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1.0 Makes KSP Unplayable (resolved)


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While most of the 1.0 features are cool, I can't get ANYTHING into orbit. I tried making a simple rocket which definitely has the capacity to get into orbit, but now the changed physics cause my rockets to flip over.

Not only that, but the shaky camera when launching is extremely annoying. It makes interacting with parts extremely hard and makes my crafts 10x harder to control.

Other than that, KSP 1.0 is still pretty cool in terms of new features(kind of wish the barn was added back like they said it would be though).

EDIT:

Ok, thanks for telling me how to turn off the camera shakiness, and also I figured out my problem with rockets tilting over.

Edited by Clockwork13
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While most of the 1.0 features are cool, I can't get ANYTHING into orbit. I tried making a simple rocket which definitely has the capacity to get into orbit, but now the changed physics cause my rockets to flip over.

Can you show us a pic of your rocket?

Not only that, but the shaky camera when launching is extremely annoying. It makes interacting with parts extremely hard and makes my crafts 10x harder to control.

It can be turned down or disabled in the settings if you don't like it. Opinions seem mixed on it.

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While most of the 1.0 features are cool, I can't get ANYTHING into orbit. I tried making a simple rocket which definitely has the capacity to get into orbit, but now the changed physics cause my rockets to flip over.

Not only that, but the shaky camera when launching is extremely annoying. It makes interacting with parts extremely hard and makes my crafts 10x harder to control.

Other than that, KSP 1.0 is still pretty cool in terms of new features(kind of wish the barn was added back like they said it would be though).

Are you doing the standard 10km then rotate to 45 degrees thing? If so, THATS YOUR PROBLEM!

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KSP 1.0 is a totally different sim. You need to forget the old ways and play it as new. As far as flipping rockets during the orbital turn, you need to do that gradually or aerodynamics will cause you to swap ends.

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While most of the 1.0 features are cool, I can't get ANYTHING into orbit. I tried making a simple rocket which definitely has the capacity to get into orbit, but now the changed physics cause my rockets to flip over.

Not only that, but the shaky camera when launching is extremely annoying. It makes interacting with parts extremely hard and makes my crafts 10x harder to control.

Other than that, KSP 1.0 is still pretty cool in terms of new features(kind of wish the barn was added back like they said it would be though).

You can turn off shaky cam in the settings, and the rocket flipping is realistic and authentic. You have to turn into the prograde, starting your gravity turn much earlier than before, if you don't have winglets and you go too far off prograde, you will flip This is intentional.

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That's what I'm doing. Still works well when I don't tilt that much though.

Turn much earlier and keep your attitude aligned much more closely with your prograde vector indicator. Make small control inputs. Don't pitch by >5-10 degrees suddenly. A good rule of thumb is to make your attitude changes so that they touch the edge of the prograde ring but do not go outside it too much.

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Turn much earlier and keep your attitude aligned much more closely with your prograde vector indicator. Make small control inputs. Don't pitch by >5-10 degrees suddenly. A good rule of thumb is to make your attitude changes so that they touch the edge of the prograde ring but do not go outside it too much.

That's excellent advice, seems to work fairly nicely in practice, and easy to see. Allow me to expand on your description a bit. There's a dot right in the middle of the nav ball which doesn't move, keep that dot inside the circle of the prograde vector at all times while ascending through thick atmosphere. When descending, to avoid the same flipping over problem in reverse, with a taller lander, keep the dot in the middle of the retrograde vector at all times. Avoid violent control inputs if at all possible (only use big inputs if you're trying to pull the dot back into the prograde/retrograde vector.

Gravity turns have never been "vertical until 10km, then 45 degrees", NEVER! It just happens that old KSP was buggy and didn't cause you to crash and burn if you did that, but it should have. The bug has been fixed now, and you need to actually do something that's at least close to a proper gravity turn, a continuous curve of slow and gentle continuous adjustment from just after lift off until you're out of the atmosphere and horizontal. Rockets are most sensitive to flipping out at low altitude, in the thickest atmosphere, so it's ok to do "vertical until 5km" (or similar), before starting the slow and gentle nose over towards the horizon, if that makes it easier for you.

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Im sorry but i agree with OP - The game's ruined. It's not the KSP it used to be, where anything seemed possible - now it's by-the-book, boring and frustrating. That and the lower FPS and same crash rate (about once an hour) means that this is a huge step back rather than forward. I've got 3000+ hours in the game, and I still don't understand it - I can't imagine anyone new or inexperienced with this game would enjoy it.

IMHO, it's rubbish, go back to .90.

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Im sorry but i agree with OP - The game's ruined. It's not the KSP it used to be, where anything seemed possible - now it's by-the-book, boring and frustrating. That and the lower FPS and same crash rate (about once an hour) means that this is a huge step back rather than forward. I've got 3000+ hours in the game, and I still don't understand it - I can't imagine anyone new or inexperienced with this game would enjoy it.

IMHO, it's rubbish, go back to .90.

Still have a copy of 0.90 if you want it.

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I've kept my 0.90 install alongside, and I still have things I'm working on in it - and will continue to work on. I'm undecided about 1.0 at the moment. It's going to take some trial and lots of error, so it seems, and some patience for the upgrade bugs to be worked out. I am finding launching even the simplest of rockets into orbit a chore, which shouldn't be. :/

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IMHO, it's rubbish, go back to .90.

Dang, that's dishearatening. I know there are always naysayers but yours is a name I respect, you've always been great at pushing out craft that really seem in the spirit of KSP (and providing useful info on how the physics actually worked in KSP for those craft). If you feel like you can't do that anymore then I worry I will feel the same.

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Im sorry but i agree with OP - The game's ruined. It's not the KSP it used to be, where anything seemed possible - now it's by-the-book, boring and frustrating. That and the lower FPS and same crash rate (about once an hour) means that this is a huge step back rather than forward. I've got 3000+ hours in the game, and I still don't understand it - I can't imagine anyone new or inexperienced with this game would enjoy it.

IMHO, it's rubbish, go back to .90.

How can you say that when you've played it for what, 6 hours?

The physics have been completely changed, but orbit is still very possible. Just have to re-learn how.

We were all noobs once. Even you, Zekes.:)

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The slowed science progression and reduced science from contracts is eating into me more than the new aero. It's still possible to launch some crazy designs (I just did a science bomb). You just have to change your ascent profile so that you don't drift too far from your surface prograde till you're above 30km altitude. If you drift too far your rocket will flip.

The new progression has me doing new designs. Thankfully they made all of the early parts cheaper too (all the liquid fuel rockets are cheaper than .90 from the feel of it). I'm using structural fuselages to make large engine clusters rather than using single engines for jobs, all with LV-t45 ("swivel" now) so that I have attitude control to prevent flipping.

Science bombs are back. There are two types that I brought back:

- Low altitude EVA reports: I had Valentina go outside every so often to take a report over each biome on the Mun.

- Probe bombs: I bought back the Artemis design from 2013... one main ship with several small probes each carrying small experiments. All of the small probe stuff unlocks earlier now

I had to do the mun mission without solar panels too (never did it in .90 without solar unlocked).

Noticed that regolith became stock so it's been easier to update my civ pop mod. I want to test it more before it goes out the door.

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Good rule of thumb.

Start gravity turn at 100 M/S (this is really dependent on vessel)

When in gravity turn follow the little yellow ball in your NavBall. Keep the cross hair and those two together at all times.

Once you pass 28K to 30K you can pretty much Freely leave the Yellow ball and flatten out a little to bring your PE up.

Once in orbit do your normal burn to get a full orbit.

If you notice that at 100 M/S your yellow ball is falling to fast you can slow it down a little bit by holding the crossHair all the way to the rear of it. (like your chasing it and its winning).

Good luck.

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