leos101
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Posts posted by leos101
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On 4/5/2024 at 3:32 AM, herbal space program said:
I'll take a look! The ship I was talking about is sadly gone, but there is still a pic of it on my Imgur account:
...So I went and took a look, and that ship is indeed a beast! It's too bad the person never figured out a plane that could land from orbit on Eve. That makes the whole thing much easier! And it didn't really seem so hard either. Other than not mounting anything too heat-sensitive on the bottom, I don't recall that I had to do anything special to make it work. The way you can use wings to dissipate speed in KSP1 by turning it into lift rather than heat seems almost like a cheat, but I was only too happy to take advantage of it. I saw also that you apparently had problems with the robotic drift bug affecting your plane. So did I! If you look closely at the pic above, you can see that my props are at an odd angle, pointing somewhat downwards instead of straight ahead. That is not how I built that plane, but that's how it ended up after I landed, and nothing my onboard engineer could do seemed to be able to correct it. In the end, I had to make most of my flight back to 20km upside down!
Awesome Design !!!
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Fizzlebop Smith, I can totally relate to the struggle you describe. As an avid KSP player, I often find myself getting carried away with the pursuit of awesomeness, only to end up with a behemoth of a craft that can barely lift off. It's a delicate balance between functionality and aesthetics, and it's easy to lose sight of that.
I understand the disappointment of not being able to share your creations with the community because they're tied to missions you've already completed. It's a shame that there aren't more options for low-tech designs, as those can be just as challenging and rewarding to build.
However, I try to look at it as an opportunity to flex my creativity and problem-solving skills. Crafting something truly impressive within the constraints of early-game technology is a unique challenge that can lead to some ingenious designs.
While we wait for the craft library to grow, why not embrace the spirit of exploration and push the boundaries of what's possible with the limited resources at hand? Who knows, you might just come up with the next iconic low-tech design that inspires others to think outside the box. -
HI !!!! I am an enthusiastic KSP player. This monstrous yet ingenious mothership design is an absolute marvel! While laggy and impractical for precision maneuvers, it's a delightfully excessive engineering feat perfect for oversized exploits. I wouldn't recommend it for refueling stations, planetary landings, aerobraking or high-FPS scenarios, but for pure audacious scale and creative problem-solving, it's an absolute blast!
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Is there an option for automatic terrain leveling for areas other than the flat plains of Minmus?
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On 4/8/2024 at 10:31 AM, stephensmat said:
I'm working on spaceplanes, yet again.
The MK3, my latest attempt, keeps veering off to the side on the runway when it gets up to 110m/s or so.
I've checked the wheels angle, and I can't see anything wrong.
The braking power on the front wheel is set to zero.
I don't even touch the controls, and it does this every time.
Any advice?
EDIT: I've added the 'blueprints'. All advice welcome. I don't even know if lift is possible, because I can't get it up to speed on the runway yet.
The spaceplane seems quite heavy, which could be working against you. Additionally, the high engine placement likely causes a pitching down moment, putting pressure on the nose gear and making it difficult to lift off. Try increasing the angle of attack on the main wings slightly to generate more lift before rotation. Also, ensure the canard wing is large enough and properly bound to pitch controls to help with rotation. Reducing weight and lowering the engines may also help balance the craft.
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28.04.2024 в 01:34, Годдхен сказал:
Крутой вызов! Я принимаю вызов! И я горжусь тем, что являюсь частью этого крутого ежегодного мероприятия.
Мое текущее лучшее время: 2:06.
Aww man! This challenge is gonna be very fun!!!!
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On 4/20/2024 at 12:20 AM, Overheal said:
Alright I've still gotten no response about this, could someone help me, I don't care if it's manual JSON editing or a mod etc. but how do I get to editing/fixing my triangle orbits, because either through reloading bugs or floating point error and bad precision with the KSP2 maneuvers system, my triangle orbits dont stay in place/triangle. I just need help knowing what to edit what values to put etc. so I can just go and manually correct these orbits in my save file to be at the same altitude, circular, and 120 degrees apart from one another thanks in advance.
Hi! The triangle orbits can be tricky to maintain due to floating point errors and maneuver node precision. Unfortunately, editing save files directly is not recommended as it can lead to game instability. Instead, I'd suggest using a mod like Precise Node or Precise Maneuver to get more precise control over your orbit adjustments. Alternatively, you could try performing small correction burns regularly to keep the orbits aligned. It's tedious, but sometimes the only way to maintain those perfect triangle orbits.
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On 4/20/2024 at 11:26 AM, allanp11 said:
My suggestions? As posted in the UI/UX mega thread....
- Yeah, like many have said the font is very hard to read in places, especially numbers.
- The VAB stage info doesn't have much information. In KSP 1 you could see start weight, end weight, isp (useful if you are mixing different engines), burn time, delta V, thrust and TWR. You could also select which of these is visible. I would like that back for KSP2.
- I don't know if this is a physics thing or a user experience thing, so it might not belong here, but I think it can be remedied with some extra UI controls. The user experience of rover wheels is terrible for moving anything other than tiny rovers. The rovemax TR-L2 wheels are pretty big, bigger than a kerbal, and look like they are suited to moving heavy, 20+ ton loads up and over hills and valleys at a slow but steady pace. Right now, they are geared to do 58m/s, which is 130mph! That's fun for a small buggy, but when I want to move and dock heavy assemblies on the hilly ground, I don't need to do that at 130mph. I would really like to have 2 new sliders for the rover wheels. One is gear ratio to allow me to decrease top speed but increase torque, and the other slider is power, so I can increase the overall power at the expense of increased electricity consumption. Right now, 4 of the the TR-L2 wheels just rolled my 20 ton lander to the middle of a shallow depression and did nothing after that. This definitely needs fixing for colony's. At the highest power setting and biggest gear ratio for torque, the rovemax TR-L2 wheels should be able to move a heavy lander up a very steep slope, steep enough to tip the whole thing over backwards if you're not careful.
- The maneuver plan is very hard to adjust correctly. I would really like a separate fine adjust tool similar to what KSP1 had.
- I would also like to plan more than 1 maneuver plans ahead, and to see the deltaV cost of each maneuver plan.
- Being able to set the maneuver plan on the line that appears inside the SOI of the body you get an encounter with would also be great. I want to see if I have enough deltaV and thrust to slow down enough to get into an orbit, instead of just hoping I don't whizz by.
- Sometimes maneuver plans can come upon you very quickly before you have had time to adjust it. I would like the ability to set and adjust the maneuver node while the game is paused, or maybe even better to have a few time warp options below 1x speed, so we could have 0.5x, 0.25x and 0.125x warp settings. This would give us more time to adjust the node but also seeing things happen in slow motion might help us understand why the blasted large landing legs are exploding when landing at 2m/s!
- The new closet approach windows are better than in KSP1, so thank you for that. However, the closest approach keeps disappearing despite adjusting to get it closer. It will do this even though I'm not getting an encounter yet. Then when I get it to reappear the window is gone and I have to reopen it again, which usually means closing the maneuver plan I'm working on, only to re-open the closest approach window, then I have to hope that it stays open when I reopen the maneuver plan.
- The maneuver plan I'm working on closes when right clicking the PE to keep the PE displayed.
- It can be hard/impossible to select the right thing when zoomed out in map view. In Kerbin's SOI I might have an orbiting satellite or 2, the mun, munmus, Kerbin itself, and a closed maneuver node I would like to reopen. When zoomed out in the map view they are all on top of each other. I would like to be able to click and then choose which one of those things to select if there are multiple items there. I would also like the ability to show/hide map view elements, unless that's already there and I have yet to find it!
- When attempting to EVA I often get the error message saying something like EVA is blocked due to obstacle. I think whatever the EVA check box thing is, it's too large, and it would be nice to be able to see that hit box while building. Have it be toggleable on and off of course, it could be an option that appears when you right click the command pod/seat to show EVA check box, and have anything that clips into it be shown in red.
- in the VAB, the way symmetry works can be confusing. If I place two radial fuel tanks then I go to strut between the tanks and the main body, sometimes it will put two struts on one tank. the symmetry of the one side tank I click on is respected over the symmetry of the whole ship. It would be nice to have different symmetry modes to select between part symmetry or whole vessel symmetry, or select which part build symmetry is applied to. Also, bring back remove from symmetry option.
- When moving up/down ladders, sometimes I have to place the small three rung ladders in weird places/angles to get a claimable path back to the command module door. However, when attempting to climb these ladders, when pressing F to go to the next ladder the kerbal hops back to the previous one. In these cases it would be nice to be able to right click any ladder and have a "grab" option on the selected ladder. If the ladder is within range they will hop to that ladder.
- Which of the open/closing circles that appear on a body's SOI is the entrance and exit can be confusing. Maybe this could be improved. For now, for anyone else who is struggling to remember which one is which I use this. As I ENTER the room (SOI) the door (circle) OPENS. As I EXIT the room I CLOSE the door behind me.
to the above I would also like to add...
- Landing legs could do with being better. The Large landing legs seem to just want to explode even when landing at 2m/s.
- Also, when landing on anything other than perfectly flat and level terrain, the craft seems to want to tip over or even bounce onto it's side. Can the landing legs be made to compensate for non-level terrain to keep the craft pointing directly upwards, instead of at a 90 degree angle to the ground.
- It would also be great if the landing legs could be made to raise/lower the craft at will after it has landed. Imagine if you want to retrieve a detached buggy. You have a docking port on the buggies top side, and a docking port on the crafts underside. Drive the buggy underneath then lower the craft onto the buggy to dock. this would also help with getting ladders low enough to the ground, while also allowing for a large enough safety gap under the engine for landing.
- Separators/decouplers are too explody! I built a cool, apollo type lander in KSP 1, where you have a descent stage, then to lift off you activate the ascent rocket at the same time as decoupling from the descent stage. But I can't get this to work in KSP2, it just blows up, especially when you need to use a more powerful ascent rocket like a vector engine.
I know they are working on one of these things already, the maneuver node fine adjuster, but wanted to include it anyway just to make this a more complete list of what this player would like to see for the game so far.
Hi! The issues you've highlighted, like the hard-to-read font, lack of information in the VAB stage info, difficulty adjusting maneuver nodes, exploding landing legs, and confusing symmetry options in the VAB, are valid concerns. I hope the developers take note of these points and work on addressing them. A user-friendly interface is crucial for an enjoyable gameplay experience, and your suggestions could go a long way in enhancing the overall usability of KSP2. Let's hope the team incorporates some of these changes in future updates.
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It looks very nice!!!!!!!







Need help with stock propeller
in KSP1 Gameplay Questions and Tutorials
Posted
Hi! I think you made a mistake. Here is a perfectly good kw to hp calculator: 1 kW = 1.341 hp. As for the aircraft engine question, stock 'propellers' requiring thousands of RTGs per shaft seem unrealistic compared to historical engines optimized for power-to-weight ratio outputting around 2500-3000 hp at peak power. The kw to horsepower converter highlights the exploit nature of overpowered 'propellers'.