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List of things needed in a hotfix


r4pt0r

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With the jet engines and survey contracts, I think the solution is to simply retune the altitudes for the contracts. Instead of surveying at over 19,000 meters, how about surveying BETWEEN 6000 and 11000 meters, that way the obvious choice is a plane and the plane can actually do the job.

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Landing gear collisions with other parts should be fixed so stock bearings can still be a thing.

http://forum.kerbalspaceprogram.com/threads/116938-Cannot-use-landing-gears-as-bearings-in-KSP-1-0

Its not that major but if its fixed I can go back to making stock crafts with functioning rotating parts.

Edited by Jon144
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This is hearsay from another player's experience, but I thought it was worth repeating here: Apparently some engines drop all the way to zero ISP (i.e. no thrust but still burning fuel) in high pressure atmospheres like Eve's. I haven't been to Eve yet to verify, however.

If true, this is probably not the physics that the devs intended. The real world interpretation would be that the combustion chamber pressure is literally lower than ambient atmospheric pressure... which simply would never be true for any actual rocket motor. Even a child's plastic water rocket would still have an ISP of 5-10 on Eve.

I seem to remember there was a bunch of discussion about this when the ISP changes were confirmed in a devnotes way back.

It's just a case of gameplay vs realism. In reality a vessel on the surface of venus (75atm?) would have a lot of trouble with it's engines, so the engines are scaled to reflect a similar design challenge without the player having to actually wade through 75atm of pressure. In any case I expect the aerospike and the larger engines should still have thrust on the surface, it'll be mainly the dinky ones that struggle.

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The jet engines work fine. The main problem is the heat system: it's too unforgiving for spaceplanes. There are absolutely no reliable means of cooling, and the heat build-up ends up being completely stupid-fast as a result, going from 1000 to 3000+ in under 5 seconds even at mach 2. It's especially ridiculous when this happens at 0.01atm density. That's not how shock heating works!

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The problem is they rushed so much brand new content into the full release it was bound not to turn out flawlessly. If they wanted it to be successful they should have released a beta version .95 and fixed the bugs in the system and only THEN release the full version.

Looks like people also forgot to mention the wheels on the larger landing gear dont have a spinning animation.

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Yakky: there's also flow separation from high pressure vs too-high area ratio, that would contribute to Isp being lower than a straight chamber pressure vs static pressure comparison.

allmhuran, you've probably never played a flight sim where you can install incredibly powerful engines on tiny, tiny aircraft. Each Turboramjet is about 1.3x as powerful as the J-58s used on the Blackbird on the runway, and supports higher speed. You're right that they have unrealistic TWRs--something like 2-4x the TWR of real life jets. They also have about 10x the Isp of real jets. However, they are much much less overpowered in 1.0 than in .90, so I consider that improvement. :)

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If nobody else has mentioned these:

- Possible to get "trapped" in R&D (I made a thread in Support)

- KSP claims to have "crashed" whenever the "Quit" button is pressed or I key Alt+f4.

- "Flag Pol" bug (although I heard this is already being addressed)

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I want the option of having the old keyboard layout. The new one SUCKS. I need 3 hands to dock.

Fix quicksaves loading and having you listed as 'in flight' even though you're 'in orbit' with 0 throttle.

Edited by Fengist
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The plane exploration/science contracts balance is basically broken until turboramjets: Most or all of them ask for heights from 15 to 25 km, which is well outside range of our subsonic early engine or the first two sets of intakes.

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With only the Exception Detector mod installed, i am getting an exception thrown in the Tracking Center, when selecting a vessel in the list, then clicking anywhere in the map view on the right...

Its throwing this: OverlayGenerator.OnMapFocusChange

Oh, yeah, in the Map View, I notice they did away with the double arrow "warp here" buttons, and went with adding a button to the "Add Maneuver" popup... I know its a little thing, but I would like to see some kind of "dot", or icon, like after you add a maneuver node, that appears at the spot where you click "Warp Here", so you can see exactly the spot you are warping to...

Edited by Stone Blue
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fuel cell array bug; (probably also small fuel cell bug)

when having fuel cell array and one drill operating, fuel cell is functioning normally at something along 60-70% total output. However sometimes step-by-step time acceleration (to like x1000) decreses reported output (not real one since EC bar is full) to 2% resulting in much lower fuel burn than it should be.

Edited by riocrokite
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The plane exploration/science contracts balance is basically broken until turboramjets: Most or all of them ask for heights from 15 to 25 km, which is well outside range of our subsonic early engine or the first two sets of intakes.

Surveys were not designed to be "plane contracts", as planes are only really relevant on four planets. They can be completed with all manner of craft, including orbiting vessels, and sounding rockets. The idea is that the player approaches each survey individually and designs a craft around it specifically.

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allmhuran, you've probably never played a flight sim where you can install incredibly powerful engines on tiny, tiny aircraft. Each Turboramjet is about 1.3x as powerful as the J-58s used on the Blackbird on the runway, and supports higher speed. You're right that they have unrealistic TWRs--something like 2-4x the TWR of real life jets. They also have about 10x the Isp of real jets. However, they are much much less overpowered in 1.0 than in .90, so I consider that improvement. :)

I think they're far more noticeably overpowered with stock aero now though. First plane I built in 1.0 was a simple single-engine (basic jet), which looked somewhat like a Sabre, and the thing hit mach1 before it had hardly left the runway :P

At least with the old soup in place it kept that somewhat under control. Now they're just insanely powerful.

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However, they are much much less overpowered in 1.0 than in .90, so I consider that improvement. :)

Well if we were to judge their power by being able to go from 0 to 1700 m/s in 30 seconds without going higher than 1.5km, I would consider the new jets to be hilariously more overpowered compared to the previous version. Yet they are also much much less useful or fun.

I very much hope they get another look soon along with revisions to the heat mechanics. Here I was looking forward to the new drag system and finally having a reason to use nose cones and wings on my speed jets. Much to my disappointment, all my speed planes have been dumbed down to flying pringle cans since the update :P If both are working as intended I'll honestly be pretty bummed out as speed jets were pretty much the main thing I did in KSP.

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Hi!

Sorry if I repost something, but here are some issues I observed:

-Small aircrafts are waay too maneuverable when CoM and CoL is close. I can pull 15+Gs at 300+m/s. And I can do 180turn in a 50 meters radius..

-Both jet engines are ridiculously powerful. With a small simple aircraft I could reach 800+ m/s before the end of the runway...

-Time warp in atmosphere disintegrates many aircrafts. As I already mentioned a few months ago, time warping actually makes everything go faster, instead of the time itself accelerating, so aerodynamic stress is greatly increased when warping...

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-option to turn on/off the new mouse cursor (give back my very own cursor)

-if i click the right mouse button to move the camera around the vessel please fix the mouse cursor position,i never seen this just in KSP - if you ever played WOW you know what im talking about

-the current stock resource scanning system just a joke

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So, I decided to play the tutorial scenarios for fun... the Orbiting 101 glitches out and softlocks the game. You start focused inside the sun instead of your vessel, and have no control whatsoever. Also "End Scenraio" simply doesn't react at all. You are essentially forced to ALT+F4 the game, cause it won't let you out of the scenario, in which you can't even play.

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Surveys were not designed to be "plane contracts", as planes are only really relevant on four planets. They can be completed with all manner of craft, including orbiting vessels, and sounding rockets. The idea is that the player approaches each survey individually and designs a craft around it specifically.

I just added a liquid rocket to my jet and flew straight up to get the high objectives, but I do get the point people are making. Surveys are the only kind of contract that give planes (not spaceplanes) any love and it would be nice if the low reputation missions would keep them within range of the normal jets (these missions are already have a poor [time investment/return] ratio).

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I'm surprised heat only targets certain crucial plane parts, not everything and accordingly part after part. It doesn't matter if the cockpit is the most aerodynamic vs a flat barrel, and the flat surface withstand better.. Just don't make sense!

http://forum.kerbalspaceprogram.com/threads/117236-Guess-i-was-wrong-about-heat-can-damage-everything

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