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Superfluous J

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Everything posted by Superfluous J

  1. I'd love it just so when I realize my staging is wrong on the launch pad, I wouldn't have to revert to fix it "for real"
  2. Specifically, the effect is stronger the faster you're going. I like to think of it like this: If you're in space orbiting at Kerbin's oribt, it takes ~2500 m/s dV to get to Jool. When you're in LKO, you're traveling ~2100m/s so you get a "boost" and - in a perfect world - would only need to add 400m/s more dV to reach Jool. It's not a perfect world, though, and you need more (Among other things, once you stop burning Kerbin will pull backwards on you for a while, slowing you down). However, even though it's more than 400m/s, it's less than 2500m/s, which is a bonus. It's even more of a bonus because you save the ~950m/s you spent to leave Kerbin's SOI, to get to the point you burned ~2500m/s to get to Jool. 2 burns is actually closer to 3500m/s, which is closing in on DOUBLE what it takes to do it from LKO.
  3. Huh I don't have that problem unless I'm far from the node/orbit. And for that I use PreciseNode Maneuver Node Controller.
  4. I haven't noticed that, even on long burns like one-shot interplanetary burns that use most of the stage's fuel. What I do notice is that they don't recognize engine changes, like if you plan it with a nearly empty stage, and then stage it away the maneuver node assumes the TWR of the prior stage until you start to burn. I've also noticed very occasionally when a burn is a small fraction of a second, the game tells me some large number like 45 seconds. Also, sometimes the line is yellow, sometimes its red, and sometimes it's nonexistent and I have no idea what causes which to occur.
  5. I know the font has been beaten to death, but there are way too many times where I could not discern a 0 from a 6 from an 8, and it's entirely due to the pixel font. My eyes aren't fantastic but I can read other fonts at smaller than that size.
  6. First off, keep at it! We all had these issues! Second, I personally prefer KSP Launch Window Planner by alexmoon but it's a bit more advanced. Third, if you post a picture of your map mode around Kerbin, showing the maneuver node UI, maybe we can help more. Fourth, Welcome to the forums
  7. I've not had much trouble just dragging the node to the correct place where Ap and Pe match. Also it's a learning moment because frequently the correct place is not near the center at all.
  8. This seems to still work in KSP2 0.2 however it sometimes fails to allow any time warp at any altitude. In particular, I never got it to allow greater than the 3rd ">" when low over Gilly. Which was painful
  9. It's your choice of course but you could try - instead of just turning heat off - changing the way you do it. Instead of burning in atmo, do it in space NEAR atmo. You can pinpoint your Pe to the meter by making your maneuver node use up all fuel, and avoid the problem you're having that we are not.
  10. Haven't seen this one but sorry if it's in here already. In addition to all the other vessel/workspace saving confusion and issues, once I name a vessel and a workspace, every other time I click save, the game should just save the ship/workspace. You don't need to confirm with me that I want to overwrite the same file over and over and over. ..and over.
  11. Your post seems to have been cut off, but based on the title: I vote "no." Being "open" with the future of the game means guessing, and guessing means people will take what they hope to achieve as promises and massive public negative response any time a plan changes. Also, I have opinions, thoughts, and desires for the game that are not limited to but are most importantly reflected in bug reports. I care far more that bugs get fixed (which starts by them being reported) than Intercept publicly stab in the dark as to what they expect to be able to accomplish over the next 6 months. So yeah. Put me down as a "no."
  12. I cannot see a single reason why the discoverables need to always be in the same place. Use a random number generator and a seed, and place them in different spots on each world. I love the idea above from @Kerbart of needing to triangulate them. I like the concept that your discoverable detector (please don't name it that even though that's what it is) has an appreciable error, say 10-20%, so it reports it can detect the nearest monument is between 90-110km away (or whatever). Couple this with an ability to draw all the discoverable-likely areas on your map, and it can become quite a puzzle. It's even harder than matching up the circles when you realize that "the closest monument" might be different for 2 different landed detectors.
  13. What about one dedicated device connected to multiple speakers via bluetooth? Not sure if bluetooth would work across your warehouse, but back when I wasn't work from home (Praise Covid) I'd frequently walk to the other side of the building with few issues.
  14. I've not docked or used rcs yet in ksp2. Do you not have the ability to disable using them for roll/pitch/yaw? That was step 1 in KSP. I even had a Module Manager config that set them that way by default.
  15. We call those "training runs" Let's see if I recall. You launch, get into Mun orbit, then exit Kerbin's SOI, return, land on Minmus, and then one Kerbal gets out and plants a flag. That makes everybody level ... 3? Been a while since I did it.
  16. Yes I love this too. However if ESC cleared the part window first I'd not be sad. It should open that window for sure, but it should only do so after hitting ESC previous times cleared any windows that were already up.
  17. I notice that under a fairing, the root part (for me right now, generally a probe core) gets heat, but nothing else does. Anyone else notice this? It's generally in the 2nd half of the ascent, when > 40km and my Ap is still in the atmosphere. I've adjusted to the new heat system by making my launches slightly less efficient. Instead of turning under 1km up, I wait until I've cleared the cloud deck. And instead of trying to make my angle off the horizon 40 degrees when my Ap is 20km, I tend to wait until it's 30km or even 40km. I throttle down to keep my time to Ap roughly 1 minute, until I'm well over 60km.
  18. One reason to go into a polar orbit is, you can land your lander anywhere on the planet and twice a day have a liftoff window to match orbits with your orbiter. The only more convenient setup is an equatorial orbit and landing but then you're restricted to landing on or near the equator.
  19. The only way I can see this happening would be an interstellar interloper flying by once, close enough, slow enough, and large enough to have a one-time effect on Earth's orbit/rotation/tilt/etc.
  20. I click a part on my ship, say a solar panel, and a menu window comes up. I click Deploy. It deploys. I hit escape. The part menu window remains, and another menu comes up. At least hitting escape closes THAT menu...
  21. Suggestion: In the "Post Node Event Lookahead," make everything (or at least CelestialBodies) clickable to set focus on them. So clicking "Mun" would focus on the Mun. Clicking "SOI Entry" right after it would focus on that (if that's possible?). Clicking "Flyby Pe" would focus on the Pe. Etc.
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