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Oak7603

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Everything posted by Oak7603

  1. Which is the point the OP is making. It doesn't seem right that parts that don't touch get joined together. I try to build 'realistic' builds so I don't like it when parts clip or move through each other so this just bugs me.
  2. I submitted this as a bug inlcuding parts magically fixing themselves to fairings with a large gap between them and then not being able to release them but was given the answer to use a decoupler. When I asked if that is just a work around or was working as intended, I was just ignored. I don't think that any part should join another if it doesnt seem to physically touch it. I also don't think that cargo bays should have attach points anywhere but at their base so the small cargo bay sections should be able to be used to make cargo bays of any length you desire. I concede that it may be the case and requires some specific placement but it's not intuitive as shown by my bug report and the OP's difficulty.
  3. Its the same as the last two rover wheels being unlocked at the same time on the last rover node in tier 4.
  4. For Jupiter Exploration it was a more sedentary test of the newly adapted launch vessel - Discovery 1. Complete with the aforementioned cabins, orbital science, and probe satellite for orbital surveys, launch and LKO was succesful. The two Kerbal crew then set up a Minmus insertion, giving them a high polar orbit for the release of the satellite. This was succesful and region scanning has commenced. They then took Discoveryl to a low equatorial orbit to start the orbital surveys and also released the lander for planetary exploration. The lander succesful visited all regions but it wasn't uneventful. Trying to land in a crater led to the loss of a solar panel and a lander leg, but the professional Kerbonaut managed to complete all missions and collected all science from all regions. He then set up a rendezvous with the launch vessel, and then the short trip back to Kerbin. 3000 science collected which completed the tech tree.
  5. I'm not trying to be argumentative but you keep saying everyone hates the font. It doesn't bother me at all. I have no issues with it in the slightest. I can read it all. I really don't care about fonts to the point I hadn't even noticed it at all. If it has to be changed, i'd rather actual bugs are prioritised or new features are added. Font is at the bottom of my list. In fact it doesnt even get on a list.
  6. I'm not sure that is the reality though. I played KSP1 for a long time and yet KSP2, in the relatively short time it has been out has made me do more and go further than I did in KSP1 and I don't think they tried to recreate KSP1 either, they've made a sequel. As for KSP1 is it the game that people think it is? In my case, so this may not be the same for you, I had a heavily modded KSP1 covering all aspects - graphics, parts, information, QOL fixes etc to make it the 'game that it is'. Stock KSP1 isn't as good as KSP2 IMO (yes there are bugs but these will go just as the bugs in KSP1 reduced over time). I do have mods on KSP2, one for orbital surveys to map the regions and this could easily end up as part of the game so I may not need that one, one for maneuver controls which will be fixed at some point so I won't need that one, and science arkive which again can easily be implemented and I expect that it will too. The others are dependencies for these. I don't need all the other mods I had to enjoy KSP2 more than I did KSP1. Of course, as with these things, your mileage may vary.
  7. Good work on Kapy Rock. There are other missions that can be cheesed too. You'll find them... For me, I visited Pol. With a slightly revised vessel and lander. We did have an issue in LKO when after decoupling the nose cone assembly it hit one of the solar panels as it went past and broke it off but it didn't affect the overall mission. So my kerbal flew out to Pol. Set up a low orbit and then landed on the surface again. Pol has what seems like 0 gravity so the lander had a good few hops in it. He scienced all of the regions, and he even put the lander in a polar orbit to try and find the two discoverables. No luck on that front I'm afraid. However, that aside, we came back with a completed mission (3000 science) and almost 10000 science from the surface. I have further tweaked the lauch vessel with increased capacity to collect stranded kerbals, added the orbital report module from the Tier 4 tech tree, I have added a satellite that I can put up and with the Orbital Survey mod I can be discovering the regions whilst the land gets to them. I think I will be going back to Jool to look at Val and hopefully collect some stranded kerbals too.
  8. I felt like this too but genuinely after today I have seen that it's not the case and with 1 decent mission to one of the further out planets can easily net you a Kerbal ton of science.
  9. Dres was the mission. My first true exploration and science collection mission. I arrived in the SOI with a 1 Kerbal vessel with attached lander and set up an orbit. Then we sailed under the rings waiting for the landing window to complete the secondary mission. After landing to complete the mission we hopped around to study different regions. After a slight mishap where I forgot to add a probe core to the orbiting vessel so had to set up an RV node using the independent thrust, the Kerbal got back into the main vessel for the journey home.
  10. Well I have to say I'm converted. I built a rocket that would get to Dres with a multi-hop science lander flown by only one Kerbal, I visited 4 areas in one go running radiation observations as well as the normal science parts and the Kerbal collecting science samples and even without running any orbital science (forgot to add that bit to the build) I managed to get over 45000 science not including the 8000 mission reward. Looking back now, I think I just didn't have the parts or the ability but it was actually alright and so I have 15000 science left to get with plenty of places to visit.
  11. I think tutorials should be for the real basics. I think missions should be story led as well as used to teach the mid level strategies. In terms of 'advanced' missions / tutorials I'm not sure about. I have never used a gravity assist in all of KSP1 or 2 and although I'm not an advanced player, I have visited all planets and landed on most. Maybe this could have been done easier or sooner had I known how to use gravity assists but you don't need them. I liked the tutorials and I dont think they need expanding on, for me, learning through missions would be a better way to go. Add some missions that require docking, polar orbits, space planes, rovers etc. For me, I would like to see more rover based missions specifically. I would agree with previous posters that the missions need to be tighter or the completing text more generic. I completed the 4 wheel mission by sticking for wheels on the side of the rocket. I completed the Laythe flying mission by firing the engine just in it's SOI, I didn't even touch the atmosphere at all, yet the completed text talked of flying in the atmosphere.
  12. Is that on normal science rewards? I am in Eeloo orbit right now although this was just a flyby so no surface landing possible. So far I've done high orbit crew observations, environment data, environment samples, radiation measurements, orbital survey, and orbital survey samples, as well as low orbit crew observations, environment data, environment samples, and radiation measurements and that is only 4600 science in total. I got 8000 for doing the Eeloo SOI mission. Where is there another 26000-41000 science at least?
  13. That was me. So in my current play through of KSP2, I still have 66000 points of science needed to unlock everything. I only have 30000 of mission rewards left and having completed the final main mission, I don't think there will be any new secondary missions. If that's the case, I have to find 33000 science around the Kerbolar system. I probably have 10000 science with Kerbals stranded around the Jool system and on Moho that I can't rescue due to my (in)ability level (and game breaking dV bugs when builidng multiple crafts). I am planning on trying to build a planetary science ship that can visit every planet and complete all science missions in one go but that seems like well past my ability level. Maybe, the system should have been a mixture of science to unlock the tech tree but other rewards or achievements for exploration. That way you could max out the tech tree earlier, and then be rewarded with achievements for exploring. Of course, we don't have that system so I'll just keep trying to git gud. Or just starting again, which is what I normally do.
  14. Reported Version: v0.2.0 (latest) | Mods: Orbital Survey, Maneuver Node Controller, Science Arkive, Flight Plan, Commnet, and those that are required for these mods. | Can replicate without mods? Yes OS: Windows 11 | CPU: i7 12700H 12th Gen | GPU: Geforce RTX 3070 Ti Laptop | RAM: 16GB I landed on Tylo and got out of the vessel, went off and came back, now I can't get back into the lander. The menu says press F when near the ladder or the ladder rungs, and B to board if I manage to get near the hatch but neither of them work and now I can't get back inside. Included Attachments: quicksave_48.json
  15. For the final Jupiter Exploration company's Mun rover mission, Jebediah Kerman was collected from the Mun surface after 52y marking half a century of kerballed exploration, leaving Commitment behind (an early tech rover) to travel to the Mare Eye. Once Jebediah came home as a hero, the latest iteration of the rover - Continuity - was then landed on the surface to explore the Rayed Crater. A succesful landing, followed by a precarious journey into the crater, marked the last of any planned Mun missions.
  16. Its an Erazer Beast x30. It already runs hot as you'd expect so I'll not look to fry it anymore. I don't know enough about this sort of stuff but here are the Nvidia stats when controlling a lander on Duna compared to controlling a satellite in space. In both places, both the CPU and GPU seem under utilised so maybe that is a machine throttling issue, or maybe this is what is meant when 'they' say that KSP2 isn't optimized? Anyhow, it hasn;t stopped me playing and it doesn't suffer any slow downs, its a very steady 20-30fps.
  17. I seem to get low 20's FPS constantly when playing on a planet surface and about 30 in space. It doesn't matter what I change, or what setting I use, that's what I get. There are posts on here with people getting, even if only at times, 40,50, 60fps. But for me it doesn't seem to matter whether I try 4K, 1080p, max settings, low settings, anti aliasing on of off. I do however get nearly 50fps in the R&D screen and I get 165 on the main menu so it's not a hard limit I've set somewhere accidentally. i7 12700H 12th Gen, Geforce RTX 3070 Ti Laptop (8GB), 16GB RAM, Windows 11. Is this a game issue or a me issue that I can try and sort with some system settings?
  18. @Mister Spock Not a huge rocket but uses parts from the 4th tier of the R&D tree. My rovers have got better with tech. My first one is trundling around on the Mun but its so slow compared to this as well as being very small with a lack of tech as I hadn;t unlocked stuff when I built it. A replacement mission is planned. There is a large cargo nose in tier 3 - Large Payloads, and an XL cargo nose in tier 4 - XL payloads. Both hinge open.
  19. Turns out the lack of control was a bug. F5 F9 resolved control issues. Here is the lander in the daylight heading to the northern pole.
  20. Reported Version: v0.2.0 (latest) | Mods: Science Arkive, Orbital Survey, CommnetUtils, Maneuver Node Controller, Flight Plan, and their required mods. | Can replicate without mods? Yes OS: Windows 11 | CPU: i7 12700H 12th Gen | GPU: Geforce RTX 3070 Ti Laptop | RAM: 16GB When you hover over parts of vessels they are highlighted. Sometimes this highlight will not go away and there seems to be no way to 'de-select' them. This causes issues for screenshots. First screen shot shows the highlighted part. The second screenshot shows the highlighted part in the background despite the vessel not being active. Included Attachments: .ipsImage { width: 900px !important; }
  21. I keep having this issue that may be intentional but it really bothers me and it is when parts that aren't even touching get locked together. Examples of this are when I tried to build a cargo bay that was exactly the right length for a satellite probe, but when it was deployed all of the small cargo bay sections were stuck to the craft, the latest one is in the following pictures. I built a truss section to hold the inflatable heat shield over the fairing that enveloped the whole structure for launch. When I deployed the decouplers to release the rover and heatshield from the last stage of the launch vehicle, the heat shield was magically held in place. Is this intentional and if so why. If not, I will submit a bug report. My other issue is parts staying highlighted. How do I 'unselect' a part? I like taking screenshots and they look rubbish with highlighted parts. Lander with the struss sections: ] The deployed structure and the magically fixed launch vehicle: The highlighted part in the background, part of vessel that isn't even active anymore!
  22. Duna Lander Mission 2 completed. This was a new build rover with some of the latest tech that I have unlocked. This one is called Galileo and has landed exactly in the region that I wanted - just on the edge of the northrn polar region so all regions in close proximity. The only issue is that when the rover decoupled from the lander, it had no electric, therefore no control, and so when it landed wheels down, it then slowly trundled off into the crater that it had landed on the edge of and then proceeded to roll up one side, down the other, skateboard half pipe style! Luckily the rover turned out to be quite stable so no crashes. It is still going as I type this. Kerbol is on its way so the issue will resolve once the solar panels kick in. I do remember putting the small electric generator on the rover, and the methalox fuel tank is attached but the converter isn't so I don't know if that didn't survive the launch with the fairing not providing any heat protection bug, or when reverting builds in the VAB I forgot to put it back on. All in all though, time to science. Galileo and it's Lander: The Lander deployed with the stupid issue where things are held together that aren't even touching and I have no idea how to stop parts being highlighted. How do you stop either of these issues? The rolling Galileo. That is still going. I can't seem to speed time up past 4x as I am unable to leave the active vehicle so this may take some time.
  23. There are a few things like this that need tightening up. I also just put 4 wheels on a rocket to complete that mission. Also the Laythe plane mission works if you turn on a rapier anywhere in the SOI of Laythe, even though the mission complete text goes onto talk about the atmosphere and how the plane flew. My plane was an engine on the side of a rocket nd it didn't get anywhere near an atmosphere.
  24. Today I also sent a rover to Duna. It was succesful in terms of delivery and landing. However, the landing spot was way off where I wanted it to be, and I picked too small solar panels so power generation is slow. Mission 2 planned. Detached from the delivery vehicle: Parachutes deployed: Wheels down. Scanners up.
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