Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. There have been theories (in real life) that when [if] we reach widescale adoption of nuclear fusion as an energy source, we could become a post-scarcity society where money wouldn't really matter anymore. I believe that fusion (energy, not just engines) might be coming in some future update (Colonies? Interstellar?), which might be why no money in KSP 2. The constraints that will be placed on players though are regrettably 3 roadmap milestones away... Colonies > Interstellar > Resources / Exploration... With Resources, the thinking right now (I believe) is that while you could launch basically as much as you want from the KSC 'for free' (at least of the somewhat more basic/common building materials/fuel-types), once you want to start using larger and/or more exotic fuels/parts and want to produce them off-world (unconstrained by Kerbin's gravity well and atmospheric drag), then you need to have an adequate supply of funds resources at that colony in order to do so, as well as in order to start/expand new colonies.
  3. There is also a 7-crew Voyager bridge- You can find them both in use on my current release. I am designing 3 new bridges - the one attached to the above footage has 6 seat stations on the bridge and another 35 seats throughout. There is going to be a 12-seat that has 6 on the bridge and another 6 down the hall in the ready room, I have both of those rough models (I didn't design them just converting them) Both of these require a lot of work and you won't see them for 8+ months. Lastly, I have a 4 person tactical fighter bridge which will make its debut in 0.7 in the Federation Strike Fighter. To get early access and alpha test stuff as it's "Flying" Join my Patreon for free.
  4. This is the start to a reddit guide that is quite helpful. Headings allow you to scroll to the sections that pertain to the feature you wish to use. would start this progressively with the guide. It will allow you to have the foundation of knowing the UI & specific features that may play into advanced use of the add on. I HIGHLY recommend you learn to do each aspect manually before replacing that activity with automation. But this is personal preference. The guide does a much better job than I can about articulating the specifics. Ascent Guidance is the part that gets you to orbit.
  5. KSP2 is just not clicking for me. I see the potential but the UI and part window just turn me away so fast. I cannot stand the fact that there are no funds in the career mode. There is no challenge. You can add a billion planets and colonies but without an economy there is no depth whatsoever. For KSP2 a supply network would be awesome between colonies if you dont need to keep it running. Automatic supply lines would be a great addition then but what's the challenge in that of there is no funds to limit your craft choice. I need to supply a Duna colony from kerbin? Great. I need to build a rocket that can get 2tons to duna for the cheapest price possible. The player is then required to play the flight once manually to record it and then the game will automatically do it at every launch window. Life Support is hard-core but let's be honest. It would add so much to the game. A generic resource like Supplies would do it. More star systems will not add anything to the game. It doesn't matter what star the planet is orbiting. Same #### different day. With funds, supply missions and basic life support you can add the fundamental game features that mods can build upon and more importantly more depth.
  6. I agree with you totally, @tuxkiller. My opinion though, reading between the lines of how this launch went not as well as expected, is that I think that Take Two has an emphasis on adding to the player count. People like us who bought the game and are frustrated with the bugs are not going to purchase another copy if they fix the bugs, but if they can greate some hype (like they did for For Science!), they can move a few more copies to people new to the franchise. I'm not sure Take Two has done the math on how players like us, who are frustrated with the bugs currently, might reccommend the game to others if they fixed the bugs. Also, I'll admit I've never run a games publishing studio before, so I could be totally wrong, but in the jobs I have had where the task was to sell a product to as many customers as possible, we didn't sell objectively broken merchandise at 80% full price with capybara stickers all over it, lol.
  7. That post cited another post, which is actually a bug report (Solid fuel engines not producing reported thrust -- March 12)
  8. When the following criteria are met: Good modding support Thriving modding scene for the game, something at least close to the passion found among KSP1 mods Game breaking bugs only on a very rare level Possibility to build huge vessels with good performance Good UI Now, these criteria make up the basis of my own personal dream for what KSP2 should be so I don't think we'll ever see the game in this state. If we're playing with hypotheticals for a timeline I'm guessing it will be within 3 to 6 years. But I'm leaning more towards that the game will coexist with KSP1 much similar to what we have today, but with some form of orbital construction possible and accompanying bugs we will be waiting for to be fixed. I can't see how it could go further than that with the current track record and perceived velocity. I would love to be wrong but I would feel stupid trying to tell myself anything else at this point.
  9. I've been using this mod for a while, it just suits perfectly for my ST-themed creations. However, I do notice two problems that may or may not be caused by accident: 1. Impulse engines' hover mode can't be turned off. Even more, the takeoff mode gives a TWR of slightly larger than 1 and the landing mode has a TWR of a little less than 1. I think it would be better to have the ability to turn hover mode to off or to make TWR in different modes customizable, probably via a slidebar or something alike. 2. The bridge of Constitution-class ships have no IVA. Now I know you might just not have the time to do that, but there's already an existing one in ScifiShipyards. You could probably re-use it.
  10. Today
  11. For the record, the following were/are inspirational: How to build and pilot your own EVE SSTO!!! Leave Nothing Behind - EVE SSTS - Success! It kind of grows on you!...
  12. Wow that's fantastic! Still, the original bridge model for the original Enterprise NCC-1701-Nothing is great. Hope you get that one working in-game soon.
  13. Hi, I just started playing KSP w/ RO. I've never used MechJeb before this week, and I'm wondering what resources you know of to help me get started with MechJeb. I prefer textual help over YouTube videos. I have found some things on my own but I wonder what forum members use. Right now I'm trying to get a simple satellite to orbit around Earth. If you could suggest some input I could put into MechJeb for getting to orbit, that would be great! I was following a tutorial from Carnasa on YT to build my first RO orbital rocket, but in the tutorial he doesn't use MechJeb to get to orbit, and I'd like to do that. Thanks! Ben
  14. In a sense, this is already available to you in-game… Make electricity via KSP 2’s fuel-cells and regardless of demand, they’ll chew through your Methalox reserves: So if you have only batteries, tanks, and fuel-cells, your craft have finite “lives” without resupply. NOT that this is the way I want the fuel cells to function, just that given they are working this way now…
  15. Can you please add disable SAS as an action for this? I want to use this for abort systems, and want to make sure that aerodynamics take over for the pod when trying to separate my escape tower.
  16. Floor 4758: You see the machine which is rotating the Epsilomoon below.
  17. Ignoring the "thing" in the middle: on its left, you can see Mauve Mountain, which has an airport elevation of 6415m. On its right: you can see a flat, square airfield, Eva Firma, which is 5x5 km and elevation 3100m. (No facilites as yet.) Which brings us back to the monstrosity in the centre: Old Smokey. A little over 3x3 km square, it accommodates a 3 km ruway and has an elevation of 20km. You can see the curvature of Eve from it, looking over the edge; and the sky is completely black, but no stars! From a distance, too, it does look like a Squad 'monolith'... [albeit unnaturally elongated. ] So we know that the "state of the art" is to use propellers to get as high as possible and then single-stage rocket power to go to orbit, delivering a single kerbal with perhaps a packet of smokes. I guesstimated that propellers might get one somewhere close to 20km, before kicking in the rockets. (I figure if it's too high, we'll just bulldoze some of it over the side. ) So, we don't know what the next part of the plan is. It would be good to get an ore loading measurement on top of 'Old Smokey'. So any rocket vehicle that can get from 20km to 90km on Eve, ought to be able to fuel up at Eve Firma and then climb to and land on Old Smokey. Then refuel. It's an SSTO[2], which signifies "Single-Stage, Take-Off twice". Alternatively, a super-charged passenger prop aircraft can ferry pax to the top of Old Smokey and then the SSTO[2] craft can simply ascend to orbit from Old Smokey and return to same. It just has to have wings. Which will be the other side of the too-low (to orbit) equation. How well will wings fly (glide) at 20km on Eve (too-high)? OK, so we still have a lot of work to do. Just call this then a mad, mad, mad, deluded scientific/engineering experiment. As mentioned earlier, my KSC Kommand believes that kerbonnel is the only reasonable "export" from Eve. Not fuel, not equipment; not even science (which can be tele-transferred (albeit for lower points)). 8-10 out at a time would be the jackpot.
  18. Well I have an issue with B9 Parts switch and am sending in the Log to figure out why this is throwing up errors (As it seems to dead with an issue with something called "LFOX" but I'm Wondering what the issue is. Log: https://www.mediafire.com/file/014dhbesnvm9rkv/KSP.log/file So I'm trying to figure out what "LFox" is. Space_Coyote But here's the Log:
  19. Banned for interstellar racism. Thargoids which you are blaming are not bad, they are misunderstood. P.S. Even for intergalactic one. What a shame ban upon you!
  20. Calling 911 because you are the thargoid.
  21. I am going to do the Excelsior in 0.7 and plans for Enterprise D - Galaxy. I already got the model and a new bridge for it. It is also going to be the first model to use but unfortunately, I am limited by time and resources so it'll be a while . My coding/modeling PC died so I'm stuck with a Dell. I ever get the $ for a new PC Development will speed up lol
  1. Load more activity
×
×
  • Create New...