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Abakan83

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  1. Is it the overall mass's issue? I don't even have an idea over how to make floats in this game to be honest......
  2. So, I was retrieving my sole crew onboard of my space station, and their reentry pod was landed just west of KSC, in the little bay area. Then I just through "Won't it be just interesting if I could recover my fellow *kosmonauts* with another aerial vehicle...... that's AMPHIBIOUS?“. Well It didn't turn out great. It did seems like that KSP2 is planning on enhancing their nautical playstyle, especially with the recent water-based research capsules and comparing back to KSP1, but I can't really figure out how the flotation and buoyancy systems work in KSP2, and also the water impact system, where my floats will often just get themselves destroyed upon touching the waterbody. Even if I did get landed, I can't get the craft airborne again, due to the high drag the water provides, and how my parts gets destroyed after a certain speed is reached as well...... Is it possible that KSP2 could/might enhance their nautical based crafts experience and amphibious vehicles? Or would nautical exploration just remain in a basic form as one of the research mechanics?
  3. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 | CPU: i7-10750H | GPU: 3060 | RAM: 64 GB This problem occured several times when I was constructing my crafts. Occasionally, after rewinding after "lift off" the vehicle seems to reload as a completely different vehicle (As seen in my picture's top right corner, the name is the default name, not the name I originally gave it "太空站乘员舱发射载具" or "Space Station Crew Compartment Launch Vehicle" ), every symmetric parts on the craft became individual, and as seen on the right-most stagings, they are separated as well. Sadly, the craft with this status was modified and I did not save the craft individually, and I can only provide this screenshot as the evidence. Included Attachments: .ipsImage { width: 900px !important; }
  4. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 | CPU: i7-10750H | GPU: 3060 | RAM: 64 GB This is quite inconsistent to be honest. Fairings sized Medium and Small seem to be fine, but Large and XL fairings is completely incapable of redirecting heat. I am trying to launch a module up into orbit for my space station, but the dock just keep on burning out everytime I try to exit atmosphere. And some times, even before the plasma effect start showing on the fairing, the dock would already burn out before that. Included Attachments: KerbalSpaceProgram22024_03.24-20_33_57_01.mp4 .ipsImage { width: 900px !important; }
  5. I went back and checked my vessel setups, and YES, the problem is i'm using antennas with a range FAR SHORTER than required for inter-system communication, the design of my ship also tend to lose too much electricity through their flight. Few relay satellites are set up accross Kerbin-Duna orbits, and also one on the Duna orbit, that ought to solve my problem, aw yeah.
  6. I see...... it might sure be the issue with the relay range, I'll see what I can do to improve the relay coverage. And by that I mean littering orbits with micro-satellites, since I'm just purely incompetent to come up with a suitable comms network anyway
  7. This had been rather troubling gameplay-wise, since all unmanned vehicles will have issues with control for deep space missions. This had become one major issue when performing Duna missions, since the lack of relay ability between vehicles means that crafts will nearly always be uncontrolable upon leaving Kerbin's sphere of influence, despite my planting of relay satellites in orbit close to the area. However one satellite did manage to reach Duna orbit, with signal, somehow......
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