Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. ill just be happy when colony come out. did not thank i had to wait another year for it.
  3. Part 12: 100% completion I recover the crew on Laythe; realizing I visited everything except the monolith on Tylo, I also go there. 12.1) Bring them back I collected all the science and circumnavigated all moons, but I still have a few things to do. Starting with collecting the crew on Laythe. Bill and Redo leave Vall on the ascent vehicle The ascent vehicle was optimized to avoid waste; it reached orbit with only 40 m/s left. It was still enough to fix inclination and get an intercept The main issue was actually the lack of battery. Even with all the probe cores in hybernation, it still run out before the rendez-vous, forcing me to dock with a probe without attitude control. Not trivial, but having RCS on Discovery helped. Crew from Vall successfully recovered Afterwards, I have to pick up the crew from Laythe. 12.2) The last anomaly
  4. No excrements! Thats my point! I am saying how I want those things to be in the game. No they aren't. How are resources limiting my early-game builds similar to how not having much in the way of funds did when starting a new career in KSP1. Currently, when you launch your first craft in KSP2 Exploration mode, you have no limitations other than tech tree unlocks. I can make a 2000 ton vehicle as my "starting" rocket. Does that make sense to you? One of the benefits of all the limitations in KSP1 was so you could REPLAY career mode by choosing different strategies based upon how you wanted to handle the limitations. Exploration Mode lets you "explore" as long as its to what might as well be a flashing neon arrow that says "SCIENCE HERE" Just because a feature was not implemented in the best way in KSP1 does not mean it is garbage. Why don't we use this opportunity during EA as a community and discuss the pros and cons of the XP system and how it can be improved or replaced with a different system with similar functionality? Also, hundreds of Kerbals? That's funny because KSP1 had a built-in mechanism to prevent this and make you more attached to your Kerbals...they cost money to train. THANK YOU!!! Finally someone understands what I am saying!! Now do you get we are arguing the same point? We were told this game was gonna be KSP1 plus colonies, interstellar and multiplayer. We are not getting KSP1 plus colonies, interstellar and multiplayer, we are getting [a different game] plus colonies, interstellar and multiplayer. You will forgive me for not believing this until I see it. I must say I am impressed with the faith many of you have. You cannot state your own opinion as if it is objective truth. Are you saying your opinion is more valuable or correct than mine? How much did you spend on KSP2? $50? According to the shareholders, our opinions are exactly equal, lol. Fake Edit: Wait, you know that Kerbal XP is toggleble, right?
  5. yep and some people wont this. but hey you do not have to build it if you don't wont it. one day in the next 10 years we well build on another planet. and where going to need that space station.
  6. Changed the original bug report which was in French. The mission requirement being a problem isn't just a translation issue. Same thing in English.
  7. Try again at dusk. Get above the clouds and aim the camera back down towards Kerbin.
  8. I'm going to say something contentious. Now that manned flights are growing closer, we have to address a fact that isn't being spoken: space travel is dangerous. The Artemis program, or something connected to it, may have the first death in space in over a decade. Maybe not in the first launch, not in the second, hopefully never. But for all the talk about commercialisation, this is space exploration and it is not safe. This isn't pronouncing doom. As Chris Hadfield says in his TED talk on fear versus danger, NASA has considered risk, reduced it where possible. He also said that the Space Shuttle was a complex flying machine and the chances of a catastrophic event was, when he flew, 1 in 38. He still went. SLS and Orion is less complex, we have far better robotics than Apollo ever did, and an honest-to-Oberth partially-reusable 'space truck' in Falcon 9. However... we cannot fully design out the chance of death, nor pretend that we are not putting people in harm's way. SpaceX makes it look easy. SpaceX also has "Stay Paranoid" emblazoned on the desks of Mission Control. Even the Apollo 9-like mission proposed in tandem with SpaceX could result in deaths. What brought this on? A blog post by Wayne Hale on the laser-focus on monetary cost as the be-all, end-all of space exploration: https://waynehale.wordpress.com/2019/06/19/blood-and-money/ If in the future something does go wrong, I have a polite request for the few people reading this: don't go mad. Do not argue yourself into the hole that all exploration should be done robotically. That you knew this would happen and humans should never have left the ground, never mind Earth. Do not let your fear control you. If you see someone else who likes space falling into the same trap, I request - because I can't make you do a damn thing - that you pull them out. Wayne Hale thinks the risk is worth the reward, that it is brave to take on this risk, and so do I.
  9. Today
  10. ANNOUNCE Release 2.1.1.16 is available for downloading, with the following changes: Updates KSPe.Light to the latest, mitigating that pesky collateral effect on KSP when users brute-force their way into the Steam's Launcher options trying to get rid of the infamous PD-Launcher. Additionally, this release also includes (obviously) the fixes from 2.1.1.15 that wasn't announced here on Forum: Closes issues: #37 Parallax may be inducing DOE to bork the Flares (invalid) #32 Body Flares are being deactivated when Dynamic Dimming Skies are See OP for the links. — — — — — This Release will be published using the following Schedule: GitHub. Right Now. CurseForge. Right Now. SpaceDock. Right Now. Being a simple fix release, I published it on everything and the kitchen's sink at the same time.
  11. Never tried an amphibious airplane, it was interesting =)
  12. More often than not, it centers me back to the part. Sure, it's my bad input, but holding mmb is is kind of a pain in the...
  13. I still want translation/rotation to be separated and binded to keys 2 and 3. Free vertical movement as well. MMB part focus is great, but not so much for larger parts where I want to do something at the edge of it. I agree, but if they stick to current progression, it won't happen. Also, add all size varieties to all parts.
  14. That's my gripe as well. When I'm at WASDQEZXwhatever the Del is far away, and the gaps for deleting are too small I far more often close the category than actually delete a part/assembly. That second click feels like much smaller inconvenience than any current alternative.
  15. Currently, we are all operating on the assumptions... That's the problem. Both positive and negative ones are equally valid.
  16. And then start manufacturing spacecraft to launch it from orbit, without having to deal with atmospheres, launch vehicles and all the work to get into orbit. As the saying goes, if you reach the orbit, you're halfway to anywhere - you get that first half for free.
  17. Perhaps you should take a moment to evaluate your own position a bit more critically. I don't mean this as any kind of attack but you're absolutely coming up with fantastical stories yourself. What most of us "doomsayers" are doing is we're looking exactly at what's in the game right now and exactly at what's on the roadmap and I at least am saying (as I can't speak for anyone else), is that most of what we have now is flat and uninspired and we know nothing concrete of the things on the roadmap. At some point the science system was on the roadmap and when it came out, it was just as meh as I was afraid it would be. Absolutely nothing on the roadmap gives us any indication that the features will somehow fix the issues we see in the current design. You're looking at an entry saying "colonies and resources will make it more interesting" and you're the one making up a fantasy where these features will somehow be great, even when we know absolutely nothing about how they're supposed to fix the problems. I'm not saying it's not possible but it doesn't look very promising. What you're trying to argue though is that what we "doomsayers" are saying is somehow "fantastical" and "we're ignoring the things they laid out" while you're just filling up the void with hope and trust and claim that you're the grounded and sensible one. It's a very bad position to have any discussion with you or others who share your point of view when you don't even try to argue your point but instead just make general claims how we're wrong without actually making a counterargument. If you want to have an actual discussion on this, then let's start from something simple. Please do point out exactly what on the roadmap will fix the issue with replayability? We know we're going to get some more missions but for people who want an emergent, dynamic progression suitable for a sandbox game, what spesifically on the plans you so clearly said we're not taking into account is going to fix this problem and how?
  18. I am developing a new spaceport on Eve, called Old Smokey. It's a 12km-high flat-top, more than 3x3km for launch/landing field. Also, an SSTO , Kryptonite (7), to shuttle up to 7 kerbals between Eve and LEO. Also, an apoaptic intercept/rescue ship called Evolution. I just attempted a return from LEO directly to Old Smokey Spaceport. Here's the photo shoot: And the view of the launch ramp: The launch ramp is going to be integrated back onto the main field using a real 20-degree rock incline under the ramp for support -- eliminating the ESE tower. (Thanks to @Aelfhe1m for suggesting a mechanism for doing this!) Here's a shot of Evolution: It's based on "Catch-Net" by @Tony Swallow. 18,000kN.
  19. You were never told those things would be in the game. Funds are redundant once we have resources. XP and classes are the biggest source of grind in KSP1 once you have more than 6 kerbals in your program and KSP2 is likely to have dozens if not hundreds. Its a different game. When colonies are released we’ll know more. When Resources are released we’ll have a full game with all of the constraints necessary. Its gonna be a while. Im fine with that. Ive always been fine with waiting so long as the game itself is well constructed. KSP 2 does have issues but a lack of money and xp grind are not among them.
  20. Kinda agree on this one. One of my biggest fears for development directions is that is gets too simplified. Being able to do things simply on default settings is great, but removing the ability to do things at all is a bit of a let down for me, and I guess a lot of ksp1 veterans. My initial expectation for the game was all of ksp1, but better, and then more. I originally justified buying the game since I waited on the expansions so long I was deciding between the two. I figured that those features would have to included in the base game of 2 and I might as well get in on the EA. I'm curious what the motivation to play will look like when the game is more fleshed out. Like, will it still feel like it does now where you kinda do the missions and then it feels over / less compelling, or if colonies etc will feel a bit more minecraft or something. Part of the feeling done right now comes from already having done basically everything I'm willing to put the time in for in ksp1 (jool 5, land on all the bodies, max the tech tree, etc), and not feeling a need to repeat it in 2 without something driving it. Overall stoked for this update, happy to see more performance and visual improvements. I check for these updates periodically, and seeing substantive update is always a bit of a high. I'm also curious how colonies will be structured. In ksp1 the whole fun of it was planning something out and figuring out how to get it there and assemble it, but then it was done. Building it in a VAB type environment seems like it trades that bit of fun for scalability and hopefully something more that I'm not appreciating right now. Like maybe base planning (thinking of old school rts games) mixed with a more serious clash of clans-esque build up over time as resources accrue. building with the terrain could be really fun. Making an orbiting station though seems less compelling to me. Like, add fuel tanks and docking ports and living space and a refinery maybe and then do what? seems like launching orbital stations is still the way to go for gateway type stuff. Maybe not for orbital colony ship construction? IDK
  21. Yes, my calculations are based on the values in the wiki. For example, a surface sample has a base value of 30 and a max value of 40. One copy would give 30 points, 4 copies would give 39,84 points. If it is on Laythe in a splashed situation, it has a multiplier of 12, which would give at the end 478,12 points. Right? Now I'm really curious of my score at the end.
  22. discord has a timer that automatically invalid links unless you refresh the timer by posting it again on the same Discord server, so it is not recommended to use it to host files
  1. Load more activity
×
×
  • Create New...