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regex

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  1. I was wondering whether they had changed the starting positions of the planets, thanks.
  2. I went ahead and read it again and I think the only real thing I got out of it was having maps, which have a dubious utility at best unless they're high definition and have other features added to support them. Everything else is like, why? Every time I start up a new game I have go through the same tedious rigamarole of learning how an atmosphere works? Well, no, I don't. I look at that gameplay and I wonder how providing the player with useful information isn't just going to end up being gatekeeping for the sake of gatekeeping. Likely coming with the resources part of the game because we'll need to scan for them. If they have an instant scanning mechanic I'm going to be right there with you with the torches and pitchforks though. It's not in "the spirit" of the game and we should NEVER expect kerbals to have to follow the same paths to space that humans have. Sending kerbals first is and always will be an option because kerbals are the ENTIRE reason this game is as popular as it is, they're the mascot and face of the game. So yes, if you want a rigorous science environment that follows human norms and safety standards you absolutely should have to turn to mods because the devs are never going to do that for you. That should have been apparent from the marketing material.
  3. Did the Duna landing and return to orbit today. That turned out to be just about right. The lander fell over (not too surprisingly, the landing legs in this version of the game don't handle mass very well) but I made do, jetted it across the ground at a reasonable speed (think a parachute blew up) to a slope near the target and then got out for the samples. Once done I used the last of the landing fuel to slide off the slope and get as upright as possible before triggering the second stage. I transmitted some of the science to complete the mission and left these kids in orbit until the next transfer window. With that, I'm three nodes away from unlocking all of tier 2 science.
  4. The KSP1 nodes went through some big improvements. KSP2 feels a lot like how KSP1 was early on.
  5. It's pretty close to how the original maneuver nodes worked in KSP1 with some of the newer QOL features already added. Basically you lay down the node and add enough delta-V to get into the ballpark, then drag the node around until the ejection angle looks good, then open the node editor and focus on the target planet. This lets you adjust the node while watching the result. It's definitely a pain in the rear compared to, say. just typing in some values or adjusting things using a separate window. If you're an old hand at KSP1 it's nothing new, if you're not, well, welcome to KSP2 early access.
  6. Started that mission to Duna. Pretty basic spacecraft in two launches (and intercepts, without an alarm clock I was inspecting PE times) but Duna is easy mode so there's really no need for extravagance. That janky lander needed to be lofted from Kerbin to avoid overheating, much higher launch profile than I normally use.
  7. I don't disagree, my beef is with this ridiculous notion that Kerbals have to follow humanity's path, more specifically the United States' path, into space, especially when there are clear examples of other paths into space. Whatever the first game laid out isn't relevant, this is KSP2, and as a veteran of KSP1 I'm more than happy to see a different take on things.
  8. It doesn't. All I have to do is look at Soviet advancement as opposed to U.S. advancement to realize that there are multiple paths to space. The Soviets lagged pretty far behind in solid rocket motor tech and instead invested heavily in hypergolics, and extensive engine testing to squeeze the best performance they could out of liquid engines. The U.S., meanwhile, brute-forced their way to space with solid rockets and inefficient engines (coupled with clever engineering to save mass), so much so that when they got their hands on a batch of old Soviet kerolox engines they were considered almost miraculous. I don't care at all whether Kerbals used methalox first, it's pretty clear to me we're not playing out the earliest days of their experimentation despite what any flavor text says. Maybe they tried a bunch of options before settling on methalox. Maybe the tier 1 science is their industry getting up to speed, not unlocking tech. There are plenty of explanations for that and I don't need to agonize over them. KSP2 clearly isn't about going from sounding rockets to Mercury to Apollo and beyond.
  9. I don't care at all about the first game or parity with it. I'm playing KSP2 now.
  10. No. I thought the entire tier 1 went very quickly too but then I looked back as I got deep into tier 2 and realized that it makes perfect sense for an experienced player to blow through that. My early game can literally be two launches, and that's fan-effing-tastic. Don't waste my time, the real game for me starts in tier 2 when I'm sending stuff to other planets. On the whole manned vs. probe argument, I don't actually care one way or the other but I don't think Kerbals should be held down by humanity's path forward. They're overly-enthusiastic aliens who started their orbital program with methalox engines and their entire concept (and view of the consequences) of "danger" is clearly much, much different than ours.
  11. The time warp limit being removed must be in very new versions of KSP1, I don't remember that. Back in the day I'd often launch a satellite into high orbit that I could use for heavy time warp to avoid the scene change to the Tracking Station (not sure how much more efficient that was vOv). That might actually be a good way to do it in KSP2 because apparently just going to the tracking station retains the current time warp limit, you can just switch craft. Do they have tutorials for transferring to another planet? Apparently not, I just looked. Back in the day when we didn't have tutorials knowledge just got passed around the forums and you'd learn that way. I think we're way past that initial point and doing a Hohmann is just ... second nature so no one's really talking about how to do it correctly. KSP2 also kept one of the best QOL features from KSP1: the ability to move the maneuver node along the orbit. See, before they added that feature you had to plop down a node and hope it was in the correct spot. The entire reason I wrote (more properly salvaged and rewrote) PreciseNode back in the day was to give myself the ability to change the time of the maneuver and also see the ejection angle of the node. That allowed me to use tools like Alex Moon's Transfer Planner or KSP TOT. These days, even with the time warp limits, creating a transfer is quite easy. You can just slap down a node by eyeball, add enough delta-V to feel good about it, drag it along the orbit to get a better ejection angle, and then fine-tune as needed. That entirely depends on the timeframe for when you do a transfer. Check out the Launch Window Planner, you'll notice if you set the earliest departure time to year 1, day 1 the best transfer you can get will be 2442m/s. Now set the earliest departure to year 4, day 1 and see that you can do it for 1609m/s. Fast forward another three years to year 7, day 1 and you can do it for 1541m/s. And finally, in year 11 it goes up to 1974m/s. The trip planner is giving you your best chance of making the transfer no matter when you go. This is why dedicated programmatic tools will always be better than a simple subway map (what the trip planner actually is).
  12. I have never found this kind of information actually useful and practical in the game and I think a big reason for that is that it needs to be very high-definition (because at low-definition the eyeball is a much better judge of landing spot) and paired with a waypoint system. Without that it's just another screen of useless data.
  13. It exists, what of it? E: Oh, is this one of those dumb, vapid "gO pLaY SaNdBoX moDe" arguments? How about no. I enjoy progression gameplay, I just don't think it has to involve brain-dead "immersion" mechanics or unnecessary detail.
  14. The missions are fine and all but I decided to do a little self-guidance before heading off to Duna and sent an atmospheric probe to Eve, one of my favorite early-game things to do. The music here is chef's kiss, I'm seriously considering an autonomous return vehicle to get all that sweet science I couldn't transmit.
  15. On the contrary, if it's copied it means you really don't have to worry about losing it.
  16. Why would I do that? I enjoy progression in my gameplay.
  17. Honestly, I'm pretty sure you don't ever have to interact with that blinking button and you only have to open the science window to transmit based on my (admittedly limited) science mode play. The only other science actions you ever need to do is right-clicking kerbals (or, I presume, the sample gathering rover arm) for ground science. Quite frankly I think that's brilliant because "science" is just currency recording where I've been and what I've done. It doesn't ever need to be anything else. That's really boiling down the KSP gameplay to "build, fly, repeat", to get out there and do things, to push further. IMO it's a great take on the formula and because it's not some front-and-center mechanic which requires you to know the ins-and-outs of KSP in order to leverage it works much better as an impetus for the naturally timid to go outside of Kerbin SOI. Sorry to disappoint you bub.
  18. I don't see it. We could definitely use some sort of way to see biomes, that's always been a really dumb "feature" of KSP, but otherwise just having science occur automatically is so much better than the previous game, especially not having that artificially limiting concept of kerbal "classes" (I could get behind it more if they'd gotten rid of the pilot class). I get to focus on flying and seeing the sights, not trying to right click every little thing on my craft because I forgot to set up an action group and then going to collect it while heading towards the ground, it's miles better than "right-click receive reward".
  19. Meanwhile in KSP1: Put all science experiments into an action group because right-clicking every experiment in turn is stupid. Hit action group every so often to see if scenario has changed because we're not allowed to have quality of life. Page through all the experiments and make sure we actually want to keep them, reset any that need them. Send a kerbal out to grab all the experiments, right-clicking on each one, or use a heavy separate part to gather all the experiments. Shuffle all this stuff around as desired/needed. I don't consider that "fun", but you do you. KSP1 is right there, a mature game ready for you to mod and twist to the exact way you want to play, or not.
  20. What autostrut setting are you using to get that ridiculousness off the ground?
  21. 2 Rovers are Hitting a Physics Glitch Every 1000m from the Location of Rover Being Loaded into the Game With Disastrous Results Should have improved with v0.2.0.0, investigating more robust fix Yeah, had a feeling this wasn't going to be easily solved. If you want to test this build a big rover massing about six tons or so with six TR-4Ls and just start driving north. Not only will you understand my frustrations with torque but you'll experience this issue first-hand. Also: 12 Incorrect "landed" status while in orbit causes trajectory to disappear in Map View and shows landed for the available experiment UI Need more information Where do I send save files experiencing this? I had just landed at the Mun arch, made a short hop to get closer, then got out to grab the science, then experienced this when attempting return to orbit.
  22. KSP1 is right over there. I'm here for a different vision of what the game can be. The great thing is that we can both get what we want.
  23. Do you even know what you're talking about here? No one can unlock the entirety of tier 1 with a single suborbital hop. You can do it in two missions but you're only really doing that if you're overloading craft per mission and taking advantage of missions using craft already in flight, knowing how best to launch, basically already being an expert in KSP1. Science slows considerably in Kerbin SOI once you hit tier 2. All that tier 1 stuff is designed to be quickly unlocked for new players and old alike.
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