Jump to content

B15hop

Members
  • Posts

    121
  • Joined

  • Last visited

Posts posted by B15hop

  1. 5 hours ago, TechDragon said:

    Wow... I'm constantly on the edge of giving up with my massive launches because I usually start with a vehicle design and then try to work out how to launch it... and I suspect I'm missing out on some of the favorable physics behavior I suspect is going on in your designs. I'm definitely going "too tall". And need to find a "payload" design I'm happy with that lets me design a more flat layout like your castle has there... And inspiration has already struck I think... 

     

    Awesome! I look forward to seeing what you come up with.

  2. 10 hours ago, TechDragon said:

    I've definitely decided to take some inspiration from this. It would be good to try and quantify the different join strengths... but with the launch clamps not having infinite power it makes it much harder to isolate single joints and test... some of the mods that are beginning to appear might make it a bit easier. But its definitely something that people trying to build large ships would benefit from. 

    Radially connecting tanks is... ridiculously fragile compared to most other methods which is really weird compared to KSP1

    Yea, radial decouplers are very fragile as well. Can't even use them with medium solid boosters without struts and they are extremely unstable regardless.

    But I absolutley destroyed my biggest ship to ever launch this week..lol. 1546 parts in this one.

     

  3. So this took me more time than I care to admit. Every time I though I was almost done I had some kind of catastrophic failure. Lol. I’ve been working on it for around 4 weeks but finally it is complete. So can you build ships with over 1000 parts? You bet! And it runs every bit as bad as KSP1 did lol. But that’s to be expected.

    So here it it.. My castle in the sky.

     

  4. On 4/8/2023 at 2:00 AM, Whackjob said:

    I remember partwelder.  Never used it.  It was all about the engineering challenge, for me.  It has to fly, it has to land, and it's gotta have the right end pointed the right way bare minimal fifty-one percent of the time.

    Engineering challenges such as this:

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

    Now, I did some stress tests with the lander leg (stump?) aspect.  And it held up.  But that was with the weight of one fuel can and six of them motors.  When I put this on the pad to try to give it its maiden flight (even though I've barely started the building UP portion) the weight of it IMMEDIATELY makes it liquefy straight into the pad.  That's engineering challenge number one.

    It could take me months.

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

     

    And if a dev is eggin' it through here, can I ask that we get an option to bring up the flight report on a crash WHEN WE WANT TO?  It's an absolute irritation for me to try to launch this ship, over and over again, and I can't see what's initially breaking because somebody's cheerfully shoving a clipboard in my face to try to get me to feel better about everyone dying.  That's what we're here for!  I bought the ticket, let me sit down and enjoy my ride.

    One thing I've noticed is the game hates medium sized solid rocket boosters. Don't even bother with them lol.. My two cents. I'd rather use mroe small ones with decouplers. The medium ones with decouplers are jsut near impossible to make stable even when using struts at multiple points to secure them.

    Sometimesif you just do revert to launch it will cause that initial load in to be less severe than the intitial load in and the ship can live. Idk why but it seems that way for me almost every time. If the ship is borderline stable, the initial load in will kill it but the selecting revert to launch will let it live.

  5. If they simplified the physics a bit and allowed for "welding" parts together essentially instead of having the game consider them joints, it would cause much less strain on systems.

    This could be an option for larger structures such as colonies perhaps? Maybe something you could do after something gets put into a stationary and locked in position. Could even be an option. "Would you like to make this station permanent" (YES/NO) then bam, it executes some kind of weld command. However, that would obviously make the station have many fewer joints and would be much less fun to watch if you "accidentally" ran something into it, as it would only break at a few major locations or even be considered just one object.

    There was a mod for that in KSP 1 called something "Weld" you could use to make a massive ship, execute the weld command and it made the FPS absolutely beautiful for it. But like I stated, it then considered the ship one large item.

  6. I haven't had the issue where my ship gets stuck in the VAB floor and the save gets destroyed since I installed this. Could just be luck but if not, Thank you. Thank you regardless really..lol

    That was absolutely game breaking because I build big. I spend days, even weeks doing crazy designs and to just lose it all at the drop of a dime with corrupted save files was horrendous.

  7. No fix for the save breaking glitch that puts your ship into the VAB floor, corrupts the save and destroys the ship, making the entire thing useless? Did I miss that? Is that maybe the fix vehicle loss of frame thing? 

  8. Honestly, it's the proper balance that is most important.. Too much engine weight and not enough fuel means too much unnecessary weight and no range. Too much fuel makes leaving gravity very difficult but can be good for long range missions. However you will waste  alot of it before even leaving orbit without the right ratio. You need the right fuel to engine thrust/weight ratio. I try to go with what engines give me the best thrust to weight ratio. Dropping larger ones in stages is the best approach if you won't need them later IMO..

  9. 14 hours ago, SimonTheSkink said:

    If you are referring to "AppData\LocalLow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer\InsertSaveFileNameHere" then no, I do not have any Windows Security warnings coming up.

    Idk, things are currently a mess. It's a bit better than it was before the patch but it still has a ways to go. I'm just hoping the devs pick up on this soon on the next patch coming up. Sorry, I feel your pain too in all this.

    Ahh, ok. And I agree they are a complete mess in so many game breaking ways. I’m just holding out hope that they will fix it. They put a lot of time into that first patch so fingers crossed.

  10. Yea, this happens with the large landing gear too… idk why. Maybe it doesn’t sense ground under it so it keeps trying to go? Only happens to me if the craft is airborne. So if you’re going to land and the landing gear extends and hits nothing… boom.. 

×
×
  • Create New...