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KSP2 Release Notes
Everything posted by FlazeTheDragon
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Weekly Challenge #4 - Apollo Recreation
FlazeTheDragon replied to Ghostii_Space's topic in Challenges & Mission Ideas
A bit more of a SpaceX inspired design rather then a re-creation, but i think it still fits in to the spirit of the challenge -
@Dakota@Nate Simpson Thanks for the update, this specific bug has been bothering me a lot haha. Glad i could help
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3/24 Discord AMA - Nate Simpson - SUBMIT QUESTIONS HERE
FlazeTheDragon replied to Dakota's topic in KSP2 Discussion
Do you guys plan to re-add the old de-bug (cheat) menu? I think most people dont understand why its gone. -
3/24 Discord AMA - Nate Simpson - SUBMIT QUESTIONS HERE
FlazeTheDragon replied to Dakota's topic in KSP2 Discussion
Would be curious to know when we can expect robotics and propellers -
Today is Friday, but one day it'll be Fry(your ship)day
FlazeTheDragon replied to Nate Simpson's topic in KSP2 Dev Updates
re-entry heating looking fire -
3/24 Discord AMA - Nate Simpson - SUBMIT QUESTIONS HERE
FlazeTheDragon replied to Dakota's topic in KSP2 Discussion
Are you guys aware of the drag bug causing numerous parts to generate significantly higher drag then they should? +cargo bays/fairings not shielding anything from drag. If the team is aware, is this a low-priority bug? when could we expect it fixed? Thanks. -
lmao, will need to test this out, could be huge. Edit: So i ran some tests and was not able to re-create the same effects with any of the parts. Im pretty sure the discrepancy in drag in your pics is down to the fact that the craft in the upper picture has substantially more aoa (17.5o vs 1.5o) which would increase its drag considerably.
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Weekly Challenge #4 - Apollo Recreation
FlazeTheDragon replied to Ghostii_Space's topic in Challenges & Mission Ideas
Apollo 13 would be perfect for ksp lol -
Giving KSP content a go, and heres my first Videos centered around one of the numerous challenges out there
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Release KSP2 Release Notes - Update v0.1.1.0
FlazeTheDragon replied to Intercept Games's topic in KSP2 Dev Updates
Interesting to see you guys tune cargo bay mass, but not address the fact that they got wildly bugged drag calculations. I really hope this is a known issue. That said, its still a very impressive first patch, well done. -
Really hope this gets adresed soon
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Currently, the monopropellant rcs has extremely limited use cases, the only times where its useful is when youre docking. Heres the issue. If the craft is small enough to be controlled by the monoprop RCS blocks, the craft doesnt need rcs since it can be controlled with inbuilt reaction wheels. If the craft is large enough to need dedicated RCS, the monoprop RCS blocks are to weak and you have to use veerner oxydiser RCS. Would be nice to see much more powerful monoprop RCS blocks so we could actually use all the monoprop tanks that are currently just collecting dust in everyones VAB. Something like an RCS variant of the puff, or even larger thrusters for big craft.
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I dont think the devs are overly concerned with balancing every engine via stats to be more or less a side grade considering were going to have metallic hydrogen and anti-matter engines in the future. Realistically, it would be basically impossible to construct massive motherships with the current tech we have, so i dont think its realistic to constrain the game to a pure stat based balance. That said, i do think the devs need to do something with the nerv, its honestly the only engine in vab that is completely useless rn. Maybe convert it to a metallic hydrogen engine in the future idk...
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yup, i put rcs on most of my bigger craft that actually need to maneuver outside of chilling in orbit. Id suggest using verner rcs, the small monoprop blocks are honestly only useful for docking.
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Having powerful RCS leads to the exact same issue since RCS is controlled by the same very poorly tuned PID's. @MechBFP @Wheehaw Kerman @cocoscacao If you guys want the game to be more realistic nothing prevents you from simply turning reaction controls off. I feel like needing rcs on every craft would make ksp even harder on new players so its a good system to have for accessibility sake.
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Probably, it has an alternate mode which retracts the nozzle, but the afterburning mode currently does not work.
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LMAO, that is actually such a good comparison xD
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You may not like it, but this is what peak performance looks like
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Only using RCS is a decent work around as long as you have fairly low rcs authority. Building in stronger RCS authority gives fairly similar results, not to mention that sas will waste a lot of rcs propellant trying to keep you steady since its very inefficient. That said, having to build in a bunch of thrusters in to an ssto is pretty rough since rcs thrusters have (i think) more drag then they should. Nah, anything that is able to be controlled by SAS is busted, rcs, reaction control wheels and cockpits all use the same PID's. I only got that 1 inline cockpit in the ship from the vid. PID's are basically a fly-by wire algorithm that is designed for craft control, like planes, rockets, quadcopters etc. Its basically just a program that is designed to keep the craft stable by knowing when to automatically apply reaction control in any of the 3 (x y z) axis.
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Theres actually an intermediate size nuclear engine in the games hidden assets (you can find it and use it, but i dont think its 100% finished so its parameters may change). You probs seen it in my SAS post/video lol. It actually allows for slightly more shapely hydrogen ssto builds. Also, once cargo bays are actually usable, you can probs encase the hydrogen tanks in a cargobay to make it not look as goofy. But, i do agree. Im a huge fan of sleek and ''fast'' looking ssto's and the whole hydrogen giga chungus vibe isnt the most appealing to me either.
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Ive been flying FPV drones for a fair number of years and what im seeing honestly just looks like extremely poorly tuned PID's. I tried to go in to the config files and see if i can tune them me self, but they use some sort of an auto-tune algorithm which which i sadly couldnt figure out. My guess is that Integral is the main culprit, bumping it up would for sure make things a lot better, tho im sure its not as easy as that and more fine-tuning needs to be done. Its deffo very different from KSP1, considering SAS was actually useful there lol. Adding RCS doesnt really change anything since RCS is still controlled by the same PID's, so you get the same result. And reaction wheels are impossible to use on ssto's since they have bugged drag calculations. If i added a single reaction wheel to that ssto the drag would double. + those reaction wheels would still be controlled by the same poorly ''tuned'' SAS. The only real solution for more complex builds is to turn off SAS completely and just fly everything manually with trim, which is extremely tedious.
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Ima just leave this here Your problem is using the nerv. Nerv is dead content and is surpassed in literally every way by Swerv.
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Like, i get that this is not optimal reaction control placement, but properly tuned SAS P.I.D's should be able to easily cope with this. Current SAS is borderline unusable on most builds.
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Basically, the way you install this is pretty straight forward. First, you get bepinex and extract it in to your ksp2 game folder (go in to steam, right click on ksp2 - manage - browse local files. it will take you to the spot where you need to extract bepinex). Once you have bepinex, open bepinex / plugins and extract lazy orbit in there.
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Sure. Sadly, the old ksp1 debug menue has been disabled by the devs (literally why), so youd need to install a mod. The one i use is ''lazy orbit'' https://spacedock.info/mod/3258/Lazy Orbit It basically brings back the ksp1 debug menu function of teleporting to orbits or locations (Youll want to be in ''landing'' mode when teleporting to the surface, if you use ''orbit'' mode, youll be placed at orbital speeds and instantly disintegrate). Youll also need a mod-loader if you dont already have one. There are several really nice mods out for ksp2 that fix some of the more annoying issues or bring back some functionality, so id say running mods is highly recommended. https://spacedock.info/mod/3277/Space Warp + BepInEx Hmm. Ima say that the craft does not need to be manned, but it does need to have legit coms with the ksc, so youll need an antenna.