Bingmao Posted February 14 Share Posted February 14 I totally get it why it is not possible to make or extend a maneuver plan if you don't have enough fuel, and it was discussed often enough in the forum (i.e. accurate calculation of future path taking fuel consumption == mass reduction into account, could result in negative mass and totally wrong predicted orbit, if maneuver exceeds vessels capability) But I would like to propose a button next to a maneuver node which can switch the node between the new accurate KSP2 mode and a "simulation"-mode (instant impulse maneuver, infinity fuel) like in KSP1. Or even being able to switch the whole game to a simulation mode, like it is introduced in the tutorials with P.A.I.G.E. (with the blueish outlines), with maneuver nodes set to KSP1 functionality. Link to comment Share on other sites More sharing options...
mattihase Posted February 14 Share Posted February 14 having the option for both kinds of nodes would be super handy (though I can imagine mantaining both could cause double the bugs to fix with each update) Link to comment Share on other sites More sharing options...
magnemoe Posted February 14 Share Posted February 14 On 11/1/2023 at 7:53 PM, Scarecrow71 said: I have to agree that the decision by IG to remove the ability to create trajectories/maneuvers in excess of the current amount of fuel is a hindrance to gameplay. A lot of us like to do a whole lot of testing of our craft before the actual mission we undertake, and we can't plan for appropriate maneuvers or burns when we reach the end of our fuel and the game simply stops letting us continue. I agree we shouldn't be able to burn if we don't have enough fuel (or the engines simply cut off at that point). But we should be able to at least create the node and see how much fuel we need. I'll also put out there that there are times where the actual dV is 0 and even enabling the option for infinite fuel doesn't work. Agree, in KSP 1 I had an targeting satellite used for setting up trajectories for ships leaving Minmus and going to other planets. This let then fuel up on Minmus base and leave Minmus orbit and drop down to LKO for the main burn, this gave almost a 1 km/s free but often required leaving Mimus orbit and doing an orbit around Kerbin with Pe at the burn point and Ap at required height to hit target at time. Now this is not an option in KSP 2 as no resources but this will change. Link to comment Share on other sites More sharing options...
Soda Popinski Posted February 21 Share Posted February 21 (edited) I came up with a work around for the no stage / no delta-V issue when you have plenty of fuel for non-mono-prop engines. You need to edit the Save Game json file (under C:\Users\<user>\AppData\LocalLow\Intercept Games\Kerbal Space Program 2\Saves\<savegame name>\). Open the .json file in an editor, like Notepad++, and find the craft under "assemblyName": "Your Craft Name", You will see "availableStages" empty and engine parts under "unassignedParts" That's the problem. You need to move the engines from "unassignedParts" to "availableStages" and changed unassignedParts to Null. You need to extend the brackets after "availableStages" to go around the engine parts. And for good measure, I changed "totalStageCount" to 1 and "StageID" to 0. Essentially go from this: "AssemblyDefinition": { "assemblyName": "Default Name-32", "localizationNameKey": "", "version": "1", "description": null, "simulationObjectType": "Vessel", "offsetToGround": 0.0 }, "stagingState": { "availableStages": [], "unassignedParts": { "partGuids": null, "PartIds": [ { "Guid": "5d799cfc-2852-43ce-a002-e99d2147e61a", "DebugName": null }, { "Guid": "57420225-510c-47d8-a878-0580deacbd84", "DebugName": null } ], "StageID": -1, "IsActive": false, "DeltaVSituation": { "CelestialBody": null, "IsAtmosphere": false, "Altitude": 0.0 } }, "totalStageCount": 0 }, to this "AssemblyDefinition": { "assemblyName": "Default Name-32", "localizationNameKey": "", "version": "1", "description": null, "simulationObjectType": "Vessel", "offsetToGround": 0.0 }, "stagingState": { "availableStages": [ { "partGuids": null, "PartIds": [ { "Guid": "5d799cfc-2852-43ce-a002-e99d2147e61a", "DebugName": null }, { "Guid": "57420225-510c-47d8-a878-0580deacbd84", "DebugName": null } ], "StageID": 0, "IsActive": false, "DeltaVSituation": { "CelestialBody": null, "IsAtmosphere": false, "Altitude": 0.0 } } ], "unassignedParts": null, "totalStageCount": 1 }, Edited February 21 by Soda Popinski Link to comment Share on other sites More sharing options...
CFTeague2 Posted March 19 Share Posted March 19 (edited) Hi, Id like to report this as a UI issue. * If your engines are temporarily disabled (i do this sometimes to avoid firing my engines by a misclick), you cannot create a manuver, because the system believes your d-v to be zero, when your engines are off * had an older issue, havent seen recently -- but I was having a problem with very small probes. With a fuel tank with like 0.1t of fuel left, it was not letting me create a manuver. Not sure if it was rounding off, to zero, and then calculating zero d-v, and then not letting me create it. OR, quite possibly, this is the above issue, of engines disabled -- I might have disabled my engines on that probe, intentionally to save the last little bits of fuel for the manuver I needed (to prevent a misclick from wasting it -- "shift-tab to read steam chat has turned on my throttle many times back when I was playing KSP1"), Also, this is frustating when testing something with "Infinite propellant" set ON. you have inifinite DV, in that case, but you cannot create he manuver. (EDIT: in the case where you actually have no fuel, but infinite prop is on, I mean) Honestly, while it may have been intended as a way to protect new users, its feels like its causing more frustration than it saves....? Anyways, I hope we can find a good answer for everyone! THANKS!! Edited March 19 by CFTeague2 clarification Link to comment Share on other sites More sharing options...
Navoan Posted March 19 Share Posted March 19 Yup, this is a frustrating one. After staging the game is saying my ship has 0dV, when in fact I have two full tanks. I can USE the engine, there is fuel... yet saying 0dV. This wouldn't be the end of the world, ok I can't tell how much dV I have, however, on top of it all, I can't make a maneuver node due to having 0dV! So now I'm stuck with a stage full of fuel, that I can't plan for. That is an issue. Link to comment Share on other sites More sharing options...
Douces Posted April 13 Share Posted April 13 If the DV calc was reliable 100% of the time, you could gate it, but since it is not, remove the gate. Link to comment Share on other sites More sharing options...
The Space Peacock Posted June 13 Share Posted June 13 man it feels good to be able to put this one in the archive Link to comment Share on other sites More sharing options...
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