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Everything posted by BechMeister
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Doesnt it just point to the direction of the target and not your relative motion to the target? The local marker in Flight of Nova shows your motion in relation to the target. Meaning you can see if you are moving to or Normal/Anti-normal with your RCS thrusters. I think it can be really hard to gauge if i am still moving Radial/anti-radial to the target or normal/anti-normal when i am approaching the ship/station. With Flight of Nova's local it is easy.. you just rcs thrust normal/anti-normal and Radial/Anti-Radial until the local mark is touching the target mark and then you know you are not drifting off when approaching. right now all i can do is see if the pixels shift to the left/right or up/down while the number decreases... since pointing at the target and boosting will not get you to the target but to the target were it was when you pointed at it relatively to where you were when you pointed at it... which means you need to micro ajust constantly. It takes a lot of work that you have to eye ball it. So not having local, and the ability to switch to relative speed to target makes the last bit of rendezvous a tedious affair, and a lot of back and forth to me. I tend i use the map more to see when im sub 100m but the map does not show if im moving 11m/s normal or radial. I may be wrong though i am a new KSP2 player and never got into KSP1 I just really like how Flight of Nova did the interface and how local show up when you're close to the target. It could become visible sub 1000m or heck it would be nice even at 100m to show how much your off on your approach to the docking port your trying to hit
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"Vacuum Simulation mode" in the VAB
BechMeister replied to BechMeister's topic in KSP2 Suggestions and Development Discussion
That would be awesome to have ingame as stock! -
hello all! I have a feeling a few of you will know the One-Person project "Flight of Nova" - which kind of bridge KSP and games like Star Citizen/Elite Dangerous etc. I feel the game has some really nice features i would love to see in KSP 2 when docking and approaching another craft/station/target. I really like the local marker you have in Flight of Nova, that makes it really easy to know your local direction to the target. Seen here: You can see the Blue arror showing the retrograde of the orbit around the planet and the yellow marker called "Local" being the direction i am moving in accordance to the target. here you see the Prograde and my "Anti-local" (the docking platform i left from) The square with AL-778 and a distance is another space station for the people who don't know the game. I think this really helps knowing how much i need to thrust left, right, up, down to get to the target. I also think the game has a really good docking port view: With all the relevant info to dock up with the docking port. I guess KSP 2 has the camera called "body" - but i think if we could get a camera that looks from the PoW from any docking port we put on a craft, with the option to cycle through them if there are more. And some interface like this we are in a good spot. I also often miss a mode were i can see my velocity compared to the target (If it exist in game.. i dont know how to get it up) - I tend to get my distance and relative speed from the map.. and its a lot of cycling back and forth to finetune my approach x) Anyway! I think these two additions would be pretty great for KSP2
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////////////////////MISSION UPDATE\\\\\\\\\\\\\\\\\\\\ High Graphic shot of the succesful vehicle, parked infront of the VAB ready to be refurbished for a new mission. Final Report: Mission succesful! - Prototype Vehicle 03 successfully launched, docked, refuel the station, de orbited and landed. Unfortunately i found the framerate when the two vehicles connected to be near unplayable. - Fortunately the station is fully fueled, and can hang in orbit until optimisation has become better and or lower graphics settings become available. Lessons Learned / Lessons Identified: Vehicle re-entry is still a very delicate operation. It is advice to just follow the prograde all the way down to 10km and ~ 1000 m/s before "aggressive" manouvers is attempted. As the vehicle wants to fly with the tail forward at higher speeds. I am not sure how the vehicle will handle re-entry once heat is introduced. As of now an shuttle like angle of attack seems impossible... and i'm pretty sure the shuttle hit the atmosphere at a very gentle angle of 20° Docking is also extremely hard, as it is near impossible to line up the two docking ports due to not having a good dedicated docking camera. (if there is one, operator didnt use it, but eye balled it from an angle.) Pt.Vh03 docked with K.G01 performing refueling of the Methalox tanks - one tank was accidently docked empty because of a bug that allowed the launch vehicle to use the fuel on maneuvering. Another image of Pt.Vh03 docked with K.G01 - here the docking port and cargohold is visible. Pt.Vh.03 undocking from K.G01 after succesful mission. Project Update: Now that a succesful refueling vehicle has been created, it is time to go to the next phase which is a Skylon style space plane to pick up Valentina from K.G01 - and allow the station to be operated by 3 automated drones. Stay tuned for new updates! Bechmeister signing out.
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Hello! I have found a few things that i am missing in this game. I am currently making a Venture Star style SSTO (although i use solid boosters to get it into orbit) - But I found this time that my center of thrust for the RCS thrusters was not balanced. When i tried to move the vehicle left or right it would jaw left and right as well. When i tried to move it down and up it would pitch as well. This instability made it impossible to line up the docking ports. - It would be great to at least have a box that shows the center of thrust for the RCS thrusters, together with the center of mass, main engine thrust and drag. So it's easier to line it up with the center of mass, making sure maneuvering will be problem free in Vacuum. - It would be super awesome to have a vacuum simulation for vehicles - were you can test its current maneuverability when docking with something
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////////////////////Mission Update\\\\\\\\\\\\\\\\\\\\ The Refueling SSTO prototype completed another mission and made it safely back to KSC. The mission Objectives: A. Get the craft into Orbit - Success B. Rendezvous with K.G.01 - Success C. Dock with K.G.01 and refuel it - Failure D. Re-entry and land at KSC Lessons Learned Lessons Identified: C. Although the vehicle had enough RCS thrusters to ensure a easy rendezvous with K.G.01 the center of thrust is not balanced - this makes the vehicle jaw left and right, when trying to push it left and or right and pitch up and down when trying to move it up and down. Making it impossible for the docking ports to line up. Vehicle got within 25m of the docking bay, when the attempt had to be abandoned Full redesign of RCS thruster placement has to be done. D. Extreme care has to be made when re-entering the upper thin atmosphere. The vehicle has a tendency to turn the engine section backwards until the atmosphere becomes thicker and the control surfaces gain more power. This was not a problem with Prototype 01 as it had all its Monopropellant and could keep stable with its thrusters. This re-entry, though, was done with all the monopropellant spent, meaning only aerodynamics and control surfaces to control orientation and descent. - The vehicle has very good lift when empty. to the point were it will glide leveled over the runway for a long while - Wing size could be reduced. - Vehicle landed with ~400 Δv left - meaning a heavier cargo could be flown in. Documentation: Prototype.02 after it did the last burn for a intercept path. Prototype 02. above K.G. 01 - attempting docking. Vehicle is getting into the thicker atmosphere and can finaly correct flight path to KSC without going into a STALL and rip itself apart. Final Approach Landing And succesful touch down.
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Quick Update: I managed to fix my stability issues - Struts restored rigidity and I got 500 more Δv i by replacing the 4 small solid stages with the long small. After having issues with the rocket being rocking back and forth until the point of no return, managed locate the from bad drag and managed to balance my Mass/Drag/Propulsion center better. I managed to make the most beautiful ascent and gravity turn i ever did. and am now sitting at a stable orbit with 1300 Δv to go! - Time to rendezvous with K.G.01, refuel the tanks after orbital correction burns, and land back on KSC. Mission update out: Thx! Yeah i got surprisingly efficient while building it! My goal right now is to get a sustainable refuel vehicle. Right now i am going with a Venture Star style vehicle.. but it seems a bit silly to have a 200t SSTO to bring up 5 ton of fuel. How ever, as pr. latest mission update. I did get into an orbit with 1300 Δv - So i may be able to get more cargo into space. Once i the vehicle is fully developped ill try make a Skylon Style space plane, for bringing crew up ( a small craft) - then its time to setup a Coms net.. and once all that is done. Build the K.G.02 around the moon! Stay tuned for more x)
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//////////MISSION UPDATE\\\\\\\\\\ - Developing a KSC - LKO refueling SSTO - Resupply Shuttle is well into development. Since I dont have the skill to land a rocket, nor know how much i need "break" to survive atmospheric re-entry (when they add in heat) Aaand i dont know how much delta V i need to get back onto surface. Spaceplanes are hard... And I want the vehicle to be reusable - so a true SSTO. I decided to try go for a Venture Star style design. - how ever i could not get the 4500 delta V i read is necessary to get into orbit without using solid state rocket boosters i drop on the way - but i can fit parachutes on them and they can be picked up again i gather. Any way... After fighting the vehicles urge to fly backwards, flip around and rocking it self apart on the way up i have finaly completed a succesful test of the prototype: The first prototype of refueling SSTO just finished first test fly with the following mission criteria: Vehicle Stats: Δv: 4.520 - which should be enough to make the rendezvous with station from what i read. but i feel like i am 500 short for maneuvering. - Can ferry 4t ton of Methalox into space in a 4.56t tank - Can fit 2.5t of Hydrogen in a 2.68t tank efficient? hell no... but it gets the job done. Mission Goals: A. Get into orbit. B. Test maneuverability in orbit for docking. C. De-orbit and glide back to base. Conclusion: All mission criteria was succesful. Albeit major structural issues has been found on the wing root and connection to the rest of the vehicle... The wings were not fully connected to the vehicle after the mid section of the wing. Allowing the vehicle to flex to a degree that would have resulted in vehicle loss if SAS had not been turned off.. There is also still some issues with stability going into orbit. Vehicle tend to lose control in the thinner atmosphere of 10k + resulting in having to be very careful with the gravity turn. Fix: Struts will fix the wing structural issue on re-entry, it may have a positive effect on stability going into orbit too. I found a lot of the control issue may come from putting the nav computer (probe) upside down. I only found that out when i had to land it. Possible Bug: My vehicle uses the remaining Δv when making maneuvers - even though it has 2t of dedicated monopropellant. Pictures to document:
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Thx! Yeah... i knew it would take a while to get good at maneuvering around with the RCS thrusters. So having as little mass as possible to turn around made it a lot more manageable. Its funny, for a long while I was more proud of myself for coming up with them rather than building the station x) But I must say it was to connect that last fuel tank, push it back into its 100 km 100km orbit (while building it it became a 90km -140km orbit - which i dont fully understand how happened? unless it was because i pushed it with my very forceful assembly in the beginning. Now i'm trying to figure out a reusable SSTO system to bring fuel up... I don't know how the good KSP players mange to land the stage back at the pads.. or do that while sending up the second stage. Also i spaceplanes seems very hard to do as well.
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Current Mission State: MISSION ACOMPLISHED Edits: 1. Added Authors notes 2. Made Authors notes into a foreword and added a table of contents. 3. Went through older posts and added topic headlines in bigger font size to make it easier to find the topics in the table of contents. Forword: When I first started this "blog" it was because I was so happy that I succeeded at creating the first iteration of what I've dubbed Kerbin Gate One - or K.G.01 for short. I then expanded upon the project, and have decided to re-name the post to reflect the fact that it will now entail the complete setup of K.G.01 around Kerbin and K.G.02 around the Mun, as well as all the vehicles needed to support the two fueling stations and communications network.(The CommNet was later dropped because it cant really be implemented in the current KSP2 build) I have decided to add a little table of contents as to what can be found in the different tabs of this journey - to help new readers not get overwhelmed by the number of tabs growing out of this thread. Bellow you will see the journey unfold. Table of contents: Tab 1: K.G.01 first iteration complete Developing a KSC - LKO refueling SSTO Developing a KSC - LKO crew rotation SSTO Developing crew and cargo rotation system for K.G01 and K.G.02 Developing Emergency Reentry Shuttle Tab 2: Revising KSC - LKO refueling vehicles - developing 2 stage reusable craft. Fixing flight characteristics of 2nd stage refueling Methalox Glider Updating K.G.01 to have synergy with K.G.02 fuel amount. Developing Hydrogen and Satellite Carrier Glider. Going down a CommNet rabbits hole, due to misunderstanding that losing CommNet was not a bug. Tab 3: Testing if different antenna's are like in KSP1 and what antenna does what and the limits of CommNet. Building K.G.02 super structure. A conversation about inclination and going to minimus Tab 4: - Installing Helium Tanks - Developing Kerbin/Lunar Tug Drone - Installing Methalox Tanks - - Refueling K.G.01 - All About Gliders - as part of the refueling: Fixing K.G.01 and ranting about v0.1.3.0 and the bugs that followed it. Tab 5: Rant continued. fixing all the problems v.0.1.3. brought with it. Tab 6: Grid Fins! Fueling K.G.02 with Hydrogen. Replacing all INLINE/SHIELDED Clamp-o-Trons on K.G.01 Designing Heavy Tanker Vehicle. K.G.02 Fueled up and Ready Re-Re-Re-Designing Multi-fuel Glider Tab 7: MISSION ACOMPLISHED. Updating the MLKO and Crew SSTO. //////////MISSION UPDATE\\\\\\\\\\ - K.G.01 First iteration complete: Hello all! I am a new KSP player. currently only clock 80-ish hours in KSP 2 - I read somewhere that after you managed to land on the Mun and get back again, it's a good idea to learn how to rendezvous. I may have taken this to the extreme for a new player - i decided to make a Low Kerbin Orbit fuel station. To combat the soupy Kerbin atmosphere. I want to make a station around the Mun too, and use that as a fueling point to and from the rest of the solar system.. Point being i can ship up fuel in a smaller more nimble craft, and then launch crafts from the Kerbin Gate One to Kerbin Gate Two, which will be surrounding the Mun. Any way! here it is in all its glory! It was 20 succesful launches - and about 4-5 that failed because of silly oversights, or bad planning. It contains Hydrogen fuel for future interplanetary vehicles, Methalox tanks for trips between Kerbin and the Mun (plus orbital maneuvers of course) and enough Monopropellant for years of tug drone services. (i probably overdid the monopropellant.. I didnt even empty one tank filling up the drones constructing the station) Speaking of which! It would be wrong to celebrate the station without mentioning the little minions putting it all together: The Kerbin to Low Kerbin Orbit Vehicle: Here doing a hand over - take over of a large Hydrogen tank to a small tug drone. The small tug drones were the real heroes' and one of the ideas i am most proud of! I knew i would need something to ship the fuel tanks around.. especially when i'll be ferrying the fuel between Kerbin Gate one and Two for further expeditions. I may have to scrap that idea though.. since my pc absolutely tanks when i get near the station.. and my framerate drops to loooooooooooow... But i can pretend the drones do the work, when i just dock the craft to the station and do the fuel transfer. Here the Tug drone is installing a Methalox Tank for fueling the tug boats too and from Kerbin Gate One and Kerbin Gate Two. I got the feeling of those deep sea submarines with the little lamps on them. Enjoyed navigating things a lot with them.. they are surprisingly nimble since they dont have the unnecessary weight of an engine. And a day picture. Here of two sharing the monopropellant tanks between them - I made the wrong assumption that these would be the easiest to get up.. stacking two of them. Then i realized that it was something like 18t of fuel being put to space. The rest of the fuel tanks sits at around 9-10t. So they were rather cumbersome to move. Lessons learned Lessons identified.. size can trick you.. density/mass is king Now i just need to figure whats next step... - A reusable "space shuttle" that can ferry crew and fuel to Kerbin Gate One from Kerbin? - Kerbin Gate Two around the Mun? - The CommNet the game kept complaining i didn't have? I imagined that the station around the Mun had to be bigger... but unless they make a potatomode for the graphics I dont think that will be possible. So maybe i should wait with that... I guess i need to setup a CommNet next? I Kept losing connection to my drones when i decoupled or undocked. I could regain connection by quicksaving and quick loading (I dont know if the bug is that i could regain control.. or that they lost control) - But i dont know how do you establish a CommNet... how do you? Is it just putting up a GPS like satelite network with antennas? or is there a bigger trick to it? I guess ill make the shuttle. Any way - I know it may not seem like a lot... but to me it was quite the challenge. I got a really good grasp of navigating with RCS thrusters and i cut the fuel consumption on rendezvous in half.. Feels good to keep removing fuel stacks because you get better. Stay tuned here for further Milestones in the setup for further space travels.
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Intercept UI indicator is confusing
BechMeister replied to Spicat's topic in KSP2 Suggestions and Development Discussion
I guess it doesnt help that most of the arrows are obscured behind the planet. So as a person who have never seen it before, you cannot descipher where they are pointing at. It just looks like a lot of arrows pointing x) - If i were to look around the planet.. it might make more sense to me. I just visually understod KSP 2 better - but it may be because its more simple. -
So for flair i added a few fuel lines on my docking arms. Looked like this: But i have encountered a bug were the fuel lines no longer "remember" where they are supposed to go, and i have a theory that they just go to the last object that connected? I am not sure.. I will try see what happens when i connect the next fuel tank. Any way... They do this:
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I think it would be great if you could group fuel tanks into "folders". I am building a station, and i have a lot of monopropellant tanks in my build. It makes moving fuel around a bit of a hassle. Screenshot for Ref:
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Intercept UI indicator is confusing
BechMeister replied to Spicat's topic in KSP2 Suggestions and Development Discussion
Ah.. my apologies, I just assumed because your profile was also new That is very interesting.. because i dont know how to read the one you're showing from KSP 1 - I have only experience with KSP 2... but i find that the KSP2 just made intuitive sense to me. -
Intercept UI indicator is confusing
BechMeister replied to Spicat's topic in KSP2 Suggestions and Development Discussion
oh yeah! and its important you are 0.0° to it.. your 2.2 on your screenshot -
Intercept UI indicator is confusing
BechMeister replied to Spicat's topic in KSP2 Suggestions and Development Discussion
I have spend the past week building a space station. It took a while to wrap my head around it.. but i think it makes a lot of sense. I:2 shows where the object your trying to Rendezvous with is when you are on the place where your orbit intercepts. Lets say you perfectly match the orbit of what you try to rendezvous. then you will never intercept it. What i usually do is i make a eleptical path to the object i try to intercept. my station orbits at 110k km almost flat. So i will usually make a orbit that is 80k km to 200k km. This means you will intercept the path two places. Then i just wait for I:1 and I:2 to become close to each other. When they are pretty close, I use the blue navigation node to push my orbit out so I:1 and I:2 are right ontop each other. Then when im like 14km from the object i match the objects path by manipulating the blue node again and i reduce the speed with the green one. After that.. its just a very tedious concentration heavy task to approach the object and dock with RCS thrusters. The moon is a bit more tricky... I usually try to make the node at different places on the Orbit.. and when the path does something funky i know i've intercepted the moon. I kind of wished myself that it would show a ghost moon move with the maneuver node. Hope it helps! -
Oh right! of course: So - If you accidently delete your campaign, the file is not deleted, it's like the game gives itself amnesia and forgets the folder is there. So what you do is: 1. Make a new campaign, and create a save. (make sure to change the name a bit so it doesn't overwrite the old. 2. Go to: C:\Users\YourUserName\AppData\LocalLow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer 3. Find your old campaign folder. Copy the latest saves there and dump them into your new campaign folder. 4. boot the game, load the campaign and load the old saves. make a new save - so the newest save is the old campaign. At least that was how i did it.
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Hello! I am a 78h noob, currently building a space fuel station for further missions out to the Kerbol system. I read it was a good step to build something requiring rendezvous after getting people to the Mun. I am 12/19 stages done with the build i envisioned I have in the building of this station relied heavily on "Remote Guidance Units" or Probes to get the parts into space. How ever.. when ever i drop the second stage i lose control of the rocket and it says there is no "No CommNet Connection" - See image below. Now! As i am a noob, i am not sure what a CommNet is... I have a feeling its a satelite network, like the GPS system or something (which i have not made) - but I can Fix/Circumvent this "issue" by quick saving and then quick loading. It is not only this, I have relied heavily on a small "Tug Drone" i made for the purpose of assembling the parts in space... The ISS version of a forklift i guess. Here is a few images for context: And two images of them working and doing their thing (sorry they are a bit dark) These little guys also have the issue, that when they dock/undock they lose CommNet - they have antennas on them... and my space station has 4 huge disks.. so i guess they should be controllable around the station at least? Any way, I also find, some times when i quick safe / quick load to get them going, its like the reaction wheel in them dont work. It wobbles and wants the center of the craft to be off center. This is also fixed by quick safe quick load. Hope this helps with the bug slaying! PS. It seems like the relative position of crafts could be more precisely saved? I have noticed that when i quick safe to have a point i can load if i mess up the RCS maneuvering (which i relied heavily on in the beginning of the assembly) They were not were i saved them when i loaded... and i think this is what, some times causes the station to blow up... as it loads a vehicle within another vehicle. But I have not experienced this enough to be certain about it.. its just a theory.
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Okay - when i wanted to make a new campaign, and i used the same name, i was told that already existed. So.. after a bit of digging in AppData - i found the campaign, but i can't seem to make the game load the files. Now it gets really weird... When i wanted to delete another campaign.. it had a prompt asking me if i was sure i wanted to do this.. I wonder if i've encountered a bug? Edit: I successfully restored my campaign. But i still find it odd my campaign deleted itself like that...
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All good. The fun thing is, i tried to replace the medium wing with the small.. and i had no issues, but they didn't generate enough lift? It didnt take off... even though i feel the wing area was the same... So i put the medium back on again.. and sure enough the fell off as soon as the vehicle had loaded in. I never tried with the large wing though. It is also interesting how as soon as i strutted it the vehicle would be totalled as soon as it loaded in. I tried to connect the struts to the small fuel tanks the engines were connected to, and the the fuselages. Any way, i unfortunately didn't save the vehicle.. so i have not tried to replicate the error - i've been busy trying to make a space station.. but i keep throwing sticks in my own wheels x) probably doing all the rookie mistakes
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I actually launched it with the orange part up. But the entire thing kept break out of my faring any way. So... in the end i just strutted everything. Is there no way you can remove a strut in space once put there? I guess not. I used the orange part to push the part into place... I intended to use it as a space forklift. in the future. Any way... ill just ditch that part and send it up again... Once i find out how to make Clamp-o-tron St. undock...
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So.. I spend the most of yesterday evening and this morning fighting a banana rocket.. putting up a station. Because the station part kept bend out of the faring i ended up strutting it in place like mad. Now... on the module i put up i had a tiny little "drone" with RCS thrusters to take modules coming up and installing them.. I read somewere that struts are not an issue and will disappear when you decouple. Now.. there lies the issue, i dont want to decouple but undock... and i cant. Here is a picture for reference: Now - I 've read you can go matrix style and edit the structure in the save file and remove the struts? Alternatively... i will have to disconnect the arm.. deorbit it and have it crash.. send up a new one and fight the rendevouz procedure and correct my error. But.. Is there anything i can do?
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the stack are, as i remember, engine, fuel tank fuel tank, intercooler nacelles - and they are mounted on the middle of the fuel tank section. I can try reduce the wing size and see the error persists? I just booted the game and can see the vehicle was not saved - even though i am pretty sure i saved it. I'll try reproduce it and see if the error is reproduced with it Edit: It seems so (that the bug has been reported before), I guess i could have added my post as a reply to those posts... I'll do that in the future, I just went with a "you cant get to much data on a bug" approach. How ever I do belive the devs will have an easier time finding the bugs if they are in one post My apologies.
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Hello! i am building a space station atm, and i got my first stage into orbit... I want to undock from it so i can get my Kerbals back to Kerbin... and get the rest of the build up into space but unlike on the Clamp-O-Tron (SM) I cant seem to find the Undock button. Here is Screenshot for reference: I've tried to turn them both ways, as i thought i had accidently put them on backwards... But i still cant find the undock button. Am I doing something wrong? Or is it a bug with the MD Clamp-O-Tron?