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Everything posted by Heretic391
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This was actually a fun build: https://kspbuilds.com/build/Assymetric-Spaceplane-v22-+-Secret-Rover The only problem is once we consume fuel, its a big guessing game on where the COM is at... Also, if anyone wants to build one, you'll have some trouble with the game being confused about symmetric part placement. Stats: DV: 10,000 Parts: 340 Total Mass: 250t
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Inspired by the Blohm & Voss BV 141 I made this asymmetric space plane with a secret rover hidden inside. It's easily capable of reaching Duna and beyond. Download and have fun: https://kspbuilds.com/build/Assymetric-Spaceplane-v22-+-Secret-Rover Thank you to everyone who voted on the colour: https://www.youtube.com/@heretic391/community Stats: DV: 10,000 Parts: 340 Total Mass: 250t
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Feasibility of using 'rocks/boulders' as propellant?
Heretic391 replied to Heretic391's topic in Science & Spaceflight
Wow its so cool, thanks for sharing -
As per the title, most asteroids are clumps of boulders, rocks, pebbles etc. So assuming you had 'infinite' energy or years to throw away could you literally collect boulders/rockets then to travel around space you 'shoot' them out to utilize newton's third law? Was thinking a slingshot would work but not sure now that i look at it p.s this is for fun so let your imagination go wild.
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Finally built one of my weirdest builds yet, an asymmetric airplane. Just trying to fix the randomly disconnecting/exploding parts issue and stability. Will share craft link once it's in a better state.
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hi, can we all cool down just a little? genuinely?
Heretic391 replied to LittleBitMore's topic in KSP2 Discussion
Words of wisdom- 144 replies
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Dres Station Complete Build
Heretic391 replied to Heretic391's topic in The KSP2 Spacecraft Exchange
If you need a new computer, this is a great way to fry your current one -
Weekly Challenge #29 Traversing a Starfield
Heretic391 replied to Nerdy_Mike's topic in Challenges & Mission Ideas
Cool build! -
Dres Station Complete Build
Heretic391 replied to Heretic391's topic in The KSP2 Spacecraft Exchange
It's a cherry blossom tree space habitat , it's inspired by the O'Neil Cylinder, though looks nothing like it -
Our insane Dres Station is complete. This was a massive pain to build but we got through it. Links to download each stage of our build: Stage 1: https://kspbuilds.com/build/Dres-Station-Stage-1 Stage 2: https://kspbuilds.com/build/Dres-Station-Stage-2---Generator-Stage Stage 3: https://kspbuilds.com/build/Dres-Station-Stage-3---Ring-Station Stage 4: https://kspbuilds.com/build/Dres-Station-Stage-4---Fuel-&-Habitat Stage 5: https://kspbuilds.com/build/Dres-Station-Stage-5---Artificial-Gravity Stage 6: https://kspbuilds.com/build/Dres-Station-Stage-6---Cherry-Blossom-Tree-Habitat Pictures:
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KSP2 Release Notes - Update v0.1.4.0
Heretic391 replied to Intercept Games's topic in KSP2 Dev Updates
Thank you for the update, happy to see lots of bugs fixed. -
Post Your Cinematics Here! (Cinematic Enthusiasts)
Heretic391 replied to Halban's topic in KSP Fan Works
Figured I'd make something funny with wobbly rockets before they get patched https://youtu.be/Q7vdR0U-G4U -
That first one by Dakota is awesome, very creative use of parts!
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Hey Chris, What are your hopes for the future of KSP2? As a fan-favorite modder turned developer, what's one particularly memorable or satisfying moment you've experienced while working on KSP2 that you'd like to share? What steps is the development team taking to make KSP2 accessible and appealing to new players who may not have played the previous game or are new to the genre?
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Radiators look great! Gui looks so clean
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I'd recommend building as much as your computer can handle in the VAB and send it up in one go. It's better to avoid docking ports for spaceships as they currently act as an springs. However, if you must use docking ports, as the person above mentioned design choices can help. I find 'pulling' the docked stages is safer than pushing them.
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Release KSP2 Release Notes - Hotfix v0.1.3.2
Heretic391 replied to Intercept Games's topic in KSP2 Dev Updates
Thanks for the great effort here -
Very handy and cool looking Thank you.
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Truck Spade Machine (for tree transplating) Colonies would be unlively without trees so our Kerbals have put together this marvelous piece of engineering. Specs are: * Truck * 3 Passengers. * Large battery (hidden inside) * 8 extra strong spades. * Room for any size tree. * Great suspension * Decoupler * Rockets for penetrating the ground Download link: https://www.mediafire.com/file/4f579dykf9iw64n/Truck+Spade+v1.json/file Design Reference: P.S. no refunds for this thing.
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Thank you Astr0Guy5 Even with a 4090 gpu, FPS was at 1 frame every 4 seconds.
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Finally connected the Cherry Blossom tree to our Dres Station. Thoughts on how it looks? It's meant to be a space habitat with artificial gravity. Just imagine a glass cover
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There should definitely be some amount of flex. Why you ask? It's to help players gain a basic understanding of the challenges faced in real-world rocket design, including structural consideration. i.e entering Eve's atmosphere at 3000m/s with a large multistage rocket
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A sale is a terrible idea. For me, there really shouldn't be promos or sales until the game is in a better state where I.e players are playing a lot and loving it. Unless this was an idea to just get people to buy and hold until it's in a better state? I think we have enough bug testers at the moment right? Keeping in mind, testing bugs isn't always fun
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KSP2 Early Access AMA - Live on Twitch!
Heretic391 replied to Ghostii_Space's topic in KSP2 Discussion
1. Aside from KSP 1, are there any particular artists, films, or real-life space exploration missions that influenced your creative decisions? (love the way The Expanse and Enders Game look). 2. Could you share the process of creating concept art and how it evolves into the final game? 3. Part textures play a crucial role in the visual realism and detail of spacecraft in the game. How did you approach the creation of textures for the various parts, and what techniques or considerations were used to ensure they reflect the materials and surfaces they represent, while also maintaining performance optimization? 4. How do you balance the needs of performance optimization with pushing the boundaries of visual fidelity in Kerbal Space Program 2? What were some of the technical considerations in achieving this balance?