Diego_ Posted February 28, 2023 Share Posted February 28, 2023 (edited) KSP2 Version: 0.1.0.0.20892 Operating System: Windows 11 CPU,GPU and RAM: i9 9900KF, RTX 2060 (6GB VRAM), 32GB RAM Mods: 0 Description of the problem: The rockets bend very easily, making them quite difficult to launch, especially if they are large. Solution: Modify in the PhysicsSettings.json file and increase the parameter called "JOINT_RIGIDITY" Edited July 9, 2023 by Anth12 Link to comment Share on other sites More sharing options...
Anth Posted July 5, 2023 Share Posted July 5, 2023 Returning this to the public area for upvoting purposes. Link to comment Share on other sites More sharing options...
hidearimjosh Posted July 5, 2023 Share Posted July 5, 2023 Let's get this boy to the upvote world record Link to comment Share on other sites More sharing options...
DibzNr Posted July 5, 2023 Share Posted July 5, 2023 Upvote any% wr Link to comment Share on other sites More sharing options...
kspnerd122 Posted July 5, 2023 Share Posted July 5, 2023 Any% speedrun Link to comment Share on other sites More sharing options...
S1lenced7 Posted July 5, 2023 Share Posted July 5, 2023 Discord link for reference. Please read to understand some people’s frustrations and feelings. https://discord.com/channels/1039959585949237268/1125099731949985803 Link to comment Share on other sites More sharing options...
Suppise Posted July 5, 2023 Share Posted July 5, 2023 We want this gone in patch 4 Link to comment Share on other sites More sharing options...
S_Coriolis Posted July 5, 2023 Share Posted July 5, 2023 Time to get the welding kit Link to comment Share on other sites More sharing options...
whatsEJstandfor Posted July 5, 2023 Share Posted July 5, 2023 (edited) My kingdom for a Beam.NG-style soft-body solver but, until then, let's get these rigid bodies to stay, ya know, rigid! So far the arguments I've seen FOR wobbly rockets are "players should get feedback on when they've designed something poorly". Agreed! However, I think having elastic joints are just the wrong kind of feedback. I think @Kavaeric's Discord post here is right on the money: Groaning/creaking and (imho, a purely cosmetic) rattling (like in the launch trailer) could tell the user that the joints are nearing their failure point, followed by catastrophic failure. I ran some tensor calculations on my Hello Kitty calculator and plotted this helpful chart: Edited July 5, 2023 by whatsEJstandfor Created a very good diagram. Edit 2: Miscalculated Young's modulus the first time Link to comment Share on other sites More sharing options...
Sylvi Fisthaug Posted July 5, 2023 Share Posted July 5, 2023 24 minutes ago, whatsEJstandfor said: My kingdom for a Beam.NG-style soft-body solver but, until then, let's get these rigid bodies to stay, ya know, rigid! I love Beam.NG, but yes. Rockets should have soft body physics only if the tanks suddenly depressurize suddenly on the launchpad. Think soda can! You can stand on it while unopened, if empty can't handle much weight. Link to comment Share on other sites More sharing options...
ChadDude Posted July 5, 2023 Share Posted July 5, 2023 I think we gotta get more specific then changing the file value Link to comment Share on other sites More sharing options...
Gonb Posted July 5, 2023 Share Posted July 5, 2023 Yes pls fix the wobbling Link to comment Share on other sites More sharing options...
schlosrat Posted July 5, 2023 Share Posted July 5, 2023 (edited) I would like to add my voice to the enthusiastic and neigh-unanimous chorus that the time for the end of wobbly rockets has long passed. @whatsEJstandfor has it right in his Hello Kitty calculator plot. The modeled behavior in KSP2 is unrealistic, unhelpful, and unfun. If you want something better, then listen to your players and toss out the stupid spring in the joints. They don't work like that in real life and they certainly shouldn't work like that in the game. Let them creak and groan and maybe even (COSMETICALLY ONLY!) vibrate. Let the failures be catastrophic (as they should be), and let there never again be a wobbly rocket in KSP. Edited July 6, 2023 by schlosrat Link to comment Share on other sites More sharing options...
Kroko6 Posted July 5, 2023 Share Posted July 5, 2023 I also just want to support @whatsEJstandfor Proposal this would prohibit unreasonable builds from working and still keep it fun to play Link to comment Share on other sites More sharing options...
The Space Peacock Posted July 5, 2023 Share Posted July 5, 2023 i was here (but please actually fix wobblyness my space telescope keeps falling appart) Link to comment Share on other sites More sharing options...
Davryder Posted July 6, 2023 Share Posted July 6, 2023 Yeah I find it unreasonable when attempting to make a SaturnV or starship rocket to kerbin scale be unusable and unplayable due to joints not being in a stable state, mean while the structure should be stable. Link to comment Share on other sites More sharing options...
Zabby Posted July 6, 2023 Share Posted July 6, 2023 Nate should stream himself building and flying a big craft and let me know if its still fun. Link to comment Share on other sites More sharing options...
MechBFP Posted July 6, 2023 Share Posted July 6, 2023 I still think there should be a little bit of flex right as they are nearing the failure point to give some extra visual feedback. However, if having some flex requires implementing things in a way that is suboptimal, than I am okay with no flex at all. Link to comment Share on other sites More sharing options...
LandonLLC Posted July 6, 2023 Share Posted July 6, 2023 Wait, having beeping noises and the rocket cracking off like the trailer would be so much cooler. Maybe leave the wobble in ksp 1 and try something new for "bad designs". Honestly, with how impressive the sound design is in the game from Howard Mostrom ,I would want to fail to hear it lol. Link to comment Share on other sites More sharing options...
Krzysztof Jaromir Posted July 6, 2023 Share Posted July 6, 2023 I would also kindly want the rocket wibl wobl gone please Link to comment Share on other sites More sharing options...
DrBlort Posted July 6, 2023 Share Posted July 6, 2023 Wobbly rockets were never fun. If they were there wouldn't be a need for autostruts. Link to comment Share on other sites More sharing options...
mdinkel Posted July 6, 2023 Share Posted July 6, 2023 This is the 1 issue that is making me refuse to purchase this game. Wobbly rockets are not what makes the game "Kerbal" The slapped together style and the safety 3rd attitude are what makes the game "Kerbal" Link to comment Share on other sites More sharing options...
Daveull271 Posted July 6, 2023 Share Posted July 6, 2023 Please, get rid of wobbly noodle spring rockets. I hate them. Link to comment Share on other sites More sharing options...
Filed.Teeth Posted July 6, 2023 Share Posted July 6, 2023 It should all go on mass distribution. If I have a large mass on top of a small coupler, I'd expect wobble. But when I have a taper, or even a straight line with most of the weight at the bottom, I expect not to watch spaghetti. Link to comment Share on other sites More sharing options...
qwewew Posted July 6, 2023 Share Posted July 6, 2023 Can't really understate the importance of this fix for this critical problem. It is a bug, not a feature. This was not desirable in KSP1, it is even less desirable for KSP2. Link to comment Share on other sites More sharing options...
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