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Everything posted by Superluminaut

  1. 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.
  2. 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.
  3. 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!
  4. 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?
  5. I did a little testing, and I'm calling it solved. How is everyone else's experience?
  6. 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.
  7. You can swap orientation in the wrench menu thing, don't know it's name.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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; }
  13. How about being able to attach screenshots to flags?
  14. I'd like to see docking ports moved around. They are a key driver in design, but a medium port on a small capsule is ridiculous. At minimum I'd like to see small and medium ports swapped in tech tree.
  15. AKA vertical speed indicator Current title is hard to find for anyone searching for this bug.
  16. 1 of 3 parachutes failed to deploy yesterday. They were all on the same craft, snapped on with the triangular symmetry tool. All on the same stage. One of them would not deploy even when manually hitting deploy. It was not damaged. Identical clone to the other two as far as I can tell. The Kerbals did survive. Good thing it came down over water. Do we have random part failures?
  17. I'm not liking that a quick look around with the mouse causes a frame of reference change for jet pack controls. Controls staying with Kerbal, not camera, is simpler and expected behavior.
  18. I suspect it has something to do with magnetic boots. On orbit I keep ending up "orbiting" my pod at high speed and then getting flung out into space when breaking out of the madness with rcs.
  19. 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 Ended a mission that saw no acceleration from the parachute. Interestingly the capsule splashed down at around 800 m/s and survived. Visually the parachute was fully deployed well before splashdown. Three parts the small pod, heat shield and small parachute. I did have custom deployment settings.
  20. Must have, very frustrating without. Especially maneuver node location repositioning.
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