Jump to content

mattihase

Members
  • Posts

    366
  • Joined

  • Last visited

Everything posted by mattihase

  1. I will second the idea that it's a little bit ridiculous that it looks like we need to unlock as-yet-undeveloped-by-humanity nuclear propulsion tech before we can figure out how to make we-definitely-already-have Mk3 cargo planes with ramps, planes and spaceplanes are something I absolutely love playing around with on kerbin and later laythe. Especially with all the things you can do with procedural wings. However perhaps I'm assuming too much and the later spaceplane nodes are more about engine unlocks than part sizes. I suppose there's a degree to which early game aerospace can be added to or changed with mods but it'd be nice to have more opportunities there on a level playing field with everyone else. EDIT: NVM I see jumbo jets/airliners under tier 3 tech. Still pretty silly you need to get your a** to mars duna if you want to be able to take a rover to the north pole without going full KPE. EDIT EDIT: wait, no, the ramp/cargo bays are under tier 4. GAAAAAAH!
  2. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB no idea what's triggered it but whenever I return from map view I find myself staring out from the centre of my vessel. Included Attachments: .ipsImage { width: 900px !important; }
  3. KSP2 is a very beautiful game and it's really nice to take screenshots in. The camera tools are (a couple bugs aside) really nice for getting the perfect angle on craft. what's a little bit more difficult is getting the light balance right, especially when the sun is in frame. It'd be really nice to have an exposure slider to be able to take even prettier screenshots. Maybe some other photo mode sliders too. Obvs this kind of thing should be pretty low on the priority list, probably not worth investing time in before the render pipeline switch too, but I figured it worth bringing up for later reference anyway.
  4. I'm not super caught up on the trajectory bugs as I've mostly been messing around with planes but now that I'm back to working in space and I've been running into those I'm wondering if there's a way to force the game to have another attempt at remembering it needs to draw orbit lines without restarting the whole game. Vessel state is in orbit so it's not the landed bug.
  5. Reported Version: v0.1.5 (latest) | Mods: Micro Engineer | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB The message for trying to warp too fast activates whenever warp is slowed down after using the warp to maneuver node option. Included Attachments: .ipsImage { width: 900px !important; }
  6. One thing I've been running into a lot recently is that the "point prograde/at target/at maneuver" SAS options seem to have very little respect for the original roll orientation of the craft when wrestling it around to point at the selected marker. This is quite a hinderance for both spaceplanes (where you want something to be right side up on reentry) and docking (lining stuff up being important here in general). I'm not sure this would be considered a bug as the system does function, but I do think it is something that could be improved upon.
  7. One thing I've noticed using ME recently is that TWR doesn't seem to take any occlusion related problems with the vessel into account meaning ME wasn't giving accurate TWR results when I was dealing with this bug Similarly it doesn't seem to do much better than the base game in calculating hidden Delta V from engines in hangar bays I know these are likely problems with how the base game calculates numbers for things but it'd be really helpful to have ME double-check the game's logic so that when dealing with bugs like this we have something correct to fall back on.
  8. Ah, so this is what's going on. Surprised I didn't get any of the thermal overlays from this. I had them turned on. weird.
  9. Seems like a design hold-over from KSP1 that hasn't been redesigned to work with KSP2's tracking station button. Although at the same time I've had this happen with craft that aren't in-flight but were near a craft that was still in flight (and that craft itself too) so it could be a new deloading bug.
  10. did he land on his head? everyone knows kerbals can survive any fall if they land on their head. And... don't burn up in the atmosphere.
  11. In the experience I had they did stop dropping off after a while but they didn't ever "catch up" and start getting faster again.
  12. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB In the included craft file, the Afterburner mode of the Panther provides less thrust than the Cruise mode. Swapping modes leads to the craft's speed rapidly decreasing. On other craft I've built to test whether I was misunderstanding the panther, it seems like it works the way it's supposed to (like in KSP1) so I think it's something to do with the craft. (relevant action groups: 1 toggles engines, 2 cycles modes. If you want to close the open cargo bay doors with the landing lights in after take-off, press 7. This also retracts the gear) Craft file: UO Bigcat Prototype.json
  13. I'm kinda loathe to agree with setting-specific systems of measurement, because at the end of the day from an audience perspective, using real human units that humans use is kinda important to understand what something is at a glance. However I will agree with aNERVASman's suggestion of having them available from a dropdown.
  14. I'm having a bit of a time working out how panthers work in KSP2. As far as I thought I understood it, putting the panthers into wet/afterburn mode should give the vessel more thrust, and on smaller vessels this seems to be the case, but when trying to use them on a larger vessel, whenever I swap them to afterburning mode, the vessel's speed starts to rapidly drop. Is there something about the Panthers I'm failing to understand here or is this just some craft specific bug?
  15. Interestingly though I have had a poke around in the file format for crafts before and the file system at least seems like it could handle representing loops, but I doubt the game engine would be happy about it.
  16. I swear I remember hearing some talk in the past about KSP2 using a graph style representation for ships rather than a tree representation, that would allow for stuff like multi-docking but it seems like that isn't the case so same limitations as KSP1 at the moment am fraid.
  17. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB With UI scale set to 100 on a 1920x1080 monitor, Pause Button graphic displays as asymmetrical. It displays fine at 80% scale. Included Attachments: .ipsImage { width: 900px !important; }
  18. that's pretty close to my first idea for how this would work (though I was imagining it per-resource, rather than per-stage, so you can test how SSTOs with multiple fuel types will work) but I decided it was probably best to suggest something that seems like it'd be easy to get into the game SoonTM so we can start making use of it, rather than something that'd probably generate a ton of workload and not show up for several major versions.
  19. Would we be going off golf rules? Less Stages/Burns = Less Points = Good. Anyone who Hole in Ones the moon gets mad respect from me.
  20. I think it would be a really helpful design tool for engine placement asymetrical crafts to be able to show where the centre of mass is when a craft is fully fuel (to whatever the user tweaked) vs where it would be on the craft when it's out of fuel. It would definitely beat having to empty 50 tanks by hand to find out where the COM ends up, and manually refill them one by one.
  21. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB Tried to get some screenshots of my SSTO leaving the KSC from afar only to discover the space centre has been pulled into the shadow realm Included Attachments:
  22. Behold the Sideline, a (theoretically) reusable shuttle without any need for disposable side boosters: One of the brighter ideas of those nerds over at NASA was the Space Shuttle, a rocket which stores its expensive engines on a spaceplane segment which can return them back to earth for re-use. A pretty clever idea with a couple of hitches in the execution: See those two big boosters on the side? Yeah. Those bits aren't on the reusable spaceplane bit, and it's a real hassle to go out and recover those seperately. The Sideline Shuttle (with Big Orbital Tank) concept attempts to remedy that one singular sole problem with the Space Shuttle, by simply placing two Sideline Shuttles either side of the disposable tank. As you can see, twice as many main engines can be recovered now, 6 in total, and we've gotten rid of those silly booster things too. This was a pretty fun craft idea to explore, and I ended up creating two variants of the Sideline, one with a small passenger tube (in the first screenshot) and one with a Mk2 cargo bay capable of ferrying around small satellites or station components (in the second screenshot), both coming in at about 22 tons by the time they seperate from the main tank and make it into orbit. The Sidelines can make a powered landing, though ironically, given the whole reason I designed them, I've yet to have any of them return from orbit without spinning out and damaging their precious engines during the inevitable crash, but hopefully I'll be able to work that out eventually. I was planning on working on a bigger 4 engine per shuttle variant shortly before posting but then the VAB ended up freaking out and creating a part singularity so I've decided to call a day of it for now.
  23. Aside from the not working when paused/out of fuel problems, I thought it might be a good idea to write down some other useful features for Maneuver Plans going forward in KSP2. A couple missing features from KSP1, and a couple new things that could make their way into the game. Set for future orbits Give us the exact time til the point the node is on the orbit (the midpoint of the burn) Give predictions for how long a burn is going to take based on a configurable throttle level Have the option to set up nodes to work over multiple passes (only burning at periapse for max orberth effect kick) Have an app/widget that shows you info about all planned Maneuvers, and a summary of the total Delta V cost RCS Mode: how long will you have to hold down H to complete this Maneuver?
×
×
  • Create New...