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Sylvi Fisthaug

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Everything posted by Sylvi Fisthaug

  1. SAS in this game is not very accurate, but unpatched it just rocked the craft around. It is milder now, but it is like a Kraken that kinda nudges your station a bit, happens to me as well sometimes. Fuel lines sounds very cool! I considered doing the same, but the reason I built a new station was that the part count of the old one, which was just designed bit by bit, got out of control... the new one I designed in it's entirety in the VAB and launched in bits.
  2. Yeeees, give us more engineer's reports and project updates of your gliders/shuttles. I have learned that the MK3 with a bunch of stuff attached to the front node in the cargo bay flies pretty well. Small cargo bay with a metric dump-ton of batteries and a docking port in the front, tanks in the rear. HOW DID YOU BUILD A SPACE STATION LIKE THIS Have you not had any Kraken attacks while assembling?
  3. Holy moly, your kids will probably end up as engineers at SpaceX. Anyhow this warms my heart. How have you even been able to dock. I'm gonna blow your mind: select the docking port on other vehicle as "target" by right click, and right click your own docking port and select "control from here". Look at your navball. Try to align your craft somewhat in the same attitude as the station. This is easy if you align the station to like anti-Normal or Normal, as this does not change while orbiting. Align your own craft the same way. Now just translate your craft IJKL until you have the target in your crosshairs. Move forward at about 1.0 m/s, and try to keep the prograde marker at the target with the IJKL keys. And now you have docked! But you probably knew all of this from before? @fulgur made great points just above. But why wings and space planes? Will your rocket be able to fly, let's say, without wings? Or just "fins" in the front like the falcon and starship? This way it should reenter engine first and not nose first.
  4. Yees @BettyLarson show us your creations. Or show them when they are devoured by the Kraken. The Kraken have devoured many of my craft. All hail the Kraken.
  5. Thanks! It's what left of the struts I needed to launch it It's really impressive how you managed to build all this with two kids! This is true, and the goal of the developers is to invite new players in and make it more accessible. This thread is an example of that. Lots of the old players keep rambling on about the state of the game, the lack of the features, how they dare launch KSP2 with fewer parts than KSP1 after ELEVEN YEARS of development... fewer features = new players.
  6. Thank you for a post that is positive to the game and the development. It makes me believe more in the developers again after reading too much negative bias towards the game. Honestly, I've seen so many people here either being dissent towards Nate telling us about taking a vacation, or even worse; taking the vacation. The team is obviously working hard, and too many people in the community have expected a finished product. KSP2 was a bit more buggy than expected when it released, but after two patches I have been able to build two space stations. I have not prayed enough to the Kraken though, and will be sure to do that tomorrow. A lot of hot takes here, I am ready to take the heat.
  7. How many hours have you clocked in KSP 2 now? I started a new space station, as the part count of the other one dropped my FPS to about 7. Made a new iteration of the stolen tugs for that one. Image is in spoiler (to not draw away attention from your own posts.) I must say, your thread here have inspired me to build the stations. I thank you for that.
  8. Whenever I read KSC in non-Kerbal situations, I still go like "huh" before I go like "oh".
  9. Currently experiencing this same bug. YouTube video showcasing the bug: KSP Version 0.1.2.0 Operating System and version Windows 10 (KB5025221) CPU and GPU models, any other system information which could be relevant AMD Ryzen 5 5600x Gigabyte - Nvidia Geforxe RTX 3070 ti Description of the bug. Expected Behavior Expected to be able to undock my tug, and navigate it over to the truss section I have just launched and parked in the distance. Pressing the different markers on the navball does not make the craft point retrograde or prograde etc., just spins it out of control. Translating creates same bug as described above, where controls are not clean WASD or IJKL inputs, but a combination of two of the inputs. Observed Behavior Undocking the tug breaks the NavBall as described in the post above, and also introduces problems with control. Using Steps to Replicate Not sure if able to replicate. Restarting game or reloading save does not fix the issue. Fixes / Workarounds (if known..) Timewarp does not bring back the navball A list of ALL mods. If the list is long, please consider using a spoiler window. Not installed any mods. Other Notes / Screenshots / Log Files (if possible..)
  10. The best ideas are often the simplest ones! Currently battling bugs assembling, and Bob snuck into my escape pod on launch, even though he was advised not to... My (your) tug, or the large one, have one medium docking port in the rear, and one small docking port in the front. Easy enough to just reverse control of the pod in the parts manager, but it lacks a bit of "oomph" to move heavier stuff, and relies on that stuff having RCS thrusters attached to it. Having some rocket engines attached to the end of the tugs might imrpove quality of life on that note, and that's of course where the adapters come in. So yes, might steal that idea as well.
  11. Stolen design of tugdrone in launch assembly (top) and enlargened version (bottom). Now I have slanderously done so, @BechMeister Your blog is inspiring me to continue my own space station. Also found out just as painful as you did that docking ports of different sizes don't attach. This is why large tug drone is now deorbited, and just small tug drone is docked to the station. Keep building!
  12. Hmm yes, adds accessibility to the VAB, very good point. Where can I find pitchforks that fit in my backpocket? Asking for a friend.
  13. Me too. But it might be hard to code/make? Fairings are simple, just make segmented tube, make it not collide. Tubes are simpler, they are just... tubes. With sliders in the abysmal parts manager to change the length. But tubes don't carry propellants. I find it so incredibly impossible that they have not thought about procedural tanks when they have fairings and tubes. I think it might have to be something with the amount of propellant and how to code it. Lots of geometry and volume calculation.
  14. I keep destroying the launchpad with my thirty-something engines and then flipping over
  15. There will be no Sylvi Fisthaug on the forums tomorrow. Only Kraken dust.
  16. Hello! Slight update, I now have 83 hours. Making my first Kerbal Space Station ever. Posting some quick screenshots here, will make a dedicated thread in the correct forum whenever. You know what? I cannot get the stupid embed thing to work and it's past bedtime, so no screenshots today. Starting a new thread some other day. In other news, learned that @Vanamondeis a name and not a reference today: I googled the referance, but I am not so much of a cultural person. They are a community member, e.g. a real person (hopefully). Good night!
  17. Graphics. Possibility for multiplayer. Possibility to add a another star system, and travel to it. The old code had constraints that did not allow graphics at this level. Sure, the mods have done a great job, like KSP redux back in the day and so on. But have you SEEN the volumetric clouds at Jool?? And slowly, the performance will increase. KSP v0.7.3 only had Kerbin in the system, not even Kerbol, and was missing lots of the core features later added. This was the first release in 2015, as the game had been in development since 2011. KSP2 almost never saw the light of day. The team have made a terrific job to have this sandbox thing somewhat playable. I'd take current KSP2 than having to wait another year for a cleaner, more expensive version any day. And having the community coming with feedback as you and I are doing now, will help the team develop the game faster, and with clearer goals. Sylvi, out.
  18. Having the center of mass ahead of the center of lift should stable things out abit. Try using the slider on the monoprop tank in the VAB to see how a full tank and an empty tank changes the centre of mass, and try adjusting your center of lift accordingly. Presumably if you have not done this already.
  19. I love this thread. I might have been inspired by (slanderously copied) the design of your tug drones. Probably gonna do the same with these:
  20. Soo the image links seems to have disappeared. Are you able to post them again?
  21. I am the third owner of a 3070ti... woah, that felt good to get off my chest. Friendly jokes aside, I DID notice some improvements when flying, mainly in flying medium-ish craft of 50 - 100 parts the FPS increased significantly. I can't wait for the day where I can enjoy beatiful sunrises through the craters of the Mun in maybe 60 - 80 FPS, or even marvel at the green clouds of Jool. Keep up the good work.
  22. Many people and old players clearly, and understandably, had high expextations of this new game after close to seven years of KSP. I say understandably, because we have gotten high expectations from trailers, we know this is the big and awaited sequal for years, and there have been so many delays, and so many postponed launch dates. This game has got to be good, right? Well, in all those years of development, there have been massive changes to the dev team, partly due to the pandemic. While this game builds on many of the core mechanics of KSP1, in many ways the team is building a new game. Not just a new shell on the old code. This WILL create bugs, but also free the devs of eventual constraints the old game had. The team have stated now, but also before, that they are very happy that the game is just, out there. And they do probably feel proud of the game just being... a game. After all, we don't know the state of the game a few months before release. In many ways, my take on this new Kerbal Space Program, is that it's more like "Kerbal Space Program... again" in the way that we start the same way the old KSP1 started all those years ago. But the team also wants to make something new, to expand on what the old game was and still is. Mind you, that game took all the better of 7 years to get into the state where it is now. Still, I also have my moments where I want to crush something because my landing legs fell of or my rocket did an unscheduled disassembly next to my space station. If you feel frustrated about the game in the future, I will advise you to send a spacecraft into the clouds of Jool, and just marvel. (SPOILER for Jool missions) I'm gonna leave you with a quote from the previous AMA, where (I think it was Nate) stated this on a question on how they felt with the negative feedback:
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