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I rescued some long lost kerbals stranded on the top of the Mun! And I made a monstrosity truly worthy of the title "Untitled Space Craft". It can carry 52 kerbals to orbit! Surprisingly, everyone survived!
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HavesteR shares his thoughts on recent KSP2 news
herbal space program replied to moeggz's topic in KSP2 Discussion
I maintain that KSP1 appealed so much to a broad spectrum of smart and capable STEM people, as is undeniably evidenced by all its incredible mod content, precisely because it forced them to figure out stuff like that for themselves. For me at least, the satisfaction of pulling off something really difficult in the game through my own dogged, amateurish analytical efforts far outweighed anything I might have felt if l had been led to those things by the nose. YMMV, but in the immortal words of John F. Kerman, we do these things not because they are easy, but because they are hard! -
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My annoyance with countdowns is when at some point in the movie the scientist guy says "We only have X hours to Y!" X is generally 12, 24, or some other conveniently even number, while Y is generally saving whatever the subject of the movie is (The Earth, the Princess, whatever). So then the good guy sets his watch timer to 24:00:00 or whatever. Then, in the finale of the movie, the timer counts down, 00:00:10... OMG 10 seconds before the Earth is destroyed! WAIT A MINUTE. So the scientist guy, when he said the Earth had 48 hours left... meant that literally!? He knew 2 days in advance that the Earth would be destroyed in exactly 48 hours, 0 minutes, and 0 seconds?
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Please help! This mod brings me so much joy but I seem to get this weird shading bug on the parts from this mod. I have tried changing the config files on Scatterer, but that doesn't seem to fix anything (I have tried adjusting Shadow Cascades, but I have that maxed in my game graphics settings). I can see other people's photos with similar (im guessing) visual mods. I currently have Stock Volumetric Clouds, EVE, Scatterer, Shabby, Shaddy, Spectra, and Parallax. All the other mods I have are fine, but I can only see this shadowing on the parts in this mod. https://imgur.com/a/JPm4aH7 ^Screen grabs of the shading going funny I appreciate any help I can get!
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The Third Great Number War: The Long Haul!
Kimera Industries replied to AtomicTech's topic in Forum Games!
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I haven't played with all of them so I can't say.
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HavesteR shares his thoughts on recent KSP2 news
Superfluous J replied to moeggz's topic in KSP2 Discussion
I didn't find creating a spreadsheet for dV calculations to be "magical." Which is the reason HarvesteR gave for not including them in the game. Not "it's easy to make a spreadsheet so why add it to the game?" Which frankly is a terrible reason but that's another subject. -
Thank you for the response, just saw this. What do you think the effects of that might be, if you know of any?
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The Third Great Number War: The Long Haul!
Kimera Industries replied to AtomicTech's topic in Forum Games!
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Interstage and engine mount now on git The separation direction on the mount shrouds are not... right. I'll fix it soon. Boowomp
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[1.12] Community Parts Titles (2024-05-12)
Kimera Industries replied to flart's topic in KSP1 Mod Releases
Does it put jet engines next to jet engines, SRBs next SRBs, etc.? Or just size classes? -
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The Third Great Number War: The Long Haul!
Kimera Industries replied to AtomicTech's topic in Forum Games!
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KeaKaka changed their profile photo
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The Third Great Number War: The Long Haul!
Kimera Industries replied to AtomicTech's topic in Forum Games!
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Release KSP2 Release Notes - Update v0.2.1.0
Vanamonde replied to Intercept Games's topic in KSP2 Dev Updates
It should update itself when you start the game. -
Beale, do you have plans for more cute little hats for rocket stages?
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HavesteR shares his thoughts on recent KSP2 news
FreeThinker replied to moeggz's topic in KSP2 Discussion
Indeed, what strikes me most was what he told about the lack of vision by Squad. With the team that created KSP 1 they hit gold but rather continue dig further they sold the IP and abandoned the team. KSP 1 succeded precisely because it had very humble beginning where they were glad if anything worked at all rather the physics simultor I imagine they tried to build for KSP2 which became too complex to develop. I also agree with HavesteR that the inital starting point of the KSP2 at the space center was a mistake and instead KSP 2 should have started in space, trying to set up a colony to collect resources, experience and science for gradualy more abitious exploration and collonisation missions. -
EVA Repairs 1.4.3 is now available: Changes - Engines no longer check for failure whenever throttled up or down. - Engines can now optionally fail. - In Debug Mode (EDITOR ONLY!), you can now disable/enable part failures for individual part types in the Part Action Window. NOTE: If you right-click on, say, a Mainsail and disable it, then ALL Mainsails will be disabled, not just the one that you disabled. NOTE: A part that has been disabled persists across all saves. - You can permanently ban parts from being subjected to EVA Repairs. Check the BlacklistedPart.cfg file for details. Known Issue: symmetry parts won't notice that they've been disabled/enabled while in the editor.
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The community is not going for the game as is..... and no studio will risk their neck in taking a project that´s been 5 years in dev hell, with a super divided community, and worse a niche game 50% rated in steam that will not sell much more than it already has (the original KSP1 community)
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