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    Curious George

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  1. There should be menu that can be brought up in the Flight view that displays a list of nearby objects/vessels and their relative distance to the current craft. Each list entry would provide options to "set target" or "control". The list could be filtered to only include crafts within a defined distance, perhaps determined by the quality of onboard radar, antenna, or some other sciency doodad. The sweetest extension of this would be to incorporate the suggested "Picture in Picture" feature and be able to select a nearby target to View in a child window--which would make targeting a specific docking port a breeze. My use case: I am building "reusable" rockets to push space station components into orbit. When you undock a payload, in my case a refueling pod or space station component, you have to retarget the space station when you take control of the payload craft. If the space station is a bit too far away to be selected directly from the flight view, you have to go back to the MAP view and try to locate the space station and retarget it, which can be tedious when you have a lot of staged debris and crafts near your rendezvous point.
  2. I would like the ability to create reusable interplanetary flight plans ( perhaps in the tracking station or in some new view ) and save them. Given the orbits of the celestial bodies involved, a plan plan would have an inherit reoccurrence schedule and produce one or more launch windows. In the VAB, I would then able to load up a saved flight plan as part of the "Trip Planner" and build a craft that meets the dV and thrust and staging requirements for my plan. Say I want to setup an efficient flight plan to Eve. I would map out the series of maneuver nodes that would get me there, import the plan into the VAB, build the ship according to the requirements, and then have the option of launching my Eve mission every 180 days ( or whatever ). This feels like a real life workflow. Pick a few flight plans, their associated launch vessels and their launch windows, and you have yourself a proper launch schedule. Mun Base Resupply Mission 1 Launch Planned Jan 1, 2023. 10am-12pm Resupply Pod Mk1 Eve Probe Mission Mission 1 Launch Planned March 3. 4pm - 12am Atmospheric Scanner Probe Mk1 Eve Probe Mission - Mission 2 Launch Planned Nov 3. 4pm - 12am Atmospheric Scanner Probe Mk2 Mun Base Resupply Mission 2 Launch Planned Jan 1, 2024. 10am-12pm With timers setup, You could get a 'ding-ding' announcing "launch window for Mun Base Resupply Approaching" As the game progresses and Kerbals have ( hopefully ) life-support requirements, this would make it pretty easy to setup scheduled restocking flights to your science base on a distant world. Something like this could be nicely integrated with a science and career tech tree as well. * Space Tourism is booming on Kerbal. Create a space hotel and create a regular flight schedule for ferrying customers up to their orbiting rooms. I think that this would be pretty fun to work with. What do you all think? ( As a final thought, this would be fertile ground for mods and flight automation)
  3. Cool idea. The trick would be that you could only display the ships that you recover at Kerbin. You can't show off your first Mun landing craft in the museum unless you get it back home. Perhaps your exhibits could include footage or photographs of the event if you have a Camera onboard to capture it.
  4. KSP2. Patch 2 There is a UI problem with the drag/drop VAB operation when moving a fairings part. The 'edit' fairing button captures the mouse click and prevents you from dropping the part being moved. Create a new ship Add the AE-FF500 Quahog fairing as the root component. Attach something to it ( above or below) like a stabilizer component Click the Root fairing part to move it Move It Click to Release it The fairing editor is activated instead of releasing the part. You have to have to "throw it off" by dragging quickly and clicking while in motion to complete 'drop' operation. I suspect that you should adjust the placement of the 'editor/settings' buttons so that they are not centered on the part origin, or disable part interactions while dragging.
  5. With a maneuver node created, the "ready, set, go" indicator lights seem to flash at the one second mark instead of zero. Do I burn when all three of the indicators flash or at zero seconds? Also iterated elsewhere in the forums, could you please update the remaining delta-v as we are executing the maneuver burn? That info is useful when fine turning the burn and correcting when I overshoot the maneuver burn.
  6. It is maddening that you cannot adjust your thrust when the game warp time is greater than 1x. I have flubbed a number of burns while frantically trying to slow time back down to 1. There are a few things that would make this work better. Make adjustments to time warp instantaneous, but only when slowing time back down. Currently, there is a smooth transition between time scales, and you still have to wait for the transition to complete before you are allowed to adjust your throttle. In general, it is pretty easy to miss your target point as time is coasting back to normal time (1x) If I adjust the throttle, just drop me out of time warp Add an option to warp to end of maneuver. For crazy long burns, it would be nice to able to click a "warp to end of maneuver" button that would slow me down back to normal time scale about 30 seconds before the end of the burn ( similar to when you are warping to the start of the maneuver node) Alternatively, If we could set timer/reminders like in KSP1 for the end of the burn, that would work too No matter the solution, can we agree that part of the user experience needs to be improved?
  7. I think that Kerbal camera parts and EVA items would a cool addition to the game. How are the the Kerbals at home going to see the great moments in Kerbal space exploration without a live video broadcast!? I think that you should be able to attach TV cameras to your ships and allow Kerbals to carry cameras in their inventory. This would open up a lot of additional career and science objectives and bonuses. Or course, the captured media would be saved for browsing later in a "moments in history" page. -- Capture your first landing or first steps on the surface -- Capture that unusual point of interest -- Capture an iconic picture of Kerbin rising from the Mun -- Capture high resolution photos of an asteroid passing through the system or of your probe colliding with the object. -- Capture a selfie during an EVA -- Record a zoom call with some students -- Get technical support from the engineers at home to help fix something that broke. -- View Kerbals doing Kerbal stuff inside the space ship. The art guys might have some fun generating some animated video streams. Think Commander Chris Hadfield singing Space Oddity! If a reputation system is created in KSP2, having a camera to capture the action could provide a boost to your reputation score when completing an objective. In multiplayer, you could even take a peek at Kerbal video streams from other players.
  8. I have had a problem planning a path using a sequence of maneuver nodes, and, honestly, executing a single maneuver node with accuracy. I am pretty sure the burn indicator only calculates the burn time assuming 100 throttle and ignores engine throttle limits. I don't see my burn times updating when I reduce the max power for my booster. If the burn time is less than a few seconds, I know that I am probably going to mess up burn time. Being able to reduce my throttle limits to produce a more manageable, longer, burn would help me improve the execution of my maneuver nodes probably more than anything. With respect to building multi-node paths: When I complete the first node in the sequence, it doesn't automatically advance to the next node, so you can't use the "warp to maneuver" button on the maneuver control panel ( bottom middle of screen). When you click the trashcan, all my maneuver nodes are then destroyed. The game should detect is when you have completed a maneuver node and let you advance to the next node in the sequence. At a minimum, a button to advance to the next node would be appreciated. Additionally, most of the time, my burns are slightly off by a fraction a second and my flight path no longer passes through the location of the subsequent maneuver node. To avoid having to rebuild your flight plan every time, it would be great if some UI was provided to help you make adjustments to your flight to intercept the next maneuver node of the sequence. Let me know the intercept distance between my orbit and next maneuver point, or something. In aviation, you have the VOR indicator that will tell you if you are left or right of the intended course through a target point. Something like in 3D space would be pretty (complicated but) awesome. After I muck up my burn or trajectory through a node, I would have some information on get back on track without having to re-plain-out the rest of the nodes.
  9. At a minimum, they should provide a check for this in the "engineers report"
  10. I am also seeing the issue where the game freezes ( windows reports unresponsive app) when the autosave triggers. When doing an EVA on a planet surface, this problem has rendered the game nearly impossible, because I seem to be getting the unresponsive glitches every 30 seconds or so, and nearly every time that I jump my kerbal, when the kerbal lands on the ground or the ship. because It is making it impossible for me to get my kerbal back into the ship. In my case, the active ship was a very modestly side lander with a very modest part count, but I have quite a few other vessels out and about the solar system.
  11. I was really hoping that KSP2 would have moved away from using a tree structure for the ship. In my use case, I would like to be able to attach more than one radial separator to a side mounted engine stage. This would let me skip having to add a bunch of extra struts to firm up a wobbly side-mounded booster stack. Also, I ran into this when attempting to build ring shaped ships
  12. I agree. Terrible pain in the backside. You should be able to modify maneuver nodes using a control that looks a lot like the SAS orientation picker at the bottom left of the screen.
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