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Superluminaut

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    Spacecraft Engineer

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  1. I could imagine this being somewhat implemented in a sandbox mission control. You select a mission, you get stage and delta V requirements. Build your rocket. When you hit launch it starts you at the right time and provides a ghost/faded flight plan on the map for the player to match.
  2. I've been thinking about the issue and I'd love to see KSP2 step up on the landing problem. There was an atmospheric trajectory mod for KSP1 that was very accurate. Targeted landings are possible, the proof of concept exists. It was a fairly light weight mod too. I'd also love to see a the ability to pull up a landing map that projects where the orbit will pass over the surface, maybe 2-3 orbits out from present time. This would also be helpful for science.
  3. There are certainly still many problems with the game. Loading bugs and kraken encounters, I don't believe they fall under wobble. However I have not seen exactly what you have seen. If at all possible please share a video so that we can see if sudden, unexpected instances of wobble do occur. I have not put a whole lot of time into KSP2, it's still too frustrating for me to relax over, so from my perspective it may be entirely possible that that it's still out there.
  4. KSP2 uses a confusing sub assembly thing. It may that the tank somehow exists without being attached. I would recommend deleting the side tanks and using the symmetry tool to attach a new set to the center core. Good luck!
  5. I took a crack at it. The plan was a suborbital hop. The result lacked precision... and accuracy. Shakes fist at atmosphere. How did you all get the lander can to the rock? Any great solutions for a targeted decent in an atmosphere?
  6. I did a little testing, and I'm calling it solved. How is everyone else's experience?
  7. KSP1 was made on a whim by a dude bored at work, from scratch. KSP2 is being made by a professional studio and team, recycling most of KSP1. There is a massive difference in reasonable expectation.
  8. You can swap orientation in the wrench menu thing, don't know it's name.
  9. I had the parachute doesn't deploy/ impact at above terminal velocity bug again. It got me thinking. If the atmospheric pressure value was erroneously low, you would observe these events because lower pressure results in higher speed, and parachutes deploy according to pressure.
  10. Forget about snapping orbital controls onto the map, it's a bad idea. Instead add a maneuver node control hud (almost just like he sas directional hud), that activates when you attach a node on the map. Additionally allow hud pop up views, of say the target soi, or departing soi. Having to do field of view gymnastics to get all relevant information in sight and still have a manipulatable node is a pain. Also, let us enter numbers by hand as well please. Don't remake the game, make it better.
  11. Dragging nodes is incredibly bad. Every time I pick one up it jumps to some distant location and I have to dial it again again, no fine tuning possible.
  12. I agree that it needs work, but I think the player should also do something to do science, not automated. I'm also not a big fan of the electricity per second transmission mini game. Probes can perfectly communicate with mission control, but cant transmit experiment results. Possibly a deployment mini game could be fun. For instance, pointed a telescope at a certain star, or find a soil sample with x% purity in a 100 square meter purity gradient area, or use x fully charged batteries to power the experiment, or run the experiment 1km away from spacecraft, or build a space station with x tons dry weight. It may also be useful to limit the amount of experiments that can be held in a part, right now a grand tour can scoop up everything.
  13. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: win 10 | CPU: i5-4460 | GPU: geforce gtx 1660 | RAM: 16GB Minmus monument completion chat in mission control repeats the same first chat bubble over and over. Included Attachments: .ipsImage { width: 900px !important; }
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