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Everything posted by kithylin

  1. Except unlike with KSP 1 they at least have something to start with now. So surely it shouldn't take any where near as long as it did for KSP 1. Certainly not "Multiple years" as you claimed.
  2. This is already in the base game for KSP 2. While you are in the VAB there is a button at the bottom you can click on where you select the destination and it will tell you if you have enough Delta-V to get there. It's new in the new game. Also it was described and shown in the tutorial things you have to click on when you started the game. This is just a suggestion here but: perhaps maybe in the future it might be a good idea to read those early game tutorial messages instead of just clicking on them to get the message off the screen. EDIT: I edited my comment to word it more politely.
  3. I don't even have to prove anything. Just go to google and search for: KSP 2 youtube <planet>, people have already been to all the planets in KSP2. KSP2 isn't special. It's just KSP1 with a new GUI. If people could make it to the planets in KSP 1 they can do it again in KSP2. It's not even difficult if you have a few thousand hours of experience with KSP 1.
  4. Speak for yourself: I have managed to construct and launch into space even 1200-part ships in KSP 2 and I have even constructed an entire space station on the launch pad and sent that into orbit. I have a ship that is in orbit around Kerbin in KSP 2 and has 54,000 delta-v of fuel left not counting the 4500 delta-v in the small lander mounted on top of it. I have managed to fumble my way through manual deep space navigation and make it to land on Duna in KSP 2 and I have orbited Jool and it's moons. It's difficult but doable. I hope we get Maneuver Planner some day to make this task easier as the ships we can make in the new game are amazing.
  5. I watched that entire video and I couldn't find any mention during the interview of the developers actually stating they want to support and will support mods and modding. Maybe I missed it? I had to pause and AFK A few times. Also the reason I started this thread: There is a lot of talk on the steam forums about there won't be any official mod support at all for KSP 2.
  6. Yes I agree. But this thread did not exist yet as a formal request and so I decided to create it as I think it needs to be here. So now it is here.
  7. Please add MechJeb for KSP 2.
  8. Can we get some sort of official word on this? Will the developers allow mods for KSP 2? Yes or no? I am hoping the developers comment on this as it is a simple yes or no question. I am not looking for a lengthy debate or huge discussion on it. It's a very simple question.
  9. It seems that MechJeb does not treat Ion Thrusters as "Engines". We can not properly use Ion Thrusters as our only source of propulsion with MechJeb when doing maneuvers in space. MechJeb does this weird sputter-sputter-thrust-thrust thing at about 50% engines with Ion Thrusters and it's not actually usable. Also MechJeb AutoLand will never calculate landing properly if we're using Ion Thrusters as our only source of propulsion. Can this please be fixed? Ion Thrusters as primary propulsion are a very important part of "Super Deep Space" missions.
  10. Do I really have to install RemoteTech-redev just to install this mod? I really don't want to completely re-design / overhaul the entire remote comms system.. I just want bigger antennas that reach further and nothing else.
  11. Exactly what I said. The more antennas you put on a ship the better your reception range, and the range of the antennas. You can combine lots of small antennas and get better range than a single large one for example.
  12. Welp that didn't work. I tried putting a pylon down, attaching it to the ground, then putting a RTS on a ship, running the hose out to about 20 meters, connecting it to the pylon, and attaching a mechjeb module to the side of the pylon so it stays (command control module) and tried a quick save and the pylon just explodes in to nothingness when I load the quicksave. That doesn't work either. I tried putting a small pilot seat on the pylon.. nope, load quick save, *BOOM* pylon and everything on it vaporized. I tried turning on persistent debris in the in-game settings and trying to quick save and reload and it just disappears. So none of that works either.
  13. In the old version of KAS we didn't have to do anything. Pylons and pipes stayed between quicksave and leaving and coming back and everything. So what.. I have to put a mechjeb module on every pylon now to get it to stay? I guess that's not too bad.
  14. I've tried using that tonight and I'm trying to figure it out. I laid out about 200 meters of hose with pylons and I wasn't able to make the last connection. So I hit tracking station.. and back to KSC to launch another craft. And when I launched it and came back to land it on Duna.. the 200 meters of hose I had laid out with the pylons was all gone. Pylons gone, hose connectors gone, hose gone, all gone. So apparently that option doesn't persist between leaving the area and coming back. So I tried a 3rd launch back to Duna with more RTS connectors and laid out more hose and I hit quicksave this time then decided to quick load. After quick loading.. RTS gone, pylons gone, hose gone. Is this a bug or what's going on here? What's the point of even wasting time with this if it won't persist and stay? Is RCS just a temporary thing as long as I'm within the area? I guess you really don't want us to have any form of long distant, permanent connection anymore, is that it? Super depressing. I thought about rolling back to an old version of KSP to get the old KAS working where we had pipes.. but I don't know if I can handle that either, there's just no solution here. I'd almost rather stop playing KSP if we can't use KAS to build colonies and remote base / facilities anymore.
  15. Unknown at this time. So far the only things announced are PC's first and Consoles "Later". So far as of the time of typing this message: No Linux, No MacOS/Apple/whatever the fruity computers use.
  16. That's all I'm trying to say here. I would advise folks heed caution. Wait, watch, see where the game will be released before throwing money at it. Then once we know exactly where and what platform it will release on, then take careful consideration if we want to spend money on said game or not. To some of us, $60 is a lot of money. That's 2 months of spare money aside from expenses I can spend on luxury items (like computer games) for me personally.
  17. Literally almost every game anyone could want that has been announced within the past 24 months has been "gobbled up" by epic and locked in to their craptastic steaming pile of poo that they dare attempt to call it a "Store", we gamers seriously have to step back and pause and take very careful consideration where we spend our money now. This is the new PC gaming environment. EDIT: wow stupid forum software.. repeat my post 8 times why don't you. *fixed*
  18. It should matter, depending on what you want when you play games. It's DRM so you're tied to that store's options. Cloud saves? Offline mode for a single player game with no multiplayer? Built in mod support with workshop access where you can click a button and launch the game and no manual mod installs with automatic mod updating? If you want any of these things then you had better hope they actually hold to their statement of initial release on Steam.
  19. I would strongly suggest you hold your horses on that thought. Some companies have even accepted pre-orders for steam versions of the game and then later gone epic exclusive and then refusing to refund pre-orders (mech warrior 5). You may possibly buy a pre-order version today and then have to wait 1 year to be able to play it, (or possibly completely lose money and never even get any copy of the game at all.) for example. It's not "KSP Part 2", it's an all new game by a completely different team of developers in a different company. No one yet knows what will be in the new game and what (if anything at all) from today's KSP game will be in the new game. For all we know the only thing relating to KSP in the new game may be Kerbals and space ships.
  20. The screenshot on page 1 or 2 of this thread showing the new Jupiter-like gas giant planet with multiple rings doesn't exist in the current Kerbol system of KSP1, so I would guess most likely it will probably be an all new system. SQUAD (Developers of KSP1) are completely hands-off on the entire development of KSP2 and it's being created by a completely all new team that has nothing to do with SQUAD so it's further highly unlikely to have anything even remotely similar to Kerbol in the new game. It's probably most likely going to be a completely new and different game, with new and different planets.
  21. Yes and that's literally -EXACTLY- what happened to "The Outer Worlds". Their staff posted on their blogs and internet forums that they will release on steam. Their developers literally also said they would release on steam. The publisher they used, Private Division even also said they would release on steam. Yet now if you go to their steam page.. they will release on steam 1 year after being in epic's store. So technically they are still going to "release on steam", just later. KSP2 may release on steam first, it may not. It's not out yet so no one has any idea what will happen between now and when it releases. So don't assume anything until it has actually released.
  22. That page only says that Unity supports HAVOC. Supposedly KSP can't use GPU-Accelerated physics engines at all due to how it's physics is calculated. That page does not say anywhere on that entire page that they support Multi-Threaded CPU Based physics at all. If you're going to post something, try and make sure it's accurate.
  23. I'll repeat again: That doesn't mean anything. Other games have had steam store pages and still went EGS Exclusive at the last moment before launch. Just because KSP2 has a steam page, and they say today that they will not be exclusive to Epic, doesn't mean anything. The same publisher for KSP2 already has a history of releasing other games on EGS exclusive in the past as well.
  24. By the way KSP1 is already multi-threaded. At least building in the VAB is. Launch physics are still single core after 7 years of development and likely never will be multi-threaded. The new game is still using unity. So no multi-threading for physics either. Today's current version of unity still yet doesn't support that either.
  25. Will we still have to suffer through single-digit-FPS when trying to launch 600~1000 part ships?
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