Kerbal Space Program 2 really sells an atmosphere and mood of unlimited discovery and achievement. Still, for all its technical trouble, it's an incredibly impressive near-scale simulation of our own solar system. Whenever these issues pop up, my flight path is typically altered (and in some cases prematurely ended), as I have no real course of action aside from waiting for the strained game engine to catch up. I've had random stuttering fits that throw the whole physics engine into disarray, FPS drops to single digits, and I've been hard-locked out of clicking any UI options. What hasn't disappeared in my time with the game are the frequent bugs. KSP veterans will doubtlessly be familiar with the performance issues that come with realistically simulating 3,000 tons of atmosphere-breaking space flight but once your bootleg Soyuz gets into orbit, those performance issues quickly disappear, at least from my early playtime. Whenever I spent any significant amount of time retooling my craft in the Vehicle Assembling Building, I'd typically sit back and watch the whole countdown, anxiously awaiting the moment of lift-off. New to Kerbal Space Program 2 is a countdown launch, where a Kerbal announcer will count down to zero in gibberish numbers, backed by some whimsical bohemian strings and horns. The sputtery belching of the boosters gives way to this cacophonous, desk-rattling roar. When things go according to plan launches are breathtaking, hiccups and all. I was disappointed to see a lack of HOTAS support in the input menu, as the twist of a stick and ease of use of a throttle would immediately alleviate any of the minor control issues I had. The latter makes braking way more easy for a fat-fingered slob like me.In-atmosphere plane and rocket flights currently feel awkward when using the mouse and keyboard, as the rocket's orientation will always level out based on the craft's center of thrust and mass, respectively. That allows me to adjust the pitch for high thrust at low speeds or increase the maximum speed at which the props generate thrust, and at it allows me to nearly direct control over the airspeed at low speeds by lowering the prop pitch (down to 0 for braking on the runway, or a quick increase for a go-around). Then when flying I set the torque limit to the limit of my power consumption (usually just max), and do the actual thrust control with the propeller pitch. I keep the max RPM to max, bind the torque limit to one axis group, and bind the propeller pitch to another axis group. I usually use a small fairing to put two (electrical) engines on the same axis, but a classic twin-engine design also works well.įor my prop-planes I don't use the main throttle at all. The usual solution is to have two counter-rotating propellers. That is a known problem, and I think this issue is worse in game than in real life. The plane keeps trying to spin/roll due to the single engine. TBH it's going to be a headache figuring some of this out without some help/comparison from the PC community. There's a lot of new settings/options for action groups and the Kal 1000 etc, that are not explained at all. If so then it could be really helpful for us console players to have one of you folks do a comparison of sorts, as in how well some of the controls/methods to control robotics and planes etc have been implemented on console.(I have a feeling some things have probably been overlooked in this regard) Are there any PC players who happen to also own the console version?(highly unlikely I know) It's going to take a while to get my head around all the new robotic parts and how to use them with a controller.Īlso, just out of curiosity. įor the moment I just want to figure out how to make the Kal sequence work In reverse also. The plane keeps trying to spin/roll due to the single engine.however I'll figure out how to sort that later. I've seen advice on another forum ,to use the Kal 1000 to bind RPM and Torque limits to the main throttle, this seems to be working, kind of as intended. I'm having difficulty with throttle controls. I've put together a basic biplane using the R121 turboshaft. So I've just downloaded the Breaking ground dlc on xbox.
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