determinationmaster
-
Posts
87 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by determinationmaster
-
-
On 11/26/2022 at 11:19 PM, razark said:
The last time we got snow, it made national news.
let me guess, south florida? last time it snowed there was in 1977!
-
-
KSP 1 had a burn time indicator in the VAB staging UI. Apparently, this isn't a thing anymore in KSP 2
-
On 3/15/2023 at 4:30 PM, Fullmetal Analyst said:
i kinda dislike the new music, ksp1 music was a way better fit for the ksp universe imo
bruh how. the ksp 1 music was literally royalty-free kevin macleod music. not to hate on kevin macleod, but that doesn't exactly seem to be the best soundtrack for a game with such high expectations. can you imagine entering the ksp 2 vab, excited to play the new game, and sneaky snitch starts playing, just like in ksp 1? it would totally throw off the mood.
-
the fact that we already have mods that are so useful is absolutely insane. this community is crazy!
-
weekly challenge #4: get ksp 2 to run on your computer without causing nuclear fallout.
-
finally, i can play KSP 2 on my graphing calculator!
-
On 3/2/2023 at 5:53 PM, AstroClef said:
I also found this:
"AutoStrutTechRequired": "generalConstruction"
AUTOSTRUT WILL RETURN! HOORAH!
-
it says that the purpose is to make building easier, but i don't understand where it's supposed to connect to the truck cab, and what other parts i'm supposed to add to it.
-
the entire science system is going to change, this probably won't make sense in ksp 2 lol
-
-
WHOOOOOOOOOOO
HYPPPPE -
On 10/24/2022 at 5:49 PM, WaveyD said:
Not really a submission because i can't do the video but...
https://kerbalx.com/WaveyD/Vertical-Orbiter
Full throttle, SAS on, custom action 2...as soon as craft lifts hit pro grade follow. Should take you into orbit on its own, just needs the throttle cutting as it gets circular (roughly).
Re-entry needs a minimum peri of 30k. Any lower will produce too many G's. Deploy the air brakes for re-entry, custom 1.
Toggle the vectors off, custom 10.
Toggle the panthers on, custom 9.
As soon as you can full throttle and use the panthers to control rate of descent. Plenty of fuel so take your time, start early, it takes a while to kill the speed.
Below 100m/s might be good to switch from retograde follow to radial out. Helps with hills.
How to time the re-entry is tricky.
Max G should be around 3, room for 5 kerbals.
Wow! i didn't think anyone would actually do this challenge! if you ever get a chance, please try making a video, i would love to see it!
-
Amazing! i might want to try this challenge too!
-
18 minutes ago, LHACK4142 said:
It's really exciting to have a release date, but this is basically another delay.
No, it's not. The last delay said it would be available in early 2023. i think February counts as early 2023, and early access or not, can't you just be happy that the release date is finally on the horizon, without whinging about it not being "The Game That Was Promised"TM?
-
On 9/21/2022 at 8:09 AM, Maria Sirona said:
Hi, hello, hi! Welcome to the KSP forums
geometry dash reference
-
On 10/18/2022 at 7:49 AM, Pds314 said:
"Refueling in orbit isn't required but I can't see how to complete it otherwise"
I'm slightly confused. Why would you need to refuel in orbit? Won't reentry slow you down? Or is the dV really that marginal that you won't be able to afford landing fuel without hurting the tourists? This challenge doesn't *seem* that bad.
yeah, i guess it's probably not an issue, i'll change it to a points objective (you get extra points for if you don't refuel in orbit)
2 hours ago, Thundrevv said:When you say powered landing, can I use parachutes to slow down to, say, 10m/s and then the touchdown be powered or must there be no chutes at all?
Nope! No chutes allowed, I'm wanting this to be more like starship than a traditional rocket landing. you get extra points if you land back on the same pad afterwards!
-
COMFORTABLE RIDE CHALLENGE
Kerbal space tourists are getting fed up with rockets that break their necks and make loads of space junk! This is why we need YOU to design a single stage rocket that can get to orbit and back without giving our tourists a bumpy ride.
RULES
1. Rocket must launch from the launchpad and land vertically.
2.Rocket must return in one piece. This means that it must be single staged. engine switching is allowed.
3. Refueling in orbit is not required, but i can't see a way for this challenge to be completed without it.
4. At 5 times Kerbin's gravity, your tourists will most likely pass out, which is Not OptimalTM . Keep your kerbals under this threshold at all times*, or you will be disqualified. Also, try not to make your kerbals withstand G forces over 3 Gs for more that 5 seconds.
5. Your rocket must be able to:
- Launch vertically (remember to stay under 4 Gs!)
- Reach low Kerbin orbit. You get points for style, i.e smooth launch profile. Don't just burn straight up and then burn prograde at apoapsis, try to make it pretty.
- Accommodate at least 5 tourists. Any more gets you bonus points!
- Powered landing back on kerbin. Speed below 1 m/s so the tourists dont get jolted.
6. No Kraken drives. Come on people.
MODS
Near Future Suite (optional but recommended)
Kerbal Atomics (optional)
Cryogenic engines (optional)
SSPX Redux (optional)
Mechjeb- this is a piloting challenge, so for obvious reasons this is not allowed.
Any planet pack: banned, unless it is only there to make the game better looking (aka Stock Visual Terrain)
You can use other mods, but please check with me first.
SETTINGS (NEW SANDBOX SAVE)
Stock settings: Normal difficulty, turn on Kerbal g force limits.
POINTS:
1 point for each extra tourist you bring along.
Your score is doubled if you land on another celestial body before landing on Kerbin. Remember, all landings must be below 1 m/s.
Bonus style points if you have a beautiful ship/nice launch profile!
LEADERBOARD:
SpoilerI will also be trying this challenge out to make sure it's possible
-
18 hours ago, Octavio1 said:
Personally I have not experienced any issues with FAR & BDA+ so you should be fine
great, thanks for your help guys!
also welcome to the forums Octavio1!
-
hey @DocNappers, does the ai for bda+ work with FAR physics?
-
@Manwith Noname does this mod work with restock?
-
On 9/7/2022 at 8:43 AM, MechBFP said:
Depends on the methodology they are following but generally alphas are not “feature complete”
agreed. Minecraft alpha, for example, had almost no features compared to the 1.0 release, and major things were changed.
-
37 minutes ago, Strawberry said:
Considering that we've seen greenhouses and artificial gravity, I think we can count life support in some form as confirmed.
i'm kind of torn as to how far they should go with life support for ksp 2. on one hand, having a complex life support system would remind ksp 1 players of Umbra Space Industries life support, which i think would be amazing, but on the other hand, unless the life support is gradually introduced (all small ships have enough snacks/oxygen/whatever for a short trip and stuff like that) the entire group of "novice" players will be alienated.
i think it's best if they keep it simple, but not so simple that it feels like an afterthought.
-
14 hours ago, Strawberry said:
if you want to get to places in a reasonable time youll need to go brachistochrone, which means youre spending more delta v.
good point, only one problem: kerbals don't care if you spend 5000 years in space, they'll do everything just the same, so there's no point in any trajectory except a normal intercept
however, if the snacks system required you to get your kerbals somewhere in a reasonable amount of time, then yes, time would matter!
17 hours ago, Bej Kerman said:They don't work like in Star Wars. Asteroids will be thousands of kilometres apart at the least, not including binaries.
this. unless you are travelling at like 50% the speed of light through a GIANT asteroid belt, you'd be lucky to even come across a single asteroid!
Has it snowed where you are yet?
in The Lounge
Posted
ah. makes sense