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Cyal

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Posts posted by Cyal

  1. Maybe you'll actually have to send the parts or intermediate building materials for those, so you'll have only a certain amount to build your local crafts and colony upgrades from.

    The delivery routes could be used to send building materials for certain part groups, like engine parts, fuel tank parts, solar panels parts ... reactor components, habitat components etc .. as it would make (realistically) no sense to send raw metal into space to cast an engine component from. For ground colonies, this could be different.
    Recycling then, would be a big part of the game -> recovering a vessel, would put the components of the vessel back into the inventory of the colony.

  2. So these items are the ...  Community's Current Top Issues

    Some of these items are on the list since January. They are the TOP ISSUES ?... These things prevent players from enjoying the game as it was intended.  For some of them, there are even some community fixes because they are so annoying.

    I waited fot this KERB with great anticipation ... and now i must say that i am sad and disappointed.

    Don't get me wrong developers: i love u people for creating this new version of a game i love more than (almost) any other game in existence.
    The basic game loop is very well fleshed out, is fun to explore and keeps me playing regular. The advanced stuff, like docking of complex vehicles and refueling, multiple transfers and flybys, getting rovers to other bodies, very low thrust to weight vehicles, are very buggy in my personal experience.

    This bug compilation only makes sense if we see some real progress - otherwise it gives the feeling that nothing is happening at all.
    I am very much looking forward to the colonies update - but fixing the core game loop should have priority over new feature implementation. At least that is what i would like to see. New features every 2-4 months and fixes every 1-2 weeks would be amazing! 

    I was so disappointed, and had the feeling that i was seeing the same items again and again - that i made a progress/comparison list :-D

    But again... i don't want to be salty or make anyone feel bad. You are doing great. Only please focus more on the community wishes - this game lives far and foremost because of a very engaged community.

     

    1/12 1/25 2/23 3/11   1/12 1/25 2/23 3/11
    # # # # Bug Status Status Status Status
    1       No trajectory lines in map view Partial fix being tested Partial fix being tested Fix being tested Fix being tested, investigating other causes
    2       Stage activation requires a double-click / double-spacebar pressing Fix implemented and verified Fix implemented and verified - -
    3       Incorrect "landed" status while in orbit causes trajectory to disappear in Map View Reproducible Reproducible Reproducible Reproducible
    4       Parts inside fairing heating up Fix in progress Fix being tested Fix implemented and verified Fix implemented and verified
    5       Rovers are hitting a physics glitch every 1000m from the Location of Rover Being Loaded into the Game with Disastrous Results Improved, investigating long-term solutions Improved, investigating long-term solutions Improved, investigating long-term solutions Improved, investigating long-term solutions
    6       "Experiment" button shows available experiments even though the experiments have been done before Fix implemented and verified Fix implemented and verified - -
    7       Signals go through planets and moons (CommNet/Antennas not affected by occlusion) The current behavior is how it was designed. We will consider the feedback. - - -
    8       Upper atmospheres heat up and destroy parts far too quickly Tuning being tested Fix implemented and verified - -
    9       Landing gear blocked when it is not [also happens with other deployable parts] Unable to reliably reproduce Unable to reliably reproduce Unable to reliably reproduce Unable to reliably reproduce
    10       Illuminators (lights) do not function [Flicker/Blink for a second and turn off] Fix implemented and verified Fix implemented and verified - -
    11       SAS does not hold orientation during time warp Reproducible, investigating alternative solutions - - -
    12       Timewarp limit is too restrictive on some non-atmospheric planets (Gilly, Bop, Minmus...) Reproducible Reproducible Reproducible Reproducible
    13       Struts in higher symmetry than the parts they are attached to causes issues Investigating - - -
    14       Control Surface Oscillation in Atmosphere Reproducible Reproducible Reproducible Reproducible
    15       Parachutes didn't deploy Need more information Partial fix being tested Partial fix being tested Investigating additional issues post v0.2.1
    16       For the difficulty of the LIL CHONKER mission, 35 Science as a reward is too low Fix in progress Fix being tested Fix implemented and verified Fix implemented and verified
    17       Inconsistent Framerate During Launch [Edit: The Video Shows a Gradual FPS drop as the Launch Continues] Need more information - - -
    18       Resource Manager (RM) disallows re-placement of a resource in the Transfer list of the RM, creating duplicates in the parts list of the RM Investigating Investigating Reproducible Reproducible
    19       A Kerbal on EVA Exerts a Force upon the Vessel Reproducible Investigating Reproducible Reproducible
    20       Orbit decay still happening [Landing legs or certain parts interacting can cause it] Fix implemented and verified Fix implemented and verified - -
      16     Dr. Keri Kerman repeating the first textbox on the Minmus discoverable mission debrief - Fix implemented and verified - -
        4   Broken DeltaV with multiple engines and/or with side tank attached [fuel tank placement order messes up dV calculations] - Investigating Fixes being implemented Fixes being implemented
        10   Vessel icons block celestial bodies from being clicked on [when zoomed out] [Vessel Icons have priority over Celestial Bodies] - - Investigating Reproducible
        13   Accelerate under Timewarp still not working in some cases (post v0.2.0) - - Investigating Investigating
        15   When Trying to Close a Fairing on a Part, it will Disappear Instead - Investigating Investigating Investigating
        16   When targeting another craft close by navball indicators (prograde|retrograde etc) start moving in an erratic way. [Wobbly navball markers] - - Reproducible Reproducible
        17   VAB camera offset whenever middle mouse clicking on part after panning - Investigating Reproducible Reproducible
        18   Game Thinks Entire Craft is Destroyed Even Though Command Pod is Still Intact - - Need more information Investigating
        19   Can't create a maneuver node within another SOI - - Investigating Working as intended. Evaluating as feedback
        20   All Noted Tracking Station Bugs For Celestial Body Information (So Far) - - Multiple fixes implemented and verified -
          19 Flags in saves cause Kerbals, wheels and landing gear to fall into the ground and not function properly on many bodies (terrain bug) - - - Investigating

     

  3. 1 hour ago, magnemoe said:

    Love this mod, just the waypoints makes it worth an install. 
    But I have an issue with Eve and to some degree Ike. Eve regions looks complete I can not see any black lines at all but is show up as 93%, Ike has a few missing areas, but is more like 98-99% complete not 93% who its all stuck on. 

    Try checking the polar regions. I've missed them a few times, and it's not immediately obvious that they weren't scanned.

  4. I think the whole lighting system in KSP - wich look really great in general - could use some serious improvements towards realism.

    I noticed this the other day, while encountering a bug that prevented the skybox (stars)  from showing up. (picture below)

    Suddenly - especially looking into the Sun, it felt .... MUCH more realistic. Like watching actual space livestreams where you cannot see stars while the vehicle is very brightly lit, or the Sun is in view.

    That might be very easy implemented via camera exposure, that reacts to the actual light intensity - that would also allow for more realistic lighting at far away bodies like Eeloo. (It feels wrong that the Kerbols light intensity there is the same as on Moho.)

    One exception, in complete darkness - like in the shadow of a planet, i would keep the soft shine that's on everything, its still a game and you need to see what you are doing. (But maybe that would be also manageable via camera exposure?)

    I think the speed the camera reacts to the light conditions is a matter of taste and maybe could be configurable...

    StarsNostars.jpg

  5. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes 
    OS: Windows 10 Pro 64-bit | CPU: AMD Ryzen 9 5950X 16-Core Processor | GPU: NVIDIA GeForce GTX 1080 | RAM65536MB RAM

    Title: Science yield in liquid is inconsistent and too low.

    Severity: Med

    Frequency: High. Reproductible each time.

    Description:  The science reward for the splashed situation on Vall and Eve seem to be wrong. They are far to low.  The science rewards in plashed situation at KerbinBeaches and LaytheBullseyeLake are invalid.

      ExperimentID ResearchLocationID Data Sample Persl. Assessment / Valid
     
    CrewObservation Kerbin_Splashed_KerbinWater 4.0   OK
    SurfaceSurvey Kerbin_Splashed_KerbinWater 6.0 18.0 OK
    EnvironmentSurvey Kerbin_Splashed_KerbinWater 5.0 5.0 OK
    MarineSurvey Kerbin_Splashed_KerbinWater 12.0 28.0 OK
    RadiationReport Kerbin_Splashed_KerbinWater 16.0   OK
             
    CrewObservation Kerbin_Splashed_KerbinBeach -   Invalid Research Location
    SurfaceSurvey Kerbin_Splashed_KerbinBeach - - Invalid Research Location
    EnvironmentSurvey Kerbin_Splashed_KerbinBeach - - Invalid Research Location
    MarineSurvey Kerbin_Splashed_KerbinBeach - - Invalid Research Location
    RadiationReport Kerbin_Splashed_KerbinBeach -   Invalid Research Location
               
               
     
    CrewObservation Vall_Splashed_VallWell 4.0   TOO LOW
    SurfaceSurvey Vall_Splashed_VallWell 6.0 18.0 TOO LOW
    EnvironmentSurvey Vall_Splashed_VallWell 5.0 5.0 TOO LOW
    MarineSurvey Vall_Splashed_VallWell 12.0 28.0 TOO LOW
    RadiationReport Vall_Splashed_VallWell 16.0   TOO LOW
               
               
     
    CrewObservation Eve_Splashed_EveSeas 4.0   TOO LOW
    SurfaceSurvey Eve_Splashed_EveSeas 6.0 18.0 TOO LOW
    EnvironmentSurvey Eve_Splashed_EveSeas 5.0 5.0 TOO LOW
    MarineSurvey Eve_Splashed_EveSeas 12.0 28.0 TOO LOW
    RadiationReport Eve_Splashed_EveSeas 16.0   TOO LOW
             
    CrewObservation Eve_Splashed_EveShallows 4.0   TOO LOW
    SurfaceSurvey Eve_Splashed_EveShallows 6.0 18.0 TOO LOW
    EnvironmentSurvey Eve_Splashed_EveShallows 5.0 5.0 TOO LOW
    MarineSurvey Eve_Splashed_EveShallows 12.0 28.0 TOO LOW
    RadiationReport Eve_Splashed_EveShallows 16.0   TOO LOW
               
               
     
    CrewObservation Laythe_Splashed_LaytheOcean 120.0   OK
    SurfaceSurvey Laythe_Splashed_LaytheOcean 180.0 540.0 OK
    EnvironmentSurvey Laythe_Splashed_LaytheOcean 150.0 150.0 OK
    MarineSurvey Laythe_Splashed_LaytheOcean 360.0 840.0 OK
    RadiationReport Laythe_Splashed_LaytheOcean 480.0   OK
             
    CrewObservation Laythe_Splashed_LaytheShores 120.0   OK
    SurfaceSurvey Laythe_Splashed_LaytheShores 180.0 540.0 OK
    EnvironmentSurvey Laythe_Splashed_LaytheShores 150.0 150.0 OK
    MarineSurvey Laythe_Splashed_LaytheShores 360.0 840.0 OK
    RadiationReport Laythe_Splashed_LaytheShores 480.0   OK
             
    CrewObservation Laythe_Splashed_LaytheShallows 120.0   OK
    SurfaceSurvey Laythe_Splashed_LaytheShallows 180.0 540.0 OK
    EnvironmentSurvey Laythe_Splashed_LaytheShallows 150.0 150.0 OK
    MarineSurvey Laythe_Splashed_LaytheShallows 360.0 840.0 OK
    RadiationReport Laythe_Splashed_LaytheShallows 480.0   OK
             
    CrewObservation Laythe_Splashed_LaytheLakes 120.0   OK
    SurfaceSurvey Laythe_Splashed_LaytheLakes 180.0 540.0 OK
    EnvironmentSurvey Laythe_Splashed_LaytheLakes 150.0 150.0 OK
    MarineSurvey Laythe_Splashed_LaytheLakes 360.0 840.0 OK
    RadiationReport Laythe_Splashed_LaytheLakes 480.0   OK
             
    CrewObservation Laythe_Splashed_LaytheHeartLake 120.0   OK
    SurfaceSurvey Laythe_Splashed_LaytheHeartLake 180.0 540.0 OK
    EnvironmentSurvey Laythe_Splashed_LaytheHeartLake 150.0 150.0 OK
    MarineSurvey Laythe_Splashed_LaytheHeartLake 360.0 840.0 OK
    RadiationReport Laythe_Splashed_LaytheHeartLake 480.0   OK
             
    CrewObservation Laythe_Splashed_LaytheBullseyeLake -   Invalid Research Location
    SurfaceSurvey Laythe_Splashed_LaytheBullseyeLake - - Invalid Research Location
    EnvironmentSurvey Laythe_Splashed_LaytheBullseyeLake - - Invalid Research Location
    MarineSurvey Laythe_Splashed_LaytheBullseyeLake - - Invalid Research Location
    RadiationReport Laythe_Splashed_LaytheBullseyeLake -   Invalid Research Location

    Included Attachments:

  6. I had a similar issue, to me it usually happened when i had different SAS Systems in different orientations. The systems seem to work against each other.

    Disabling some of the stabilizers or inverting their direction sometimes worked well. But that's not how it is supposed to work.

    A deep-dive with various testing scenarios might help, figuring out hats really causing the problem - but most of the time i got the problem under control.

  7. I think the surface of Jool should not be reachable by any means with the standard technology.

    The game does not address the issue of pressure and the concept of heating in a realistic way ... realistically Eve would be a dark hell that would melt our spaceships ... but i can forgive that - because this game is about exploration and fun.

    But the issue with gas giants is a whole different story. Here the game could teach you a completely new thing: Layers of atmosphere and behavior of pressure, density and buoyancy. After falling trough different layers of Clouds (which would be their their own Biomes) slowing down more and more,  depending on the Mass and buoyancy (density) of our craft, at a certain certain depth we should reach an ocean of compressed gas. To go deeper we need to have a craft that is even heavier (denser). Under that ocean i would love ANOTHER ocean of a different compressed gas.  Beneath this, a solid surface should appear. And it would GLOW. Because it would be a metallic and hundred thousand degrees hot.

    My Suggestion:

    1. Thin upper atmosphere (transparent) - similar to Dunas atmosphere.
    2. Cloud layer (green) - similar to Kerbins whole atmosphere.
    3. Thick atmospheric layer (transparent) - increasing, similar to Eves atmosphere.
    4. Heavy cloud layer (turquoise maybe with orange spots) - heavy enough that light crafts would float above it, cool visuals. Here you could position a Hydrogen extraction plant.
    5. Fluid gas layer (transparent) - similar to the well at Vall - dark with lightning. Here you could position a Deuterium extraction plant.
    6. Fluid gas layer (slightly opaque, blue) similar to Laythe - getting brighter again. Maybe floating "rocks"  of solidified gas that one could mine.
    7. Liquid layer (opaque, grey) similar to Kerbin or Eve. Many floating "islands" of solidified gas that one could mine.
    8. Surface (glowing hot)  Here you could position a metallic hydrogen extraction plant.

    Realistically it gets completely dark  in the deeper layers - that might be fun, and stunning visuals. There could be 16 Layers+  but that gets boring after a while and you want so see what you are doing.

    Metallic hydrogen is actually planned for the game for very powerful engines. The fuel has an incredible density. Think: Xenoen Engine dV, Sperotron fuel amount, and thrust many times that of a liquid fuel engine, all in a XS fuel tank, but i don't know how the developers will implement this.

     

  8. Hey @Falki, i absolutely love your MOD! Many many thanks for your work!

    I think a current, prev & next trajectory overlay could be very useful overall ... and also in visualizing and preventing orbital resonance.
    In this overlay, the viewing angle could also be shown, to calibrate an ideal scanning pattern.

    But i think you will already have this in mind... :)

    Something like this would be simple and helpful:

    OrbitalS_01.jpgOrbitalS_02.jpg

  9. Suggestions for a mission progression.

    What i have read, and also feel is, that the mission and progression system should do 3 things:

    1. Teach you more and more advanced concepts.
    2. Give a realistic approach to spaceflight
    3. Guide you trough a story.

    I think the developers already did a really good job with another point in mind: gameplay - fast progression and challenges. I think that works well with experienced players but may discourage new players. Precision landing on Mun that early is tough! I would absolutely love a fine tuned mission model with a milestone approach: "Our next Goal is to reach X. Mission Y and Z will lead us to that goal, but you can directly try this Mission X."

    For a few things to work, i think Kerbals must have some specific insight that can only generate specific science with a Kerbal not with a probe. But more on that later.


    My suggestion for a mission progression:

    Chapter 0: The beginning - teaches core concepts to progress into the game.
    Target Milestone: "Let's get a Kerbal into Orbit and back."

    Reach an altitude of X (Probe or Kerbal)  basics
         
    Leave the atmosphere (Probe) reentry is deadly
    Leave the atmosphere and reenter safely  (Kerbal) recover your Kerbals
         
    Orbit around Kerbin (Probe) space is not orbit & gather science
    Orbit around Kerbin and reenter safely (Kerbal) gather science and return it - how to reenter safely / Kerbals are valuable


    Chapter 1: Outwards bound
    Target Milestone: "Land a Kerbal on the Mun and return savely."

    Flyby the Mun (Probe)  basic transfers
    Flyby the Mun and return (Kerbal)  transfers and return, heat multiplies with speed
         
    Orbit around Mun (Probe) slowing down is also acceleration  
    Orbit around Mun and return  (Kerbal) bring enough fuel
         
    Land on Mun (Probe) soft propulsive touchdown 
    Land on Mun and return (Kerbal) bring enough fuel! Seriously


    Chapter 2: We found something strange. Let's investigate. - Gets into the Story and teaches advanced mechanics.
    Target Milestone: "Explore Mun and Minmus"

    Polar Orbit around Mun (Probe with specific antenna)  reach a specific Orbit
    Land at Mun Monument (Kerbal) precision landing
         
    Polar Orbit around Minmus  (Probe with specific antenna) reach a target with an inclination change
    Land at Minmus Monument  (Kerbal) precision landing at higher latitudes & low gravity EVA


    Chapter 3: What is out there?
    Target Milestone: "Explore the near Kerbolar System"

    Flyby Duna (Probe) Kerbin escape angle, leave Kerbin SOI / reach another SOI
    Land on Duna and return (Kerbal) atmosphere does not mean you can just use chutes & interplanetary reentry velocities
         
    Polar Orbit Duna (Probe with specific antenna)  interplanetary communication & story progression
    Land at Duna monument and return (Kerbal) precision landing through atmosphere
         
    Flyby Eve (Probe) inner planets need another escape angle & interplanetary inclination
         
    Land on Eve (Probe) an atmosphere is not necessarily your friend
    Land on Eve and return (Probe) this atmosphere is really not your friend
         
    Flyby Moho (Probe) Kerbols gravity well
    Polar Orbit Moho (Probe) how much dV do i need to get a capture? Yes!


    Chapter 4: Wait there is more!
    Target Milestone: "Explore the far Kerbolar System - to Jool"

    Story and Progression to Jool etc. - swing by maneuvers at Tylo, hydrogen fuel etc.

    Chapter 5: The advanced Stuff!
    Target Milestone: "Send a Rover to Eeloo"

    All the other Bodies, docking and Sending Rovers everywhere.


    I think you should get the discoverable missions only after you have a satellite in a polar orbit.
    That teaches you a little bit more about the needed dV requirements to actually GET there not only FlyBy the object.
    But that has to be counterweight with an interesting Story progression.
    Here lies a great divide between realism and gameplay... after having sent 2-3 polar satellites one can assume you can do it again, and don't have to be forced to actually DO it again and again. Personally i'm playing the game that way. But would not want to force this on every player.


    Kerbals and Science.

    I loved that in KSP1 You could really amplify your science with local laboratories. That made it necessary to get Kerbals out there. But that’s more complicated ... so maybe - for starters - surface samples, collected by a Kerbal yield much more science?

    Every Mission with a Kerbal is much more challenging because of sample return with a higher mass. The feeling to care for the Kerbals and want to get them home safely is one of the strongest i feel, playing the game.

    This can and should be amplified by reintroducing Milestones and achievements for Kerbals, a mission log and maybe experience…

    A memorial Board could solve all these Things:
    First Kerbal set foot on the Mun ...
    First Kerbals leaving Kerbins SOI ...
    First Kerbal missing in Space ...

    These achievements could yield science that the same mission with a probe would not.


    Oh and …. pleeeeease integrate the Orbital Survey mod, or something similar. It really helps in progression and getting to know the locations. Suddenly they are not noisy colored plates but have a specific name, and I can locate and find them again .

  10. Hey,

    i also had this bug and it came at a very bad time for me ... i was just at the point to complete the "Under Pressure" mission ... but every time i left the atmosphere the vessel glitched out and exploded.

    Process:

    I created a new campaign, cheated my science back and rebuild the vessel fron scratch. IT WORKED. Nice.... I copied the new vessel workspace into my old campaign ... and the problem was back. :) WHAT?
    Okay ... don't give up! I tried to compare (via Notepad++) the latest old
    campaign savegame with the  error to the new campaign savegame in which everything was working. I found no noticeable difference.
    Then i copied the new c
    ampaign savegame into my OLD campaign savegame folder, and the problem occurred again ... SUS!

    Assumption:

    It is the campaign savegame FOLDER! Mine had over 400 savegames and 80 workspaces.
    In the moment the vessel leaves the atmosphere, the game creates an autosave file .... and at a too high file count, this seems to cause the problem.

    Solution:

    I deleted hundred of old savegame files and no longer needed workspace files.
    Savegame Path: C:\Users\ [NAME] \AppData\LocalLow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer\
    The problem did not occur again since.

    This also explains why only longer campaigns seem to be affected and trying to reproduce the bug with a single savegame was unsuccessful ;-)

    I hope u can reproduce my solution for your campaign.

    Side effect:

    My whole game runs at a noticeable higher framerate than before the deletion of all the files  ..... what? 

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