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LameLefty

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Everything posted by LameLefty

  1. This has now just happened to me trying to launch a rocket from the VAB to one of the launch pads.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. Quoted for truth. We need tools at least analogous to what we have with late-stage KSP with which to plan and execute trajectory adjustments.
  8. Yeah, I figured it out later - “New User Experience.” This should be a toggle in Settings to turn off once the newbs are familiar with things. Or if a KSP vet forgets to toggle it off when creating a new save.
  9. Yep, same thing here. The core stage stays attached, like the decoupler is stuck to the bells of the Poodle engine. It seems like this is something that would be fixed. I was annoyed because I wanted to use the last 600 meter per second of dV left in that stage for a transfer burn, and having to pause, time warp, then upause before continuing my burn was a real pain in the Ker-butt.
  10. Going EVA while in zero-g, the Kerbal's boots stick to the vessel skin like a sci-fi TV show in the 60's. Valentina was able to walk all over the skin of the Kerbal X-2 in orbit around the Mun.
  11. Speaking of maneuver nodes - it's been a couple years since I played KSP1 intensively, so maybe this was a Debug menu option I enabled or something, but how come when I set up an encounter with a moon or planetary body, I don't see the trajectory as it will appear at that body, complete with the expected periapsis? I get these odd little target graphics (which seem to serve no real purpose except for "wow" factor for new players maybe) but I don't see any way to see my planned trajectory around that body.
  12. So, I did that after my first flight around the Mun and back when I realized I couldn't turn off that nonsense mid-save (er, mid-"Campaign.") Started a new save, turned off the "First Time User Experience", then launched the Kerbal X-2 to go orbit the Mun. Along the way, besides realizing the stock decoupler in the design gets "stuck" on the Poodle nozzles and won't fully separate the stage until you pause and then restart the game a couple times ... sorry, separate bug), once I entered orbit around the Mun I sent Val outside for an EVA. Suddenly out of the blue, despite the New User Experience being disabled, I got P.A.I.G.E popping up again to tell me this vessel (presumably Val?) was out of fuel. What the heck?
  13. How do we disabled this P.A.I.G.E. stuff entirely? There's no setting for it that I could see.
  14. So years ago, KSP added in well-known “space-related” names for Kerbal like Elon (Musk) Kerman, Buzz (Aldrin) Kerman, Scott (Manley) Kerman, etc. These fellows would be randomly deposited in the Astronaut Center when you went to go recruit or add more crew members. In addition, at some point during development, I think around the time comm networks were added, that the devs mounted a community bug-hunting contest and those of us who had submitted detailed bug reports that provided usable info to correct the bug got entered into a random drawing to name a Kerbal. So my questions is, did those legacy names get kept “in circulation” to appear when we recruit random new Kerbals to our crew in KSP 2?
  15. Look, if the physics engine is still essentially single-threaded like KSP1, it doesn’t matter how fancy your GPU is, because we’re all going to be thread-locked by the physics. It will look gorgeous with all the processing effects, but we’ll still be single-digit FPS launching a 250 part colony core module. Now, if they’re leveraging CUDA cores or the AMD equivalent to assist with the physics, great! Then GPU-up, friends. I guess we’ll all see tomorrow morning.
  16. I’m excited for the new physics and graphics engines.
  17. Then they’ve rearranged the orientation and Kerbin’s geography, it looks like. The ocean is the right (east). The runway used to be north of the VAB and launchpad, with the tracking center to the south.
  18. Nice to see all the trees and some low-rez native clouds. Where’s the runway? Anyway, I will have been playing KSP for ten years, as of late March 2023. TEN YEARS. It’s time.
  19. For the noobs, “early 2023” = “10 whole years since KSP launched on Steam with v0.19”. *heavy sigh*
  20. I’ve been using DPAI since Navyfish first released it. It makes docking incredibly easy, intuitive and efficient. Using Mechjeb to dock spews RCS all over the place and wastes so much propellant that it’s embarrassing by comparison.
  21. Started on 0.19 and OMG this! Struts were magic right until they weren’t, at which time the kraken would arrive to eat your craft. For awhile, every Mainsail-powered booster I built had a single cubic octagonal strut between the engine and the Rockomax 64 tank it was beneath. Good times. #not
  22. March 2013 with the release of 0.19 and the game becoming available through Steam. Steam thinks I've played about 400 hours, but since I start the game via desktop shortcut to the executable, independent of Steam, it's much closer to 2,000 hours at this point.
  23. I haven’t participated in this discussion in like a week or ten days, and the same people (mostly “person”) is still railing about the same perceived complaint about an unreleased product. That’s dedication to a lost cause for you ...
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