or purple liquid" isn't behaving as I would have thought. Perhaps this is normal for Eve, but it seems like a tar, which can splash like water....The surface seems to have rise and fall points like it was a liquid, and yet those points don't really move..... Here are a couple of images spaced 6 seconds apart: Every crest and trough of the "waves" are unchanging, and apart from the initial "splash" it now seems like my craft is embedded in tar.....or land even. Interesting.....if I accelerate time several clicks, I do see changes. Maybe the strength of the gravity here is altering the flow of time.
  2. Sad to report that following this, the _campaign_ would not complete a reload. The reload phase it stuck on was "patching conics". I attempted 8 times with intervening machine reboots. However, deleting that campaign and starting a new one resolved the issue.
  3. I've run into this issue. Pressing F5 (Quick Save) and holding F9 (Quick Reload) always seems to resolve it for me.
  4. I managed to catch the focus on a Kerbal fall through of the surface, and kept the focus on him on his extended journey. His tooltip shows his speed at nearly 25% of the speed of light. Although the star is visible in normal view, there is nothing of the kerbol system visible in map view. In the first 200 km of his journey he seemed to be accelerating under the force of gravity until he reached the center of the planet. Thereafter he appeared to be translated into space at a much higher rate of speed, although as far as I can tell he has always been on a direct line from his point on the surface to the center of that planet as it was at the time he fell through the surface. His trajectory so long as it was visible was unaffected by any other gravitational forces as he progressed through the kerbol system, and was unslowed by the kerbol system's gravitational forces as he receded from it on the other side into the vast distance of the cosmos.
  5. More testing on this today, all on Kerbin. It happened, but has happened a bit differently on Kerbin. I built an air-breathing jet engine rocket, and landed 8 kerbals 34 km away from KSC. 4 Kerbals died (no bug this was proper) on landing leaving 4 of them. I disembarked all 4 remaining kerbals, and walked them a very short distance. Checking in tracking station the craft and all 4 kerbals seemed stable. I built an airplane and flew over and landed nearby. At this point, all of the kerbals were gone, but the empty original craft remained on the surface. I then started flying other planes out there, sometimes disembarking 2 kerbals, and sometimes one and sometimes none. On the second or third approach (keep in mind that kerbin time is passing, planet is rotating, etc), the original craft was no longer on the surface. I was able to switch to it using the square bracket key. It appeared in the tracking station. I then began a program of using the plane as a rover and rolling out kerbals to distances of 1km, then 2km, then 3km from KSC. Each time checking the tracking station. I then noticed that my original ship at 34 km no longer appeared, but a nearby plane-14 was still there. I took control of plane-14, and using the square bracket, I still can control the original ship which is now some 327 meters under the ground and spinning rapidly. Strange that it is there but no longer visible in the tracking station. Many of the kerbals though, are not to be found anywhere.
  6. What happens if you F5 (quick save) followed by hold F9 (quick reload) ? Does the graphical image persist after the reload?
  7. I have experienced this. To resolve, I press F5 (quick save) and then hold F9 briefly (quick reload), then check the jetpack. It worked for me after the reload.
  8. Actually I have trouble seeing the run way lights at night. Even from a short distance it seems all black.
  9. I also have had great success with planes in KSP2. No issues. Built one pretty easily with 2 whiplash and one rapier that made it to orbit.
  10. Next I took a new ship full of Kerbals, and landed 2.6 km away from the first ship. One kerbal went on EVA, and began jetpacking over to the first ship. This time, as the kerbal approached it, it DID sink and disappear in the same manner as when I landed next to it. So its like, two ships must be involved. Once the second ship lands, the first ship is corrupted somehow. It remains stable until something, either a kerbal in a jetpack, or a ship either one, gets close to it. Close enough for the mechanics to engage. Its variables are corrupted, so off it goes. My guess is that its initial movement into the surface would be the gravity of the planet or something. Somehow the ship isn't solid to the surface anymore. But that second ship is still good until the next ship lands.
  11. Appears to be the same on Mun. Here you can see the formerly landed rocket whose blue letters are falling into the Mun below where I am in my rocket. However, this time Burfred was jetpacked quite a distance from the landing site, and did NOT fall through, and still exists on the surface. I wonder what would happen if I walked over to Burfred. .....strangely nothing. I jetpacked over and nothing unusual happened. Also nothing strange when I jetpacked back to the ship.
  12. Ok this time, not only did the target ship sink into the surface, but as I started looking around for the kerbals I jetpacked around, noticed they were all gone, the craft I was in began sinking too while I was still observing. I took a screenshot at this poing showing me at a ground elevation of -4262 under the surface. After warping ahead 53 minutes. I guess I'll see if the Mun has this same effect. It stands to reason that they won't all be the same. Never happens on Kerbin, unless thats special, somehow.
  13. Nevermind, it didn't reappear, I got confused in the dark by the fact that a Kerbal appears to be a ship from a distance. The ship with all the Kerbals aboard was actually missing one, it was the same ship I came there in.
  14. duh, this is going to sound strange, but one of my "sinking crafts" has just reappeared on the surface of Minmus, a mere 262 meters away. I can switch to it, and see that all 5 kerbals are aboard. The other ship is still lost, not to be found. I am going to walk various kerbals around, jetpack them some distances away in different directions, and try yet another rendezvous.
  15. I am getting a malfunction when doing a surface rendevous. It has been 100% so far with Minmus as the target planet. I decided to embark on a series of missions to "have a gathering" of kerbals in a certain location on the surface of Minmus. I landed 5 kerbals there with no issues. On the second mission, with the next 5 kerbals aboard, I began my approach and descent. I had the first vessel targeted, and everything seemed normal until I was very close to it. I saw the blue letters indicating its name and distance, but I never sighted the vessel. On my final descent to within 100m, the blue letters began indicating that the target vessel was now on the move directly into the surface of Minmus. Heading directly towards its center. I then landed and watched the indicator. I looked up the radius of Minmus as 60km. But my indicator disappeared at 50km precisely. I then switched to the Tracking station and saw that the vessel still existed, so I hit the control button. It had a velocity of 56870, and was still on a straight line trajectory, but at this point still in the SOI of Minmus. Scrolling in and out on map view, I noticed it did not have any orbital line visible. I gradually accelerated time, and it kept moving. At some point I received a notification that it was "out of communication range", it kept moving and I turned in map view and watch the kerbol system recede. Then at some point it disappeared. All 5 kerbals were still pictured, and I tried to EVA one, but the EVA did not function. I switched to the Tracking station again, but the vessel was no longer being tracked. These kerbals were never heard from again.
  16. OOPS Sorry I see now that this is Tim C Kerman. Jeb's younger brother.
  17. This is my second approach only, and only had to tweak it about 5 times to get the fuel and engine levels right.
  18. omg, you are right. It worked when I turned it over!! I love KSP2.
  19. I've finally learned enough about the memory corruption bugs caused by docking to know when to hit Exit And Save, so that I did achieve this. Now I want to transfer Kerbals between pods. But alas, this is broken too, and no amount of "Save/Exit and Reload" fixes it. Further in this ship as shown in the image, Eva button is also perpetually broken, even though none of the doors are blocked. Pressing any of the buttons shown Fill/Empty on the Kerbal manager, or hovering over the images to get the Eva button.......pressing any of those just causes a "bleep", and nothing happens. Using the combo boxes in the kerbal manager is no help. If you set Location B, you get one choice: The name of this combined ship. Choosing that makes Location A side go to "None" all slots disappear. Same if you try to reselect a Location A. In that case the Location B panel goes back to blank. Wait a minute. While the GUI is misleading and extremely uninititive, this can be done. Grab a kerbal's picture in the Kerbal resource manager, and drag/drop it onto an empty slot. That seems to work. Eva is still broken though.
  20. My perspective isn't what most folks here are, for reasons mentioned earlier in the thread. $50 is (what did the guy say?) a couple of crates of eggs? Or less to me. Also, a few folks chimed in about having many years of experience as a software developer and that the developers should be ashamed. I've been a software developer a long long time. I've worked with a wide range of skill levels. What most likely happened is that the people who pushed the marketing hype were very non-technical and vastly underestimated the technical challenge. Thats what likely caused the first release date to be 3 years before now. As release dates get pushed, a lot of political deviltry arises within a company, and pressure increases not to let it slip again and again. I've been in the position of trying to reign in marketing's unbridled optimism. "Don't tell me I must go and tell the public we are pushing the release date a 4th year." Most of the time upper level management gives them more clout, and trying to put a stop to such disasterous optimism gets you tarred. But this is exactly the same effect that occurred when the decision was made to launch STS on that fateful cold Thursday morning back in 1986. All that said, as a developer, I'm personally feeling like the guy above who said he was having fun testing it. But I also sincerely feel for folks to whom the $50 is a painful amount to spend on this, and they have a right to be angry. I do hope that updates come soon to change this. I was considering if I would have personally rather have had them delay another year, or do what they did......and while I recognize it would not be the case for the majority of folks, as a dev myself, I'm glad to have access, so long as they will eventually get these things fixed.
  21. Attempting to use spacecraft reorientation to save poor Bill Kerman
  22. I believe this happened when switching ships in map view. I zeroed throttle on all ships, but acceleration is continuing forever. Edit: I am now on a trajectory out of the kerbol system.
  23. I just finished a lot of various tests with cross feed and fuel lines. Enabling cross feed on a radial adapter does not equate the fuel flow priority of the connected tanks. The system assigns separate priorities that you could change in KSP1 that you cannot change in KSP2. This might not have been a problem if the VAB had assigned fuel flow priority in a senible way, but it actually assigns them backwards from what you need and expect. Lets say that you have a rocket with a single central tank and connected engine. To that you add two radial adapters and two tanks with no engine. To _that_ you add another two radial adapters and two tanks with no engine. (So it sort of looks like a rocketized plane, sort of.) With crossfeed disabled, of course, on all radial adapters, the engine burns all the fuel out of the central tank and stops. As it should. If you then enable crossfeed on all radial adapters, then the engine first burns the fuel in the central tank, until thats empty, (Leaving the outer tanks full and therefore undroppable), then it uses the next outer tank, and then the most outer tank. Thus you have to carry all the tanks all the way. The fuel flow priority should be the reverse of that. It should burn the outer-most tanks first. Thats so you can stage them. Then the next outermost, and last the central tank. Adding the fuel line does not make it work, because the fuel line in KSP2 is (in my view) broken from the working one in KSP1. First, that fuel line is NOT a 2-way connection. It is only suppose to allow fuel to travel in one direction. When you attach it, you alway attach the from side first and then the TO side. The fuel line is NOT suppose to affect tank priority in any way. It is merely a conditional IF (destination tank has space) AND (source tank has fuel) THEN transfer whatever possible from the source to the destination. In KSP2, attaching the fuel line is causing tank priorities to be equated. Therefore, in KSP2 it is now IMPOSSIBLE to do asparigus staging, unless there is something strange, weird and unintuitive that works which I have not thought of.
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