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LameLefty

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Everything posted by LameLefty

  1. Clumsy Kerbals are cute for the first few years but after a full decade now of ragdoll flopping, sliding down shallow crater walls on the Mun and tripping for a thousand meters down the side of a dune on Duna, I’m ready for Kerbals who actually manage to walk, hold onto things and not trip over their own feet.
  2. Next time it happens, check the Tracking Station and see what it says under the Vessel Status. Each time I’ve had it happen, Tracking Station info shows the vessel as “landed” even with velocities of hundreds of feet per second around the Mun. There seems to be lots of glitches in vessel status data - even after landing a perfectly normal, uneventful mission, the final mission summary report that pops up show ridiculous, impossible maximum G-loading of like 138g’s. I strongly suspect there’s a vessel status data corruption bug that causes the incorrect G-load data for flights, along with getting confused about the vessel’s state as “Landed” or “In Oribt” or whatever.
  3. Yep. And just as annoyingly, flags planted sometimes don't respect your choice at the start of the campaign and revert to default KSP flags. Sometimes when you plant the flag it's your custom selection, sometimes it's the KSP flag. Once today, I landed and planted a flag on the Mun, then saved my game and closed out for a while. When I came back and reloaded my save, the flag I had planted was still there but it was the KSP default rather than my specific flag, which HAD appeared correctly before I saved my game.
  4. I've had this happen to me twice, but each time, clicking the big green button at the bottom right under the stage list was able to stage the rocket successfully.
  5. This is the most Kerbal thing I've ever seen. And bear in mind, I once landed a Class E asteroid at KSC.
  6. Stargate, baby. My guess is the very late-stage tech tree will unlock quantum teleportation to any body depicted on the arch. There will probably be two more solar systems added in the game when it's done, with transportation to/from all of them via similar arches. But it will require a huge amount of Science(tm) to unlock, and we'll have to send "conventional" interstellar missions to explore each system and locate the corresponding arch to complete the gate. That's my head-canon until proven/disclosed otherwise.
  7. So I visited the Mun Arch today and saw nothing but a fancier version of our old favorite from the early days of KSP. How did you reveal the new version? NVM - different Arch, and in fact one I haven't visited in years in KSP at all. I sometimes forget there's more than one!
  8. This was noted the first afternoon and I'm sure there are multiple bug reports about it. That said, if you select them in the Tracking Station and then click Focus to show them to you closely, you can right-click the debris icons directly and delete them from there. The "trash can" Delete icon from the list of Debris items on the left side does not work.
  9. Very similar to the bug I just reported a few minutes ago. Note too the fact that no trajectory/orbit is shown. I was also able to "recover" a vessel orbiting the Mun.
  10. This may be related to the "disappearing orbit lines" bug that others have reported. The same thing happened to me. After landing on the Mun and launching again, I discovered that my lander had no trajectory visible on Map view. I was able to limp to orbit by pointing prograde, waiting for the apogee counter to hit 0 and burning. Even after reaching a stable orbit, no trajectory lines. I quicksaved and reloaded, still no trajectory lines. I even returned to the KSC, created a new save and then restarted the game, but still no trajectory lines in either the Tracking Station or back focused on and controlling the orbiting lander. Back in the Tracking Center, the Vessel information shows the lander "Landed" but moving at Munar orbital velocity. Furthermore, it allowed me to successfully recover the vessel from Munar space. https://imgur.com/a/BVMozOU
  11. Same here. I can go to the Map screen of an in-progress flight and right-click/delete from there, but deleting from the Tacking Station doesn't work.
  12. As a “Gamer of a Certain Age” (*), I wear progressive lens eyeglasses. Not fun to have to tilt my head back to loo down through higher-power parts of my lenses to read those tiny fonts. The stage propellant quantities are really tiny, as is the text in the the maneuver info dead-center at the bottom of the screen. At least the stage prop quantities are a bright green, but the white decreasing maneuver dV line-gauge gets washed out against bright terrain, and there’s no numerical “countdown” showing the actual change on velocity, just the white bar. That’s not really acceptable for any but the most gross, non-granular maneuvers. (**) (*) My first home console was a Pong clone, and the youngest of my three adult children turns 25 next week … (**) Which reminds me of another bug - when maneuvering around the Mun or in orbit, the music is great. But when you complete a burn and hit the trash-can icon to delete the now-unnecessary node, the music just stops, it doesn’t complete the measure and fade out organically. The same did *not* occur when around Minmus. The music cues continued and ended more organically and unobtrusively.
  13. As someone who remembers and was part of the “I Survived the Great Forum Crash” of April (?) 2013, I have literally thousands of hours in KSP going back to 0.19. You’ve summarized basically all my thoughts based on my 10 hours-plus spent in KSP2 so far. Every bit of your feedback resonates and I agree. There is so much potential in this game, but it’s hamstrung with some decidedly odd choices (non-sticky numerical elements when planning orbital maneuver and intercepts) and omissions (no dV tools in the VAB, no EVA helmet lights but boy-howdy, we have high-poly detailed animations for the jet pack controls! etc). I spent far too much time yesterday fighting bugs (my spacebar suddenly wouldn’t stage my rockets until I restarted the game; SAS took an unmanned lander with no propellant, spun it up to several hundred RPM and flung it out of Munar orbit; while designing a rocket in the VAB, the game got stuck and simply wouldn't go past the transition scene to the launch pad, freezing completely although I could hear sounds, requiring a force-quit - ultimately I had to revert to a save over an hour old, but I was later able to launch the same rocket I had been working on anyway … etc etc etc.). There is no objective way I can recommend this game at $50 to anyone. Despite being on-par feature wise with KSP at version 0.19 when that game launched on Steam, that game cost $21 and was regularly on sale for $13 in the next year or two. Even accounting for inflation, this game SHOULD have launched at a price commensurate with other Early Access titles, say $25- $30. It feels very much like this game would have benefited from 6 months of deep hard-core beta testing in instrumented debug environments.
  14. I stick to WIN+ALT+PrtScr. Deposits nicely-named full-res screenshots into my Captures folder and works from almost every game. You do have to have Windows Game Bar enabled in your Windows Settings.
  15. Frankly, this should be moved to Bugs. There’s no “gameplay” issue involved. I had a similar thing occur last night - after docking in Mun orbit and transferring two Kerbals from the lander to the return vehicle, I undocked. The lander had a probe core and SAS but no RCS or engines, as I had transferred all the propellants back into the return vessel. After undocking, the empty lande started spinning like a top. Transferring focus back to that vessel did not let me regain control, even after going into the probe core settings, fiddling with the torque controls, etc. Fortunately, my crew were in the now-separate capsule and returned home nominally. Even more oddly, some time later in the Tracking Center, the lander showed up in the Vessels list. When I focused on it, it seemed to have flung itself out of Mun orbit into high Kerbin orbit, as if it had performed an escape maneuver even though it was completely devoid of propellants.
  16. Several times today I've encountered a situation where an ordinary 2-stage rocket doesn't seem to stage as expected. The after staging, from the ordinary flight view, the quantity gauges for both propellants shows empty, though the stage shows the expected 3,000+ m/s dV available. Trying to start the engine with the keyboard throttle controls does not work - the stage thinks its empty and the engine doesn't fire. The tank is a standard 2.5m methalox tank and the Resource Manager shows it completely full of both fuel and oxidizer despite the the display on the stage indicator. Most of the time, manually tweaking the engine throttle will trigger something and the stage prop quantities will display correctly after that. At least once tonight, however, that didn't work. I was able to go into the Parts Manager, select the engine for the stage, and after clicking the box to show the Advanced Controls, fiddling with the "independent throttles" control made the stage propellant indicators seemingly wake up, and after that I could run the engines of the stage as exected.
  17. I reached back into the dusty corners of my memory, circa 2017 or so, and remembered/relearned how to do a completely unassisted docking, in Munar orbit no less, to rescue two Kerbals I had left stranded in orbit in a dedicated lander. They needed a ride home so, necessity was the mother of reinvention, and I got it done. I've gotten so used to @NavyFish's amazing Docking Port Alignment Indicator mod in KSP1 that flying without it felt like I was blind. Before I remembered the old fashioned techniques of "pushing" and "pulling" the velocity vector symbols on the navball onto the target marker, things were a little dicey - at one point the two craft went flying past each other at about 20 m/s. Zoinks. Fortunately, the closest approach was still far enough to avoid a collision. Next stop, home!
  18. This happened to me today - I resorted to loading in a quick-save made on the launchpad in a prior version of the same rocket I had been fooling around with in the VAB. I was able to launch that rocket an d continued on with my save. But I haven't yet tried going back to the VAB with the same save and building a new rocket, either.
  19. This has now just happened to me trying to launch a rocket from the VAB to one of the launch pads.
  20. The workaround I found for the small legs on my Mun lander is to mount cubic struts recessed/clipped into the lander, and attach the landing legs to those. No more crossfeed.
  21. I was burned by this in the first test of a Mun lander. Dropped my crasher stage and went to land using the descent engine and my lander tanks were empty. After reading another thread about this, I mounted small cubic strut segments clipped into my lander body and attached the lander legs to those. That stopped the "leg-induced crossfeed." What a weird bug.
  22. I had a weird issue while testing a lander I designed in that the Resource Manager button wouldn't work at all, while the Kerbal Manager worked fine. Oddly, earlier in my session, testing a prior iteration of the craft, the Resource Manager button worked fine. Very odd.
  23. I agree with most/all of your entire post, but this is worth calling out in particular. I play on 32” 1440p screen 3’ from my face and even then, the font is too squished up. And to add to this point, the dV gauge doesn’t seem accurate at all. Very often I’ll set up a maneuver node, start the burn and watch the guage decrease but once the line is zero’d out, my final trajectory is but a bare approximation of what it should have been going by the planner in Map view. In addition to the general inaccuracy of the maneuver progress bar, the white color is a terrible choice for anything but deep space. Woe be unto the Kerbonaut who makes his burn for the Mun or deep space with the camera pointed at terrain, as that white font will completely wash out.
  24. i7-11700KF at 3.6Ghz (clocking dynamically to 5.0Ghz). RTX 3070 32GB DDR4-3200 memory Game installed to 1TB M.2 NVME SSD 1440p, 4X antialiasing, everything else set to High across the board I kept my tests simple. With the Kerbal X-2 sitting on the pad looking at it horizontally, I get upper 30’s - low 40’s FPS, rising to 60 fps if I change the camera view to hide terrain (nice to see yet another long-standing KSP issue still present - looking away from terrain massively boosts performance). During ascent, FPS rises to mid 40’s - mid 50’s FPS, and about 60 FPS in >100km elliptical orbit. In trans-Munar space, with just the command pod and second stage/service module, >110 FPS. I’m going to build some more expansive craft today and do more testing but things like anti-aliasing settings didn’t seem to impact performance nearly as much as just looking at terrain. My GPU was pegged at 90% - 100% utilization almost full-time, even in space which is somewhat concerning. Running this game is going to be as punishing as crypto mining.
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