

mattihase
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[CHALLENGE] Delighttest. Lightest plane to Island Airfield
mattihase replied to azgar's topic in Challenges & Mission Ideas
OK so the VAB didn't fix itself, and in fact got worse, so I'm submitting the last flight I was able to record before the game's code collapsed in on itself. Behold the Funtime Ride Chair: This retro looking rocket looking chair with an air conditioning unit stapped to the back weighs in at 841kg with 25kg of that being jet fuel and 100kg being daring kerbonaut + suit. It features many luxury features such as landing fins, onboard phone charging and a constant stream of fresh air pumped past the pilot's body during flight. Also, a parachute set to facilitate and get in the way of landing. Supposedly a strut too so that the chair isn't just floating there but much to my frustration that seems to disappear sometimes during flight and I wasn't able to get a video of a flight with it in place. Early iterations of the Funtime Ride Chair initially offered a design roughly supposed to offer user safety, placing the intake in front of the pilot for added forward protection, however for various bureaucratic reasons this prevented the pilot from escaping from the craft, this was quickly replaced with the much safer, more precarious seating arrangement you see in the final version. On early test flights the Funtime Ride Chair contained up to 250kg of fuel, though as it was shown to be able to reach the island using as little as a bit over 30kg, engineers rounded that further down to the nice round 25kg present in the final design, shaving off 225kg of unnecessary mass. After a couple missed attempts where clouds got in the way of aiming for the airstrip, Sidgel Kerman was loaded up for what would end up having to be the final attempt, documented here: The flight path is pretty important to this. By cruising at around 5km up, the engine runs just about efficiently enough to get from the KSC to just off the shores of the island runway on the fuel that it has, where it wouldn't be able to reach quite as far at altitudes a kilometre lower or less. In the final stages of the flight over, the Funtime Ride Chair uses its landing fins to glide down to the target site before deploying its landing chute, bringing itself safely down to the ground in the same configuration it launched in. Also if you're wondering what that thing falling through the planet is, that's supposed to be Val in an earlier version of the Funtime landed on the beach, acting as a marker for what direction to fly in. Kerbin, however, hungers. This is unfortunately where things end as KSP2 does not seem to want to work for me anymore. I had initially wanted to try landing it on top of the water tower, and made one more attempt at that off camera, getting pretty close... and then the game started refusing to load craft in the VAB and now refuses to recognise any of the workspaces I created in this save or launch anything from the VAB. However, aside from landing on top of the water tower, I've thought of some other improvements since that I'd want to try out if the game was more stable, such as replacing ?kg of battery and 100kg of parachute with 25 more kg of fuel, for powered landing and fully jet powered SAS. whether or not that would actually work aerodynamically, I don't know. Final pic of the closest I could get to the tower: -
[CHALLENGE] Delighttest. Lightest plane to Island Airfield
mattihase replied to azgar's topic in Challenges & Mission Ideas
I'll definitely post my final attempt tomorrow, once the VAB has remembered it's supposed to have a "Save/Load" GUI. -
[CHALLENGE] Delighttest. Lightest plane to Island Airfield
mattihase replied to azgar's topic in Challenges & Mission Ideas
Also Challenges is a different branch of the forum btw. I think mods can move things between them though. -
[CHALLENGE] Delighttest. Lightest plane to Island Airfield
mattihase replied to azgar's topic in Challenges & Mission Ideas
are launch clamps included in the mass calculations? -
Yesterday I set out to try and find some of the old Kerbin easter eggs on the new Kerbin. So far that hasn't exactly yielded any results, don't tell me if they're not there, I'd like to discover that for myself. Despite this, this afternoon I managed to find some rather interesting terrain features on the new Kerbin, including a set of 4 lakes around where the inland KSC used to be. The main topic of this thread however is what I found next: Worldseams! Flying along the river north of where the inland KSC used to be, I discovered this seam in the world going east/west. Now, I've programmed something inspired by the PQS system from KSP1 for a university project and typically, you see variations in the height between different parts of a PQS-style terrain system when two different parts of the terrain are at slightly different detail levels. You can get it to not break most of the time, but it's difficult to completely stop from happening, especially between different faces of the quadsphere. I don't think that's what's happening here though, as in theory standing right on the edge of these two plates of the planet, they should be at exactly the same subdivision and thus match each other perfectly. I'm sure whatever it is, fixing it will probably give the devs headaches too, to which I offer my deepest sympathies. Anyway, it'd be rude not to jump in: yup, it's the ocean down there. Jeb was quite happily bobbing up and down on it but it didn't show up well on screenshot sadly. Anyway, after some shennanigans trying to crash my plane into it I set off to continue my search for interesting terrain when I found another one heading north. I decided to follow this one to see if I could find somewhere it met up with another seam, maybe a corner of a couple quadtree nodes intersecting or even a corner of the cubesphere, in which 3 of the planet's sides met up. Doing this I had to do some fairly close to the ground flying, and swap between each side of the seam as which side was on top kept on switching. The plane I'd built, while not the most manoueverable, is definitely nicely suited for this kind of close-to-the-ground acrobatics. If anyone wants the workspace file for it, I can put it up on gdrive and add it to the thread. It's a really nice little plane. Finally my efforts were paid off, as I caught the faint hin of another seam on a hill going in a different direction. I tried to put my plane down as close as possible to it, and ended up near these rather peculiar flowers. Huge luck, this seems to be one of the corners of the PQS system's cubesphere, with 3 of the planet's faces breaking off from each other at 120° angles! Here's what it looks like if you try to plant a flag close to the exact corner. The animation was completely messed up but the flag managed to go down anyway. Jeb looks chuffed with it, definitely. And here's where it is on the map if you want to try and seek it out yourself. As you can see it's sort of close to a bend in the furthest down river on the green bit of the western continent, Included are the markers for the KSC and another jet parked on the north pole. Aside from the fact it's a meeting point between 3 different seams, it's location is another thing that tips me off to this probably being a corner of the PQS's quadsphere, as it's about at the latitude where I'd expect one to be. It was a fun little journey. If you'd like to make your own pilgramage out to this world hole-y spot on kerbin, or manage to pinpoint the location of some other above-water corners of kerbin, or on other planets, feel encouraged to drop your own pics in the thread.
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In KSP1 I used the fuel drain rate indicator in the resource panel to see at a glance how efficiently my jet planes were doing in certain circumstances, is there a way to see this in KSP2? (I'm ok with installing a mod for it if I have to)
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The KSP wiki has for years been a great source of information on KSP1, and is amazing and doesn't use fandom/wikia which gives it a lot of points in my books. AFAIK there doesn't seem to be a KSP2 wiki set up yet. Does anyone know if there's anything in the works regarding that? There does seem to be attempts to include stuff from KSP2 in the KSP1 wiki but given all the changes to stuff in the game, and the fact that KSP2 and KSP1 are co-existing, I'm curious as to whether or not the original wiki will end up doubling for both or if KSP2 will be split off into its own site or subdomain?
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that hearing is good to have heard.
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After 50 hours played, I've decided the game is currently unplayable
mattihase replied to twich22's topic in KSP2 Discussion
At the moment I'm sitting at probably about 30 or so launch attempts and it's just... I do feel the want to play it more, especially seeing what people are managing with it, but the fact that if someone breathes on my CPU too hard my rocket might just be glitched out of existence is very disheartening. -
Not a great platform for these kinds of things, not super visible and things are easily buried, but it's the way the web's going these days I suppose.
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I miss the clumsy kerbals.
mattihase replied to Motokid600's topic in KSP2 Suggestions and Development Discussion
speak for yourself, I'm itching to see a kerbal hovering menacingly along the ground in a frozen frame of the ragdoll state again. -
This is exactly the vibe I really wanna be having right now. I wish I could go to look at all the pretty sights without everything falling apart before I get there. In that sense it really makes you work for them.
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I can't seem to find a way to change the number of mounting points for engine plates? Are they actually implemented yet and I'm missing something or are they just not functioning rn?
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The game's file system/taskbar icon isn't really all that readable, especially on darker/dark mode GUIs. The text that apparently says "KSP2" is unreadable at taskbar scale (and also unreadable on my blue taskbar), and it's hard to make out what the logo is even of unless I go to windows explorer and set it to use large icons, and I basically use details mode in everywhere but my artwork folders. When I had it and KSP1 both open when I was doing comparisons I kept on accidentally always tabbing in to KSP1 as the much more distinctive icon and honestly when I initially downloaded the game it took a couple seconds to work out what file the executible even was. Given the branding I think it would be really appropriate to make an icon based around the red 2, or at least that shade of red, in other iconography for the game. To give it credit, the logo does look like it'd make a nice mission patch if you embroidered it onto a polo shirt or something but it doesn't feel fit for purpose as a PC file system/taskbar icon, at least on windows.
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Re-Add time to manouver node
mattihase posted a topic in KSP2 Suggestions and Development Discussion
While the "time to start burn" "time to stop burn" system is handy in some respects, it would be nice to have the time to manouvere and burn time counters still in there and easy to see so we could plan out things like complex, multi-pass burns. -
KSP2 features what has been described as an incredible soundscape, with satisfying UI features, immersive radio chatter amd countdown effect, as well as ever present and ever pleasant dynamic music. So... naturally after about 4 and a half hours of gameplay I turned everything but the rocket and explosion SFX entirely off. KSP2's audio is very impressive, well designed, atmospheric, and fitting and I can see that it's brought a lot of people a lot of joy and I'm really glad that they're enjoying it and praising it. However, it's also overwhelming, distracting and headache inducing for me in ways that KSP1 was just not. Special prize goes to the beep the tracking station makes whenever you mouse over it. That was amusing for about 10 seconds but now I just don't want to mouse over it ever. The thing is though, everyone is right. The sound design is nice and in many cases satisfying and it'd be very nice to have more granular control over it, or at least a low-sensory-impact option for it with similar (lack of) complexity to KSP1. As it is, right now things are just this: Is anyone else feeling this way? EDIT: Fun fact: The UI noises the buildings make when you mouse over them (including that tracking station beep) are not classified as UI noises, they're classified as "SFX", meaning if you want to get rid of them you need to disable... like, rocket noises, and explosion noises, the bits of the soundscape that are essential to the game. Thanks, I love it.
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It's interesting. Definitely it'd be useful as a way to introduce hidden/new planets to map view so maybe something of this ilk will show up with interstellar.
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Did the developers take the wrong approach to KSP2?
mattihase replied to CMDRennie's topic in KSP2 Discussion
I mean in some sense that's partially true. Vessels don't need to be particles with gravity. Still, polling the positions of vessels is, at best, going to be a O(n) complexity calculation based on the number of vessels, so having the calculation be 1) simple and 2) not dependent on the results of itself from the last step is quite frankly a no brainer, especially if you have something like timewarp in your game which would necessitate either more calculations, more error, or both, and especially especially if you're planning for multiplayer in the future in which people will (presumably) need to be able to sync up between different points of time in the simulation. As far as pre-rendered "on-rails" n-body trajectories go, people have timewarped centuries to line up good gravity assists for individual missions, on an interplanetary scale. There's no way the playerbase wouldn't quickly end up making it to the end of any reasonably sized prerendered trajectory set in their saves after a couple grand tour missions on an interstellar scale. Even if that wasn't likely, imagine how soul crushing it'd be to be the developer who has to take their hands off the keyboard and say "well, the game's just gonna have to stop working after a while". -
Wait, that's why Delta V calc is scuffed rn? dman
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I managed to send a ship interstellar. It wasn't supposed to be interstellar, it was only supposed to go to Jool. However when I was trying to timewarp to line up an encounter, the tracking station had other ideas. about the only non-bugged thing I've achieved so far was getting said ship into kerbin orbit, before it got flung into interstellar space.