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almagnus1

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    Spacecraft Engineer
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    Kerbol

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  1. So giving KSP2 another go again after a lot of bug fixes, and it's in a MUCH better place than it was at launch. Kudos to the dev team for kicking ass and killing bugs! However, the maneuver node system (specifically when trying to get to another moon or planet) really leaves a lot to be desired. For starters, it needs to have the option for better fine adjustment where I can enter values instead of clicking and dragging parts of the UI. In other words, you need to bring in the KSP1 UI elements for the AN and DN of the current target on the trajectory ring along with basically integrating Maneuver Node Controller (see link) into the game. KSP2 is in a much better state, but it can be better. When KSP2 is feature complete, it should be a total nobrainer to play this over KSP1 because KSP2 should become a superset of everything KSP1 is - and this is one of those features that will greatly help KSP2 get there.
  2. Something that may help all of us are a new type of procedural wing that is made up of segments, and each segment has the following optional features: Fuel tank Control surface Air brake Leading and trailing edge flaps Each segment would be locked so the root of one segment perfectly matches the tip of the next, allowing you to basically shape the wing (and how it's angled) as you see fit. Each segment would also have a connection angle, which would allow for easier complex wing designs. So, what aspiring dev is up for a challenge?
  3. From what I understand of them, they fundamentally change the cross section of the wing so that it performs better at lower speeds (like takeoff and landing). Granted, I'm an armchair engineer so there's probably someone else here that can correct me if I'm wrong. It's one of those things that you read and go "why hasn't this been modded into KSP1 and talked about since then?" because it's just such a fundamental concept that so perfectly mimics the real world that I'm surprised it hasn't been implemented long before now. I do that with putting many procedural wings together - which also allows me to sort of mimic a bit of a curve to the wing which can help give it a more graceful dihedral to the wing because you're giving it a slight curve. If we're going to go fully procedural on the wings, maybe it would make more sense to just have a bunch of segments for each wing, and then chain them (so the root of one wing is on the tip of the other and the connecting surfaces are always the same size). That actually would be enough of a description to do a mod request actually....
  4. Tbh, I'd rather not torpedo responses by trying to accommodate what we think the devs can do, but rather give it to them unfiltered and let the devs figure out what they can do.
  5. Aside from the wing fuel tanks (which tbh, should have been there a long time ago), here's other stuff that should be procedural on the wings: Flaps on the leading and trailing edges Air brakes Control surfaces for at least pitch and roll, but an arbitrary number of control surfaces that I can define however would be better. Those (along with fuel tanks) would better mimic a lot of the wings we see on many a commercial jet.
  6. So when I'm getting a random part failure (as TT-440XL is prone to do as it feels like that decoupler is made of glass), having a replay feature to better analyze the failure and figure out why it's failing would be extremely helpful with building better craft. I don't mind failing if I have the tools to learn from it so I can make adjustments and end up with something working, but failing and wondering if you're hitting a bug isn't fun and makes me want to just Alt+F4 and go do something else.
  7. If the rocket is wobbly, it should be because I screwed up the design, not because the game designers think it's "fun". I can't recommend KSP2 over KSP1 until this issue gets fixed because it renders the game hugely unplayable in the later stages because you absolutely need the really big rockets if you are going to be building anything worthwhile in orbit or offworld. I'm seriously starting to wonder if the devs never did a Saturn-V type mission and tried to pilot it out of the atmosphere.
  8. IMO the KSP1 camera is just superior to the one for KSP2. Tbh, they should just make it match the KSP1 camera.
  9. At this point in time, I find the wobbly rocket issue so unfun that while I have bought a copy of KSP2, I will not play it other than to log in, test stuff out on the patch, then log out. It's just not fun to play when the rocket is a noodly mess as KSP2 absolutely needs to be a rocket sim first (with safety third), NOT a LOL FLOPPY ROCKET simulator.
  10. When can we expect the floppy rocket and aircraft wings falling off issues to be largely mitigated? Shameless self-promotion plug:
  11. I wouldn't mind it so much if I could get airborne first... so far, my craft is still stuck on the runway going "Wuh happen?"
  12. Still having a lot of vehicle issues, hopefully next patch is playable =(
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