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Aevitas

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Everything posted by Aevitas

  1. First, thank you so much for checking it out and responding. I was limiting at first to try and prevent SAS from over-correcting. Seems to happen a lot with gimbal. Yeah, it's badly flat... I didn't consider that. I've tried slowing acceleration as well, didn't seem to make a difference. I never knew that happened at the Poles. Hm. Thank you again, I am motivated again! I will figure this out, and I'm almost certain you've solved it for me.
  2. I cried internally. Context: Laythe ascent vehicle won't stop spinning out of control, and when I gave up on that I tried to design something so I could survive re-entry. It of course, continually flipped over. I think I need to make a fat pancake. A super fat pancake. I've done 4 completely different designs, and they all do the same thing. I'm so lost. What's in the video below isn't even the most recent attempt, but it was the most controllable. """controllable"""
  3. A summary; Mission: Go to Tylo What Happened: - Jool encounter, Laythe Gravity assist, Went to Tylo, Landed on Tylo, Re-orbited Tylo, went to Eeloo's SOI, went to Eve's SOI, went to Moho's SOI, and got me about 40K~ science (half from missions, half from science) and returned to Kerbin. A fun side note, is this marks my second Jool SOI entry, and my first Laythe/Tylo/Eeloo/Eve/Moho anything. - - - All images will be within a spoiler tag subdivison to keep things nice and neat.
  4. I thought it was 8gb minimum; though 10gb is still a lot at one time, don't believe I have ever seen that much utilized all at once I don't remember if I have mammoths unlocked, it was also more of a "I wonder what happens", silly experiment. In practice I will probably send up lander / nuclear section seperately & dock, especially after the game died on me
  5. I'm building a rocket capable of going to Tylo's surface & back. Needless to say, the 200 ton lander, and the huge amount of hydrogen needed to push it, well, it's heavy to say the least. (I'd check, but my game is currently dying) I finally finished the testing stage. Tylo lander & pusher works amazingly. Next up was making something to lift the few hundred tons. So....I stuck about 56 Vector engines and 9 or so large fuel tanks (spread out) and I wanted to see what would happen. Turns out, the moment the launch pad loaded something exploded (note, the launch pad screen was not up yet. I was in the VAB & launch pad picture screen at the same time when something went kaboom) So I reverted . . . As of right now (time of post) I'm stuck on this screen. Also as of right now, GPU has calmed down now, it's down to about 17% used by KSP now that the VAB has . . . 'loaded' Anyways, that's 10gb of ram being used right now. As a note, I have 32gb of ram. I think I just found a reason to somewhat justify 16x2. Lol Just wanted to share this, and also a warning to those at 16gb of ram: Be careful with ludicriously heavy / large rockets
  6. I can't help but feel like aging will one day prevent players from playing. This is a dire issue and I hope the devs fix it soon, even more so than the quote, 'sleep', 'thirst', and 'hunger' bugs that plague us today.
  7. Thanks! I managed to do it via literally raising my orbit expectations, instead of getting 350 kilometers circlular orbit I was roughly 3000~ kilometers circle. However that'll be a huge help later on, my ultimate goal is for a Jool-5 type mission (way later) and maybe other challenges. Would absolutely need something like that for then
  8. Agreed! It's also really annoying you try and go down to 1x, but it just keeps jumping between paused and x2. I'd also like an easy physics warp again (unless I'm stupid) there isn't a hotkey to do something like that. I don't mind the ramp up / ramp down for an auto-warp to point, but for manual I feel it should be just that- manual, complete, snap control.
  9. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: i7-13700k | GPU: GTX 1080 Ti | RAM: 32GB Due to parts within a fairing nearly exploding when ascending from the KSC, I disabled Heat for the duration of Kerbin ascent. I re-enabled "Heat" once I was in LKO. However, when I arrived at my mission destination, Jool, and undocked a Jool probe, I sent it down. Eventually I passed the 40K mark, and then the 30K, etc etc. I ended up crashing on Jools "Surface". Before viewing: The video is my second descent. After this is taken, I return to a prior quicksave and enabled "unbreakable joints" - The top half of the probe exploded, the rest did not. After the cut, that is showing a craft I teleported down there via the "rendezous" cheat, and the half of the probe that survived on my 3rd descent. I disabled 'Heat' so as to return to to spot and mark it with a flag. I then re-enabled Heat, which strangely enough caused everything to explode. It is strange because Heat was enabled prior, but the setting did not go into effect. I guess returning to KSC did something. I cut the video down to 1:10 instead of nearly 17 minutes to only show the important first part, and the intriguing second part. Included Attachments:
  10. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: i7-13700k | GPU: GTX 1080 Ti | RAM: 32GB Naturally, this is not a display problem since the screenshots captured it. (Though it gave me a heart attack at first) Appears stationary, however; it stays in that exact spot on screen. Almost as if my monitor is doing it; however it is absolutely the game, regardless of where I pan the camera, it is in that "spot" on the "screen" - Situation: Falling towards Jool- began mission at KSC Appeared: No idea, it blends in perfectly with the darkness of space. Included Attachments: .ipsImage { width: 900px !important; }
  11. Δv = ln ( fueled mass divided by dry mass ) * Isp * 9.80665 9.80665 being kerbin gravity; since this is being used in vaccum only for Kerbin escape/intercept/Jool Orbit, do I not use the 9.81? Do I need to calculate the total ISP of 8 NERV engines? I did not think about manually calculating the Delta-V. Thank you both
  12. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: i7-13700k | GPU: GTX 1080 Ti | RAM: 32GB The below screenshot shows what occurs when the fuel tanks are sharing fuel; as you can see, the delta-v is showing as 3,982. However, Once you make it to where there is no crossfeed; suddenly there is 5,548 delta-v. The only change here, was disabling Fuel Crossfeed. It calculates nearly 1,600 more/less Delta-V, only because of fuel crossfeed. This is leading to misleading/outright incorrect knowledge of how much fuel you really have. I encounter this consistently when attempting to build something with NERV engines especially. It doesn't seem to be so wildly off with methalox engines. Included Attachments: .ipsImage { width: 900px !important; }
  13. Previous (failed) attempt post: -- Mission Complete! -- Finally, after 600 hours in KSP1, and 30 hours in KSP2, I have reached outside of Mun, Minmas, Duna, and Ike. Finally, I've reached farther. After the failed build above, I decided to rebuild everything. Using radical decouplers with fuel-feed off and only vertical tanks in a single line, I developed my craft. Lifting it into orbit was surprisingly trivial, though I had a few issues of spontanious wiggle exploding the vessel on the pad, and some strange force in the upper atmosphere causing uncontrollable spin. And the fairing naturally did not protect from heat. I forgot to screenshot the ascent vehicle, but I've posted 3 screenshots below of the end of the trip
  14. I was going to nearly do that; but after a quicksave my wings got distorted somehow, and started an uncontrollable spin. Ended up crashing because of it and clipping through the South Pole terrarin instead of exploding. Lol
  15. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: i7-13700k | GPU: 1080 Ti | RAM: 32 GB Dealt with this as well, I found it amusing.
  16. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: i7-13700k | GPU: GTX 1080 Ti | RAM: 32GB Context: Testing Jool encounter / low orbit stage (teleported it into LKO) | Craft starts with 5,700~ delta-v in LKO. Getting an intercept with Jool takes about 2,400~ delta-v with the node I set; thus we have 3,300~ delta-v to work with. The burn to intercept Jool was time warped quite high, and did not have any issues. I've had this problem occur with Duna, multiple times, and was forced to use Terrier engines in order to orbit Duna. This video was recorded after a time-warped burn that completely failed, it got less near orbit than the full 5+ minute burn. The recording shows the first 5+ minute burn in full, after it fails I try time-warp again. Also, it displays a weird bug where I'm forced to exit and re-enter map view to edit my node, the manuveur node on the navball getting reversed after quicksave load (many times encountered) and also delta-v calcuations heavily impacted just by transferring fuel. Notes: I have never even tried to build a Jool capable stage before. In KSP 1 & 2, I've only gotten to Duna & Ike / Kerbin's moons. This is intended to stay in Jool orbit. So it's probably really badly designed. However, I'm positive it's failing due to buggy behavior. *As on 1/14/2023, 5:01pm, the video is estimated to process to 1080p+ in one hour Included Attachments: .ipsImage { width: 900px !important; }
  17. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: i7-13700k | GPU: GTX 1080 Ti | RAM: 32GB As you can see... I'm under the South Pole. No Santa either. What Happened: Lost control of my airplane, dived towards the South Pole's ice, and instead of crashing, clipped under the terrarin. It appears that the craft is suspended by the water body close by. It did not appear to be move despite active engines and changing velocity. Replication: N/A didn't even try, it took 20 minutes to fly this far
  18. Reported Version: v0.2.0 (latest) | Mods: none | OS: win11 | CPU: i7-13700k | GPU: GTX 1080 Ti | RAM: 32gb ---------------------------------------------------------------------------------------------------------- Just encountered this as well; This was taken after a quicksave load, a revert to launch then to VAB to fix something, all of which continued to have this happen. Started when I loaded a quicksave to try and correct a missed landing. Hoping restarting game fixes it
  19. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win11 | CPU: i3-13700k | GPU: GTX 1080 Ti | RAM: 32gb Have encountered this a lot as well. Was using a x4 NERV setup to try and get Duna orbit. Despite accounting for burn time, the 2,500~ delta-v burn took all of my Delta-V (5,000~) and did not even get a high apospis Duna orbit. I had to swap to Terriers so this wouldn't happen. - I also had timewarp completely messing up, including it contuining to lower velocity outside of timewarp to the point of falling straight down towards Duna (Only happened with NERV) Not been able to upload any attachments to the forum so can't report ^ properly
  20. With this game ultimately not centered around the Kerbol system, I don't think this is a practical addition without a different gamemode for such determined exploration, or an exceptional mod. However, I believe that spending science at the tracking station to "Scan" or something that then reveals a new planet system is fair and absolutely within KSP2's bounds for Interstellar space. I hope to see this happen with interstellar space. KSP 1 was all about Kerbol. KSP 2, is not
  21. Fixed joints exploding, corrected a two thousand Delta-V gap (oops!) swapped nuclear to 4 terrier because delta v calculations are weird or im insane (its just a Duna orbit!) Missed my original Duna landing, but that's okay, more science! And now my vessels will not dock. Sigh
  22. This is a list of QoL features / plain features / improvements/ whatever at this point, that I'd personally like to see in KSP 2. Be it today or months from now. There is no particular hierarchy. Feel free to add your own! Adding more to this as I read replies because I'm just one person and have limited thinking prowess! That is to say, I wish to add ideas to this list as I read them because I didn't think about it. Not even going to try and keep this ordered by-effect/change. Will try and keep duplicates out If an idea is from another, I will put their name in parathesis and italicized. "Many" will refer to just that; more than one (including myself) Manuveur Node Window / fine controls, just like we had in KSP 1 More minimized Delta-V readout in VAB / flight. There's a lot of unused black space thats not neccessary sometimes. Another toggle for just Delta-V and not fuel tracker is this wish Option to reduce entering / exiting gravity well "pulse" effect. I love this feature, but its quite huge sometimes for me. Mouse Sensitivity options Mouse direction options (inverse, etc) Seperate VAB / Flight Camera Pan options (sensitivity, inverses, etc) "Warp to Day" / "Warp to Night" "Warp to Encounter" (So as to warp to a few seconds before entering or exiting sphere's of influence) Transfer Window Warp Timers Manuveur Node Editing while Paused (unsure if this is a bug, or a feature, to not be able to do this while paused) Rocket Plumes follow the rockets path opposes to statically locked. More specifically related to effect smoke, to have the sight of your smoke trail as you launch "Do Science" button only flashes when there is truly a new science to do (Unsure if this is bug or not) Make Re-entry effect more flashy (I like the current effect , but it feels almost too static and needs more particles or variation.) Thermal bars less out-of-place feeling (Feels duck-taped on. Which I like, but a more visually in-line one later would be a nice thing) Symmetry automatically goes to correct option when trying to apply new parts to something (example, add struts to a quad-symmetry booster automatically sets symmetry to quad.) (Unsure if this is a bug) Scream bloody murder at the player if they forget to put even a single parachute. Do seperatrons seem weaker? Icon Improvement (WiS3) Darkness settings (WiS3) Easier map movement / less clunky (targetting, manuveur node stuff, etc) (WiS3 & Gluckez) VAB camera/movement fixes/improvements/options (Gluckez) Better Exhaust (Jeq) Better Docking / Structure for them (Gluckez) Better plant-dust for wheels, landing, landing gears, etc (Jeq) Exploding parts cause more explosions (difficulty setting maybe) (Jeq) Improved parts manager (inflight + VAB) (WiS3) Robotics (Many) More intituative action group setting Fuel Flow Priority Correcting Delta-V readouts (Many) Entering/Exiting SOI sphere of influence color or effect difference (perhaps a pulsing in as well for entering, pulsing out for exiting) (WiS3) EVA Construction (Gluckez) Snap rotation to world (Jeq) "Ore" equipment (I'd have to imagine this will be a thing in some way for Colonies?) (Gluckez) Waypoints/Map Markers on surface (Steveman0) A mechanic to make precise sub-15meter target landings? (It's kind of a pain to do it perfectly first try. Seems like a thing that would be really nice for Colonies)
  23. This makes debris instantly disappear on screen as far as I can tell. Not sure if that's directly intended or not, but thats what happened to me when i tried doing this. A simple button or toggle to "Remove all debris when vessel is recovered" would be more than good enough
  24. Agreed, I was unpleasently surprised when I tried to plan a docking manuveur and couldn't do it while paused.
  25. Fifth'ed I understand the reason; but it's always been very clear when you do not have enough fuel to do a projected manuveur. Trying to dock or just see how much extra fuel you need to complete something to redesign/fix, or using RCS for the last little bit, are all valid reasons to allow this feature imo.
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