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Not sure how this will work for ground colonies. I assume you have to arrive at some sort of landing pad either landing directly or driving up to on a ramp. In space you will need to dock who can be an challenge with an large craft and station. but this is not needed on the ground as landed on landing pad would be enough to move resources.
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KSR-e (No Negative Feedback Please)
Fizzlebop Smith replied to Fizzlebop Smith's topic in KSP2 Mod Discussions
If removing the other mods works, let me know. I wamna try this again since thebupdates my game seems to hang on an exception related to creation of fuel switch mechanic. Says hydrolox resource already exists -
sorry I didn't came back tehre for a while. As @schlosrat said I'm really busy for a huge refactorisation and new UI using UI Toolkit. It's really a big work and I hope it will come to end during this month but I'm not sure of that. when it's done I've planned to go backt first to the Lift Pilot. The Curve does not take in account the current TWR and it can change a lot how the orbit is created. When I use it I limit the thrust (using the K2D2 slider) to have a TWR that would be a bit greater than 1. But I do it quite randomly. I'll replace the thrust slider with a Limit TWR Slider. And I'll take this in acount for the UI curve. There is no tutorial for the moment and I would really need help for that. I work alone on the mod and i've got no time for documentation and tutorial. But It would be very useful. I've started a bunch of videos to see it in action. but i've not added much for a while. https://www.youtube.com/@K2D2-xi9jd I'll try to add more and a real documentation once the UI has been updated. ------------------------------- About the landing I've planned to share the work with @schlosrat like he said. The deorbit burn can be computed in FlightPlan and the final adjustments should be made by K2D2. We need to define the target location and we have not compeltly started that. It could be defined using SpaceWarp mod. taht will introduce soon waypoints.
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Agree, in KSP 1 it was tempting to continue to do contracts inside Kerbin SOI so going interplanetary took forever. In KSP 2, I launched two ships for Eve day 9. Then towards Duna and Moho. For me I say KSP 2 was worth it. has had fun so far.
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An Alternative Way Of Supplying Energy For FTL In Scifi...
darthgently replied to Spacescifi's topic in Science & Spaceflight
How many angels can dance on the head of a pin? Once you've decided the flat earth rests on a giant turtle (ignoring the intervening elephant for now), it's turtles all the way down -
Lowi_Sace started following KSP2 should have a space race gamemode against other players.
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It is common for starships to do it by means of on board powerplant, presupposing that that the energy required is not astronomical. When in reality it virtually is. And yet I still wanna take a crack at this with scifi tech anyway just as a demonstration to see what... or even if we could do FTL warp shenanigans even with scifi tech. Scenario: We figured out how to make a kind of FTL hyperdrive. We also figured out how to generate and store antimatter but due to it's inherent danger we won't be using it on our starship. Supplying power: We covered the moon with tall solar panels, and via hyperspace link they generate power instantly to all our starships no matter WHERE they are in the universe. It also allows for instant communication Main Question: Provided the energy cost is equivalent to Alcubierre's warp drive, could a moon covered in 99% efficient solar panels directly supplying power to a 500 ton starship generate the required energy to do it or not? If so, how many 500 ton starships could it power for FTL simultaneously? Since there would be a limit to how many it could power because the moon surface is not infinite.
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@OneSaltyPringle I'm getting a MM error when using your POODSOPMVO-Patch.cfg but if I change it to what Poodmund wrote for the config the error goes away. Error reads: more than one pass specifier detected, ignoring all but the first: OPMVolumetricClouds/Patches/PoodsOPMVO-Patch/@EVE_CLOUDS:BEFORE[OPMVolumetricClouds]:AFTER[PoodsOPMVO]
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I would highly recommend to read Битва за звёзды by Антон Первушин / Battle for stars by Anton Pervushin, in 2 volumes, about various early space programs, including the Soviet one, including the N-1 storyline. But I can't find it in English, so I'm not aware, if it has an official English translation. It's widely available online in Russian, though. Btw, it describes that when the widely known version N-1 project was presented to the government committee, it was "for military tasks, blah-blah, as a lunar L-3 flight complex", while the L-3 complex was not even started being designed. Upd (Of N1 and L1/L3/L... in Russian, with pictures). https://tech.wikireading.ru/646
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Banned for declaring the new page without first asking it, if it wants to be declared.
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Poor FPS, simple fix!?
malleybo replied to malleybo's topic in KSP2 Suggestions and Development Discussion
Well I've got a 12GB 3080 and CPU is a 7800X3D, the only reason it's take that long is becuase I hadn't reloaded the save game, once I'd done that, it only takes 11.50 seconds, so something is wrong when I first run KSP then load my saved game. No I don't have a lot of satallites in orbit becuase I delete most things because of the frame rate issue, but if I relaod my saved game by going back to the main menu the issue is gone, and it doesn't work if I reload by hitting F9 or loading the saved game, I have to go back to the main menu, my frame rates go from 18-20FPS to 80-144FPS and this is in 4K Yeah I would have thought it might be an issue with the saved game, but I tried starting a new Campaing then tested with that, and it creates the same issue. Got a 12GB 3080, runs fine in 4K get 80-144FPS, lowest is at take off at around 40FPS. -
I assume the probe core is inside an cargo bay? if it was the 1.25 m probe front would separate. Try moving it towards the rear. I used probe cores on SSTO and only thing giving heating warnings was wings on reentry. I used the long 1.25 m cargo bay for radiation sensor and other science, probe core batteries and rtg. Love the look of the carrier.
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totm march 2020 So what song is stuck in your head today?
Nuke replied to SmileyTRex's topic in The Lounge
on todays stuck on repeat: heres the latest doomsday anthem from primordial. -
damn gremlins.
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Walking is slow, best to bring an rover. but not having to bring the landing can and rover can be much smaller and safer.
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mogus98 joined the community
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How much time do you spend playing KSP each time?
magnemoe replied to Dacou2000's topic in The Lounge
Been on Moho twice Collected all science on Moho and Duna / Ike. No idea how much I have played however bought the game from the KSP store. Year 2 day 253 so I played 665 days Current focus is starting on Eve landings and launch to Eeloo before I arrive at Dress and Jool. -
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!!
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Or others? | CPU: Hi The Space Peacock | GPU: Or SpiCat | RAM: Or Dibznr Crafts detached from the main craft (ie they don’t contain the root part) seem to only remember the last atmospheric pressure value for calculating the shape of the engine plume. Quicksaves do not fix it as far as I’m aware. This happens every time in my experience after flying a few starship boosters recently for particular reason. The Falcon 9 booster pic went most of the way to space, and after separation and switching back to the booster from stage 2, descended back to sea level, unbeknownst to the engine plumes. I am unaware if this affects the twr of the craft. Included Attachments: .ipsImage { width: 900px !important; }
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Build a Sentence... One Word at a Time!
AlamoVampire replied to Kimera Industries's topic in Forum Games!
Pilots never crash ——— 024003192024- 310 replies
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- sentence building
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How much time do you spend playing KSP each time?
Spikemaster replied to Dacou2000's topic in The Lounge
3-4 hrs. I got 864 hrs total but i have'nt yet gone jool or moho. -
K.E.R.B. Feedback Megathread
allanp11 replied to Dakota's topic in KSP2 Suggestions and Development Discussion
Is there a place to see the entire list of bugs/things they are working on, not only the top 20ish? I made a few posts here with suggestions but have no idea if they are new ideas or if I'm just adding noise to what they already know. As already mentioned, with all the best intentions the forum search function isn't always the best. -
How about @HafCoJoe bcuz i love spectra