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angelatthetomb
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Bottle Rocketeer
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I have a Master's degree in Workspace Operating Mode Bewilderment Attenuation Technology, and I have no idea what workspaces are for or how to use them.
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What's needed is threefold: -Ability to see orbits propagating into different SoIs as they are adjusted (I'm 100% sure they'll fix this). -A way to observe orbital parameters changing live as you adjust the node, with numbers and not just visuals. A popup "orbital parameters after maneuver" window would be best, so that you don't have to look at the actual location of whatever parameter you're interested in. Bonus points if it includes parameters after an SoI change (i.e., shows you Mun periapsis even though the node is in Kerbin periapsis - KSP 1 never got this). Less confident this will happen. -A method to adjust the maneuver node without looking at it. Best solution: a "maneuver node editor" that is not as ugly and finicky as KSP 1. It should appear near the lower-center of the screen (where there's some convenient dead space) and should have a large-scale maneuver node widget as part of the UI. This gives you a duplicate of the maneuver node widget that exists in the world, but is in a fixed location, easily accessible, and always available whenever you're in map mode with a maneuver node. The layout of the SAS hold axes widget provides a useful analogue. Above or to the right should be numerical input options.
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Even camera people don't use those terms (source: am a professional camera operator). We don't "dolly" in or out, we "track" in or out or left or right (because dollies run on tracks, see?) "Pan" to track annoys me as a pedant, but I know a lot of software uses it that way, and especially in a game aimed at kids it's fine. As far as units, I'm all for getting the units as correct as possible. km, Wh (I know engineers prefer Ah, but since there's no voltages in KSP but there is power, Wh makes more sense at some magical hidden voltage), Gs or m/s^2 but not both in the same context. I'd even go so far as to say kg instead of t (it's easier to think about a probe at 239kg and a rocket at 239,000kg than a probe at .239t and a rocket at 239t). I also really, really wish that, since we've named "Methane" we could name "Oxidizer." Why should the fuel be named but not the oxidizer? It's so weird.
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This drives me insane too, anyone who has ever been around a military aircraft will see that and just say, "Uhhh something's not right here." It's very possible it's placeholder since there's no nozzle adjustment for throttle (which even stock KSP1 has). Practically, as well, the afterburner should be a "boost" to normal throttle (100-150% per cent or something), instead of a separate mode with a full range of throttle (why would you be at 5% afterburner? That just wastes fuel for less thrust than normal mode).
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Rocket noodling? Oh gods, not again...
angelatthetomb replied to Jarin's topic in Prelaunch KSP2 Discussion
They'll figure it out. Noodly rockets were absolutely atrocious in pre-.2 KSP1 (ten years ago...Jesus I'm getting old...). These days I've forgotten entirely about that, don't even use autostrut, and my rockets don't wobble. Remember the part where it's an Alpha? -
First impression from Scott Manley's gameplay video.
angelatthetomb replied to Tweeker's topic in Prelaunch KSP2 Discussion
The tutorials are Very Kerbal. What would a tutorial look and sound like if it were made by Kerbals? Exactly like the example in Manley's video. It feels entirely authentic to the game world. OP is taking KSP too seriously. It's a game where you can do serious things, yes - I play with RealFuels and Kerbalism and DR and 2.7x OPM and all of the good stuff. Very science. Much hard. I still chuckle like an idiot when I screw up and everything explodes. I also keep an unmodded install to play with my 5-year old. We build some monstrous contraption and he tries to make the Kerbals take their helmets off in space or jump out in the middle of reentry. We both chuckle like idiots when we screw up and everything explodes. The audience for KSP 2 is both of these experiences. One needs a tutorial. The other probably doesn't. It's a fun game. Let it be fun. -
In my experience, all the stock engines work fine. In my very heavily modded install, about 90% of the engines behave as expected. Most of the issues seem to be with BDB SRBs, some of which work fine, some of which behave very strangely. Some of the tanks don't work, either, especially tanks that use some sort of fuel switch - they usually override RF and you're left with a weird LH2/Oxidizer tank. I have a real Frankenstein install of custom fixes for engines I use a lot. I should really send them to Github, but I am too stupid for Github.
- 232 replies
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- real fuels
- configs
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Thanks for making us aware, too bad. Another question: I'm having an issue with the HDD size increase unlocks in a heavily modded install. The "special" unlocks, contained in ScienceRework/Tweakables/StockHardDrives, work - these cores have expanded sizes after unlocking the requisite tech nodes. But nothing else does - it's all still at 2MB even after unlocking experimental electrics. Any advice for narrowing in on what might be causing this issue?
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Does anyone know a way to get Strategia's "Science from New Biome" reward strategy, To Boldy Go, to work with Kerbalism? Because Kerbalism seems to intercept the science, Strategia never gives the reward, whether it's auto-science done through the Kerbalism window or the old-style science popup you get on some experiments.
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It's not only possible but likely that I'm just an idiot, and have missed a setting or config somewhere.... But since updating to today's patch my antennas are consuming EC at baffling rates, even when not transmitting. Most of the starting probes go dead a few seconds after liftoff with even one antenna attached. The VAB also now shows two EC values, one for Idle and one for Transmitting. The Idle values are lower than the Transmit values, but still, kind of ridiculously high.
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English isn't Hraban's first language, so he can come off a bit brusque sometimes. Contares really is amazing in its breadth, though. The quality is all over the place, but I have so many weird little gubbins and monstrosities fostered entirely by that *one* perfect Contares part found in a flash of inspiration. Put away the cattle prod. Give in.
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- totm march 2020
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Stutter Observed
angelatthetomb replied to Daveroski's topic in KSP1 Technical Support (PC, unmodded installs)
Ha. I would NEVER suggest that the problem cannot be with KSP. I neglected to mention that after further tinkering around, the problem is not restricted to KSP. It seems to happen in any 3D OpenGL game I've tested under Linux, which so far is Cities: Skylines and Half-Life 2. Another wrinkle: last night I installed SteamOS since it has native GTX970 driver support, and lo and behold KSP (and the above games) now run flawlessly on SteamOS 64, even with enough mods to push 8GB of RAM usage. The stutter is gone completely. For me that sells it that there is some sort of issue between the nVidia drivers and some flavors of Linux. I have not tested any other Debian-based distros besides SteamOS, so it may be a Debian thing. Everything else I tried was Red Hat- or Ubuntu-derived. Who knows. Too bad SteamOS' desktop is so clunky...I am going to try LDME and see how that goes.