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CiberX15

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Everything posted by CiberX15

  1. One of the mods I used to make the most use of in KSP 1 was KAS/Kerbal Attachment System, and specifically the fuel transfer hose. Basically, I would frequently not quite have enough fuel to make it back to Kerbin, but also didn’t have any docking ports to transfer fuel because that wasn’t supposed to be part of the mission. So I would frequently fly a fuel truck out to the stranded ship and have a kerbal get out and hook up the hose like a ye-old-full-service gas station, and refuel the ship, allowing it to fly back home. Especially considering that base building n’ such will eventually be a part of KSP 2 I think this would be a really cool feature to have stock. Allowing kerbals to walk up to gas stations that mine and process their own fuel, and treat them like gas stations for rovers and space craft.
  2. For all the bugs I’ve encountered, none of it compares to the joy and feeling of accomplishment I felt on my first rescue mission. Having built a prototype ship that suffered mechanical failure after a kraken attack, Jeb, Val, Bill, and Tim, were trapped aboard a dying spacecraft just barely within Kirbins sphere of influence. Building a craft with enough seats to rescue all of them in a single mission, and rendezvousing with the broken ship in orbit brought back memories of my first rescue in the original KSP, when I similarly ran out of fuel on the way home from the Mun and had to send a rescue ship to pick up Jeb and the gang. Thank you devs for making this game!
  3. After triggering a decoupler stage, the next engine stage drops into the first slot, and shows its fuel gauge. It’s impossible at this point to tell whether the engine has been staged and is active, or if it’s inactive. Which then leads to the nail biting question, “if I stage now will I activate the engine? Or drop the next decoupler?” Optimally I'd like for the stage to not expand into the current slot until it has actually been staged. Additionally color coding stages to indicate whether they are active or not would also help.
  4. Generally I like the confirmation before destroying stuff, but it would be nice if I could hold a hotkey like ctrl and mash the delete button on all the debris I’ve carelessly left around Kerbin. Or as an alternate solution to the same problem, the ability to multi select items in the tracking center and destroy them in batches. The confirmation would still appear in that case, but I wouldn't have to do a two step process for every individual piece.
  5. When holding a part in the VAB, it would be nice to have indicators showing what rotations would be applied by the WASDQE keys. Both in KSP 1 and 2 I have often found myself always having to try all of them to figure out which rotation I need.
  6. The default view in the VAB is opposite of the default launch view. For example, by default control pods are placed with their windows facing away from the camera in the VAB but when they are launched, the windows are facing towards the default launch camera. This can make building ships somewhat confusing and I need to keep remembering that the VAB is inverted when I am placing things like boosters on a shuttle style craft, otherwise I might place them on the wrong side. Before I realized what was happening, this also lead to me to thinking the controls were somehow inverted and accidentally launching a ship to the west rather than to the east, because I rotated the cockpit in the VAB to face me like it does on launch, which of course resulted in the ship being turned 180 degrees when I actually launched. The VAB should load in with the camera a the ship wall rather than the space plane wall to match the default launch camera direction.
  7. Sometimes when my ship blows up I see red part failure messages in the top left of my screen. But they only stay open for like half a second, so I can't actually read them. Especially when I'm usually trying to keep control of a quickly disintegrating craft. I’d like the option to leave them up and manually close them so I can review what went wrong. Some players might hate having to manually close them though so maybe make the auto close be an optional feature that can be set in the settings win?
  8. I was trying to dock two ships in orbit but I really struggled with selecting the docking node on the other ship. I had gotten my ships to within about 500m apart, which was still outside the range at which I could select it in ship view. Even though I could see the square node indicating where the ship was, I couldn’t highlight or select it. I was well outside the range where the mouse could select individual parts, they didn't even highlight to give me the choice. And 500m was way too close to be able to select the craft in map view. Optimally clicking the indicator node in ship view would give me the option to select the craft as a target, and even more optimally give me an option to open up the parts manager for the distant ship, and thus allow me to scroll through and select the part I want as my target. Additionally it would be nice if right clicking on ships in the map view could do the same. Additionally there may be a bug with selecting targets as 1 out of 3 times when I clicked select as target on the docking port, nothing appeared to happen? That could have just been user error on my part though. Maybe I didn’t see the rotate to target SAS option pop up the first time?
  9. This might just be an intended balance change from KSP 1 but excluding wings which seem much more responsive in KSP 2 than in KSP 1, all of the rotation control parts seem way weaker than they used to be.
  10. I was trying to use the IJKL H and N RCS translation controls to dock with a ship in orbit but they didn't seem to want to respond correctly. It felt like they were inverted? But only sometimes? Or barely had enough power to do anything? When SAS is set to Stability mode it seems to work ok. I can translate up down left and right well enough, though pretty slowly. However when it’s set to point at my target it’s like the rotation controls take priority and it doesn’t even attempt to fire in the direction I’m trying to move. I was literally holding the L key for like 10 seconds, expecting to see white jets come out of the left RCS block, but that never happened. Instead it kept firing all of the other ones, desperately trying to make minor unnecessary rotation corrections to line up with the target that I was trying to dock with and apparently ignoring my input. Optimally I’d like to be able to use the JKLI H and N keys to translate the ship using RCS without RCS actually being turned on. In most cases I only want the RCS for translating anyway and I don’t want the ship burning monoprop for rotations when I have adequate reaction wheels. I only need RCS for turning on really big ships. I know I could set the RCS thrusters to manual only in the parts manager, but that removes the option of ever using them for rotation, and is super tedious. Since the JKLI H and N keys only handle translation, they don’t do anything while RCS is off, so it feels like making those buttons work even when RCS is disabled would solve most of this problem?
  11. If I use a liquid rocket engine but then lower the amount of liquid methane in the fuel tank, but leave the oxidizer at full, when the liquid fuel runs out the engine will break and glitch out, randomly produce a ton of extra thrust for a frame, and sometimes turns the engine part sideways by 5-10 degrees. This only happens if the liquid fuel is lowered. If the Oxidizer runs out first, it seems to be fine. I'm not sure if this is an intended feature or not? Like maybe the devs want the engine to literally “break” if the wrong fuel mixture is added? However I don’t see any part failure messages like I do when parts break from being under too much load etc. so I’m assuming this is unintended. 4/4 Repro: -Build simple ship with control fuel and engine -Lower the methane fuel to about 25% -Launch ship -Observe when methane fuel runs out, engine glitches
  12. I forget if I posted this to the forms or to the devs support email directly, but I had had a suggestion to allow ship rotation during non-physics time warp. Basically the idea was that you couldn't actively steer, but you could set the SAS to retrograde and the craft would keep the retrograde heading while in warp (assuming the ship had the resources to do so. Electricity, monoprop etc.). Optimally you could even click the nav-ball to set custom heading targets for the SAS as well, in addition to the built in targets. I think this would solve your issue too since the ship would be pointing whichever way you wanted it to when exiting non-physics time warp.
  13. Fully agree. KSP 1 had a feature where you could hold the alt key and then use the time warp keys to force the game into phys-warp on demand, and I very frequently used that feature to maneuver my bulky orbital carriers around.
  14. When trying to land at a specific point on any planetary body, you need to account for the rate that the planet is spinning, and then aim to land ahead of or behind your actual target zone depending on your orbit so that by the time you get there, the planet has rotated to place your target under your craft. However, without having a lot of experience with the particular planet in question, it's really just trial and error trying to find how much to lead the target. To make that calculation easier, I'd like to see an indicator of how far the planet will have turned by the time my craft reaches the point where it's orbit line intersects with the planet. For example, maybe a doted line starting at the intersect point, and pointing to an X which is where the line will be intersecting by the time the craft reaches that point. In a career mode such a function could even be locked behind an upgrade, so players could still enjoy the challenge of trying to find the correct lead time on their own, but once they've already mastered that skill, they can have it calculated for them to reduce tedium. Optimally I would also love for such a calculation to also include atmospheric drag as well, but that might be impractical. since each craft will have a different amount of drag and thus would preform differently, and that's assuming they came in at a predictable angle, since different rotations could create wildly different aerodynamic profiles for the same craft...
  15. I sent this to the devs through the support email but I think this is now the preferred communication channel for bugs? So I'm reposting for better visibility. Especially since I saw Matt Lowne hitting this exact bug. I was getting all my kerbals out of my ship in orbit for a group photo, and when I was ready to get them all back inside the ship, none of their EVA jetpacks were working. It's like they stopped accepting input. The fuel gauge showed them all in the 80-90% full range so they weren’t empty. I switched back to the space center and then used the tracking center to take control of them again, only to find they had somehow re-glued themselves to the ladder. Now wondering if they thought they were still on the ladder in some way? It appears to be related to getting additional Kerbals out of the ship Steps to Reproduce: -Have a pod in space with at least two kerbals in it -Have one kerbal get out. -Observe jetpack works fine, even if you switch back and forth between the kerbal and the vessel -Now have the second kerbal get out and fly around -Switch to the first kerbal -Observe, the first kerbal will now no longer accept input, but the second one will work fine -Return to space center -Use tracking center to take control of the broken kerbal -Observe, kerbal loads on the ladder of the vessel that was exited Note that if you go directly to the tracking center rather than going to the space center first, the kerbal will remain broken. Going all the way back to the space center then using the tracking center to take control of the broken kerbal seems to be the way to "fix" this broken state.
  16. That sounds very similar to what I was seeing around the Mun. Posted here, might be the same issue?
  17. Ah yeah! I ran in to something like this but I sent it in as a support email directly. I'll repost what I've seen here for more visibility. If an engine and its decoupler are in the same stage, or the engine is staged before the decoupler it’s attached to, the decoupler will fail and the ship will be unable to separate. Activating the engine dumps the shroud, regardless of whether the decoupler has been staged or not. And then the decoupler disappears from staging even though it has not been activated, but the ship does not get separated. If the decoupler fires first all will be well, but if the engine fires first the ship will get borked. Through testing I also discovered that this only appears to occur with certain decouplers. Like the medium sized TD-25 Stack Decoupler. Other decouplers like the smaller TD-12 do slightly strange things, like teleporting the shroud in front of the ship, but don’t break reality in such a spectacular way. The engine used does not appear to matter. 6/6 Repro is as follows: -Create a two stage craft using the TD-25 Decoupler -Move the engine into its own stage, then move the engine stage under the decoupler stage OR move the engine and decoupler into the same stage -Launch the ship -When out of fuel, stage, causing the engine to fire before the decoupler -Observe, the decoupler disappears from staging, but ship is not separated -Observe decoupler does not appear in parts manager Once this occurs the ship will be unable to decouple at that point, though other decouplers on the craft do still appear to work. I went through and tested all the decouplers to see which ones triggered the bug and found the following decouplers reproduce the bug. It appears to affect both decouplers and stack separators from the medium size up. Small and tiny stack separators and decouplers do not reproduce the bug. Affected parts: TD-25 TD-37 TD-50 TS-25 TS-37 TS-50 To avoid this bug, keep the decouples in separate stages from the engines, and make sure they stage before the engines. @Cosmus Does this describes your issue?
  18. Issue seems to mostly be caused by staging. I was able to successfully land on the Mun by doing all my maneuvers in high orbit to place my landing zone where I wanted it, then staged everything but my final lander in high orbit, and land with that. I haven't attempted an accent yet but so far everything seems stable so I am optimistic about getting Jeb back home. [Edit] I did make it back home from this mission. The Kraken laid dormant for the remainder of the mission, so long as I did all my staging in larger orbits. And yes, my profile picture did originate from this very mission, my first successful Mun landing in KSP 2
  19. As a counter point, when I said it increases complexity, I don't just mean for us the players. Dynamic parts are a significant undertaking from an engineering point of view. So the amount of work it would take to implement, not to mention debug, has to be weighed against other features that time could be spent on. I'm wouldn't say I'm opposed to dynamic parts ever, but I'm certainly way more excited to see things like base building and automatic resupply. ¯|_(ツ)_|¯
  20. I was attempting to fly a mission to land on the Mun. All was well as I got within the Mun's sphere of influence and circularized in high orbit. But I wanted to be in a closer orbit before landing. So I created a tighter orbit and circularized at 20,000m. At that point my ship randomly started spinning. Still I had just run out of fuel on my intermediary stage and I'd had issues before where engines would sometimes do weird things when they ran out of fuel so I staged and attempted to continue with my mission. At which point all of the orbit lines vanished and the ship stopped responding to my controls. I loaded a quick save I made at before circulating my orbit, at the bottom of my periapsis at 20,000m. Now before even beginning the burn my ship was spinning. I tried staging without burning that engine and this time the engine and tanks disengaged, but the wings though disembodied from the lower fuel tank they had been attached to, remained glued to my remaining ship. I tried multiple times to land on the Mun from that save point, accepting that I wouldn't have orbital lines n' such but every time I exited time warp my ship would begin spinning in a different direction. Not even a random direction, but opposite of the direction it had been spinning when I started time acceleration. I loaded a save from before I entered low orbit, when I was still at 500,000m-1,000,00m above the Mun in orbit, and confirmed that my stages worked fine at that altitude. Then reloaded the save and burned to low orbit and tried staging again. At first it appeared to work as I was able to circularize my orbit and begin my next burn to pick a landing zone, begin my burn, stage the engine when it ran out of fuel, and continue burning. But after a few seconds the ship began inexplicably spinning, and the camera began drifting away from the ship. I should note that it is at this same altitude, where bugs start occurring, that the somewhat ominous drums music starts playing. I assume that is part of the ritual to summon the Kraken.
  21. I've gone back and forth on that same thought. On one hand I agree it would give us a lot more freedom to build, and use less parts to do so in cases where the existing parts aren't as big as we'd like. On the other hand it can somewhat lead to choice paralysis and more confusion. Like right now with the engines, each engine has a clear role, so it's like a multiple choice puzzle game picking the correct engine for each stage. We could have a great deal more control and ability to optimize our ships if we could dynamically control things like engine size and bell shape however that would add a great deal more complexity, for not that much more depth, and also significantly raise the skill barrier to enjoy the game. So my personal opinion is that KSP 2 made the right choice in limiting how many dynamic parts there are, considering their goal of being the most approachable way to learn real life rocket science. That said, I could see some potential in maybe making simpler parts like the fuel tank lengths more dynamic though. That way they only need one fuel tank part per size/form factor.
  22. So right now when we undock or decouple a ship, the part left behind gets renamed to "Default Name [some number]". I would like to recommend instead the part gets named "[name of ship] - [Letter indicator]" or "[name of ship] - Debris [some number], if the part has no control parts. So for example if I built an Apollo style Mun mission with a ship named "MunLaunch1", when I staged the launch engines, they would get labeled "MunLaunch1 - Debris 1" , "MunLaunch1 - Debris 2" etc... Then when I undocked the lander module, the part I'm controlling would get labeled "MunLaunch1 - A", and the drive segment behind me would be labeled "MunLaunch1 - B" I suppose that naming convention could run out of characters if you have like 27+ controlled stages, but even then the convention could be something like "MunLaunch1 - A1", "MunLaunch1 - A2" etc. Also I feel like a mission with more than 26 stages each with their own control part is being intentionally wacky. In any case I think this would make it much easier to track missions with multiple components as well as know where various debris came from.
  23. What do people think about reducing the time the maneuver node time warp moves to? When automatically time warping to a maneuver node, it takes me to within 30 seconds of the node. Personally I would like it to take me closer to 10s because I have no patience. Actually. I'd be kind of nice if that was something we could set in the options.
  24. Ah thanks, I was running into this as well. Interestingly, while deleting the debris while right clicking works, the debris tab in the tracking center is still filled with what looks like a bunch of randomly generated generic ids? In fact... none of the debris I deleted actually appeared in the debris list in the tracking center. So now I'm wondering what that list is showing me... Like, all the parts I deleted were named things like "untitled ship 21" etc. But all the names in the list were like "1342kj-12k31o2-lk13o1-1k23o1i" (I'm making that up but that was the format.) Hum... actually they all went away after I saved, quit, and reloaded. So... maybe the tracking center was showing the right parts but listing the entity ID's or something rather than their names?
  25. I had a ship land heavily in water, mostly medium sized parts, landing at 10m/s. The second the ship touched the water the ship crashed dialog popped telling me that I had failed and everyone was dead. Except… no parts had broken. Not even the engine the ship landed on. The ship was still intact, clearly floating on the surface of the water. Both the command pod and the crew cabin were intact. So I don’t know what triggered the dialog to pop, but there was no way to clear it once it did so I had to reload my save even though my kerbals had actually touched down safely. I'm wondering now if something did break but it didn't render correctly or something.
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