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  1. I think the thing people are going after with talk of a class-action would be the promises the company made regardless of the product being in EA. All the hype, all the talk about how they'll finish and everything is good. All the tidbits about velocity being good, and timelines are being met. I think this is where people are aiming. And that's a damned hard thing to prove outside of court, let alone inside of one. While there are laws that protect consumers from outright fraud, it's gonna be pretty hard for anyone to prove the company - TT, PD, IG, or some other entity in the umbrella - was intentional in deceiving the community. But, if they want to pursue it...I say good luck, and I hope they have enough cash to see it through.
  2. I am not sure about that. The game still has so many bugs that it is pretty much unplayable. At least for me. There was a lot of talk about how "Science" was a good update. I tried it and after all the bugs I stopped playing again. It did improve the game. But the game was still bad. I know others have a different oppionions. But for me the game in the current state is still not playable and the Science update did not fix any of the main issues I did have with it.
  3. Nate just released a upcoming update on Steam on 04/25: Hello! It’s been a while! I know that many of you have been wondering about the status of KSP2, so I thought I’d give you an update on how things are going. We have an incremental update on the way! The v0.2.2.0 update will address a number of common user experience issues, some of which have been causing frustration for quite a while. In many cases, a thing that was reported as a single bug (Delta-V calculations being incorrect, or trajectory lines being broken) were actually half a dozen or more closely related bugs. We identified a series of issues that we believed were negatively impacting moment-to-moment gameplay and the first-time user experience, and we dug deep into those bug clusters to make meaningful improvements. Some of those issues include: Parachutes don’t deploy reliably (doubly true when fairings are in the mix) Fairings don’t protect their contents from heating Trajectory lines in the map view sometimes disappear (often related to erroneous designation of craft as “landed” when in flight) Landed vehicles fall through terrain during time warp Maneuver nodes refuse to allow the player to plan beyond the calculated Delta-V allowance, which in many cases is an incorrect value We’ve submitted changes to address a number of these issues – in the case of the last one, we’ll just be letting you plan beyond your current dV allowance while we continue to improve our Delta-V accuracy over the longer term (there’s a very challenging set of problems to solve in the pursuit of accurate Delta-V projections for every possible vehicle that a player can make, so this is something we’ll likely be refining for quite a while). For this update, we’ve also prioritized a new kind of issue: in some cases, the first-time user experience is undermined by a failure of the UI to clearly communicate how to progress between phases of gameplay – put simply, we sometimes put new players in a position where they don’t know what they’re supposed to do next. We’ve received a huge quantity of very helpful user feedback in this area since the For Science! Update. For example, since most of us are seasoned KSP veterans, it never occurred to us that we hadn’t fully communicated that “revert to VAB” is a very different thing from “return to VAB.” We received a rash of bug reports from people who were confused about having lost progress after completing their missions and reverting to VAB. Yikes! Similarly, the lack of a clear call to action when a vehicle can be recovered frequently left new players staring at a landed vehicle and not knowing there were more steps to follow. We’ve made some UI changes to address issues like this, and we think the flow has improved as a result. Another usability issue that even catches me out on occasion -- trying to do illegal actions (for example, parachute deployment) while in time warp states other than 1x. In fact, we believe quite a few bug reports we’ve gotten about actions being broken have actually been the result of people attempting to do things under time warp that weren’t allowed. This is an area of ongoing work for us – not only do we need to do a better job of communicating to the player when they’re warping, but we also need to make clear what actions are and are not allowed under both physics and on-rails time warp. We’ve made some small UI changes to increase the player’s awareness of their time warp state, and we’re looking forward to seeing if those changes feel good to you. I know we talk a lot about the value of Early Access, but this is a great example of how your reporting helps us target our efforts. We still haven’t nailed down the exact date for this update, but we’ll notify you here once we’re on final approach. Most of our team continues to be pointed squarely at the Colonies update. We’re making a lot of progress this month on colony founding, the colony assembly experience, and colony gameplay mechanics. There are lots of interesting problems to solve here – some are super obvious (colony parts exist at a wide range of scales, and the Base Assembly Editor – the colony version of a VAB - needs to feel equally good when you’re connecting a small truss or a giant hab module). Other issues – for example, how vehicles interact with colonies on both the systems and physics levels – come with a lot of edge cases that need to be satisfied. We remain very excited about the ways colony gameplay will move KSP2 into completely new territory, and we’re definitely eager to see what our legendarily creative players do with these new systems. In parallel with our colony work, we’re continuing to find significant opportunities to improve performance and stability. We just made a change to PQS decals that got us huge memory usage improvements – mostly VRAM (this one is still being tested, so it won’t go into the v0.2.2.0 update – but I was just so excited about the improvement that I had to share): And of course, while all this work is going on, Ghassen Lahmar (aka Blackrack) continues to make big strides with clouds. Here’s a peek at some of the improvements he’s working on today (yep, that’s multiple layers)! And because the VFX team can’t ever stop making things better, they’ve begun an overhaul of exhaust plumes to bring them more in line with reality (which thankfully is also quite beautiful): Thanks as always for sticking with us as we work through each challenge – we couldn’t be more grateful to have your support as we move toward the Colonies era!
  4. True. But it doesn't hurt to talk hypothetically and brainstorm solutions. Fact is we know the studio is shut down. We know a number of KSP2 devs have been laid off. And we haven't ruled out that it might be ALL of them. We don't know if the roadmap is on the table. And if it's not I think a class action lawsuit is something worth discussing if for any other reason than to help strengthen consumer protection. It's rare that a AAA company cancels a game in EA. And if you believe it's wrong for a company to essentially break its word just because a few lines on a corporate website says that's ok then we need to fight that policy in court. If the game is cancelled or the roadmap is no longer on the table, we shouldn't waste this opportunity to strengthen consumer protections.
  5. You must have missed the part where I literally said: I'm not trying to be difficult, but you seem to not read all of what I post. I was pretty clear that I'm not a lawyer, that I didn't talk to one, and that whoever takes this up needs to. Please make sure you read what I write instead of making assumptions to drum up drama.
  6. After doing some research this morning, a class action lawsuit against Take Two is viable. While both the EULA and the Terms of Service both indicate that you must use a mediator or 3rd party arbitrator to sort out differences before going to court, there is legal precedence in multiple states that allow for this clause in the Terms to be thrown out, with action moving through the legal system without mediation. The big issue here becomes what state to file a lawsuit in. You have 3 choices: The state the company is headquartered in (New York); The state the game was developed in (Washington); The state you purchased and play the game in (for me, Nevada, as an example) Because we are talking about a potential class-action lawsuit here, the state in which an individual purchased and/or plays the game is nearly irrelevant. And considering that a lot of gaming (in a general sense) happens over the internet, no one state where a person plays a game has jurisdiction. So that option is out. Filing in the state the game was developed is a viable option, provided you can prove that the majority of the work was done in that state. Again, the internet and remote work - especially during and because of the COVID-19 pandemic - make this difficult to ascertain without getting cooperation from the company/developer you want to sue. So this option is probably not the best one. This leaves filing in the state that the parent company is headquartered in. This is the best option for class-action lawsuits as you are trying to gather as many people as possible together who have a common interest and/or complaint about the product they received. New York General Business Law section 350 allows for the protection of consumers against false, misleading, or misrepresentative advertising in products that are sold to the general public. While it doesn't specifically call out digital media, it is considered to be included in this section. Furthermore, New York Civil Practice Law and Rules sections 901-909 deal with class-action lawsuits, providing the framework for how and when consumers can get together and file a class-action. I would like to point out that all of my research stems from a host of Google searches, as well as getting clarification on things from ChatGPT. Yes, I talked to the bot this morning because that is the easiest way to get definitions and information these days. How accurate that is remains to be seen, so take everything I stated above with several grains of salt. But if you really want to go this route - and I'm going to be frank and say that I doubt this would lead to anything substantial in the long run - what I've stated above is probably the best information you'll get from a non-lawyer. So talk to a legal professional before going anywhere else on this.
  7. I've noticed a few people on this forum play Ace Combat games (like five lol) and I also noticed that you could make threads about specific games here. Seeing as there is no dedicated Ace Combat thread, I made this for Ace Combat players to talk about... well, Ace Combat and such. How do you do the campaign, what's your go-to fighter and special weapon, etc. Ace Combat is a series of games that take place in the alternate universe of Strangereal. Strangereal's Earth has different continents and countries. The player's character is a "silent protagonist" and is always a fighter pilot from one of the fictional countries. Common traits of Ace Combat and their campaign-based gameplay involve: a wide spread of aircraft and weapons, enemy ace pilots, and giant superweapons. Not to mention the excellent storytelling (usually), graphics and music. Also, fun fact: more players play KSP than Ace Combat 7: Skies Unknown by monthly average from Steam, but roughly the same number of games have been sold for each. AC7 released five years later than KSP, however.
  8. KSP Interstellar Extended (KSPIE) is a plugin for Kerbal Space Program, designed to encourage bootstrapping toward ever more advanced levels of technology as well as utilizing In-Situ resources to expand the reach of Kerbal civilization. KSP Interstellar Extended aims to continue in @Fractal_UK original KSP Interstellar vision in providing a realistic road to the stars. Players will first gain access to contemporary technologies that have not been widely applied to real space programs such as nuclear reactors, electrical generators and thermal rockets. By continuing down the CTT tech tree and performing more research, these parts can be upgraded and later surpassed by novel new technologies such as fusion and even antimatter power. We attempt to portray both the tremendous power of these technologies as well as their drawbacks, including the tremendous difficulty of obtaining resources like antimatter and the difficulties associated with storing it safely. The goal is to reward players who develop advanced infrastructure on other planets with new, novel and powerful technologies capable of helping Kerbals explore planets in new and exciting ways. The principal goal of KSP Interstellar is to expand Kerbal Space Program with interesting technologies and to provide a logical and compelling technological progression beginning with technologies that could have been available in the 1970s/1980s, then technologies that could be available within the next few years, progressing to technologies that may not be available for many decades, all the way out to speculative technologies that are physically reasonably but may or may not ever be realizable in practice. This is the KSPI-E release thread where we announce any releases of KSPI Extended If you want to chat about KSP Interstellar you can do it at our new Guilded Server (old: KSP Interstellar Discord Server ) For technical questions or Mod support, please ask them in the KPIE Support thread For talk about new development and features request you have to be in the KSPI-E develpment thread Latest Version 1.29.5 for Kerbal Space Program 1.8.1 - 1.12.2 Download older version from Here source: GitHub If you appreciate what I create, please consider donating me a beer you can donate me with PayPal or support me by Patreon Download & Installation Instructions step 1: remove any existing KSPI installation (GameData\WarpPlugin folder) step 2: download KSPI-E and put the GameData in your KSP Folder (allow overwrite) License Info KSPI-E code and configfiles:are distributed under KSP INTERSTELLAR LICENSE Molten Salt Reactor model from USI Core by RoverDude licensed under CC 4.0 BY-SA-NC Tokamak model from Deep Space Exploration Vessels by Angel-125 licensed under CC BY-NC SA Solid Coie NTR, Nuclear Ramjet, Nuclear Lightbulb and Nuclear Candle models and textures from Atomic Age by Porkjet all licensed under CC BY-NC SA Super Capacitator Model from Near Future Electric Mod by Nertea licensed under CC-BY-NC-SA Surface Wrapper Radiators from Heat Control by Nertea licensed under CC-BY-NC-SA Microchannel radiators from Heat Control by Nertea licensed under CC-BY-NC-SA Inline RCS stack by TiktaalikDreaming for Inline licensed under MIT Nuclear Ramjet Model by Lack licensed under CC-BY-NC-SA retractable RCS by BahamutoD licensed under CC-BY-NC-SA Wrapper Tanks from Kerbal Hacks by enceos license under Creative Commons 4.0 Inline Thermal Dish Relay Receiver by @steedcrugeon licenced under CC-BY-NC-SA at JX2Antenna Plasma Wakefield Particle Accelerator Ring by Sin Phi CC BY-NC-SA 4.0 at Sin Phi Heavy Industries If you think I missed something, please notify me Credits @Fractalfor developing the original KSP Interstellar @Eleusis La Arwall for most of the new Reactors, new Power Dish transmitters and Beam generators @zzzfor most of the original models/texturing @Boris-Barborisfor porting KSPI to 0.90 and fixsing many bugs @Northstar1989for providing theoretical basis for many of the new features in KSP Interstellar Extended @SpaceMouse for Magnetic Nozzle, MHD generator and EM drive engine @EvilGeorgefor programming Solar Wind collector and ISRU processing and several other ISRU processes @Cyne Daedalus Fusion Engine Model and Texture @Arivald Ha'gel for helping to fix several issues @MrNukealizer for his help in C# development work on KSPI @Snjo for making the code FSFuelSwitch public available Olympic1 for his help with the integration of KSPI with CTT KaiserSnow for providing Icons for Integration with Filter Extension InsanePlumber for converting part textures to DDS format A2K For helping get KSPI-E on CKAN Bishop149 for Helpi improve the Wiki and OP ABZB for Helping to find many bugs and developing Mk2 EXtension Mod SmallFatFetus for giving permission to use is Vasimr model michaelhester07 for creating Particle Accelerator NathanKell for creating ModuleRCSFX. Trolllception for helping new players understand the tables on the OP and MM scripts Nli2work for creating the Magneto Inertial Fusion Engine @Nansuchaofor helping to create documentation and guides for KSPI-E @th0th for providing Icons for the tech node @Tonas1997 for proving new technode nodes Recommended AddonMods Recommended Planet Packs/Star System/ Galaxy mods: Recommend Tech Tree: Recommended Tool mods: Suggested Challenges: Documentation & Tutotials KSPI is one of the most sophisticated mods for KSP. To help you get started, you can make use of the following resources: KERBAL INTERSTELLAR EXTENDED GUIDE KSPI-E for Dummies KSPI-E Guide by Nansuchao KSPI-E Technical Guide KSPI-E Wiki KSPI-E Youtube Videos: 9 part Russian Tutorial by @ThirdOfSeven 3 part EnglishTurorial by @Aaron Also: Support KSPI-E add support for the following mods
  9. I like history and how humans tend to repeat the same mistakes and not notice when things start to look bad. I could give other examples, such as the scam that ended up blowing up and leaving millions without homes or jobs in 2008, but it is more convincing to talk about WWII, from which money is still made. Captain America and Wonder Woman are my certificate.
  10. They're the kind of people we've always looked for, the kind who drop money and don't talk or question.
  11. hey don't talk about him in the past, he'll still be a great modder and the guy that made KSP2's atmospherics look amazing in like a month.
  12. Scott Manley was steering away from KSP yes but I do feel if the game was good or got good he would’ve made some videos because 1. It’s still fun 2. It would’ve made money. 3. He likes teaching space and it would’ve helped with that. I’m sure he would’ve done new tutorials, probably one career play through, and the occasional video demonstrating something he’d like to talk about in real space. Having got none of those, I think his views are clear. ShadowZone may have presented a very optimistic possibility, but he made a clear line between the facts and the theories, and presented multiple possibilities. I really do think he made a good video on the situation.
  13. Who’s angry? I’m not. did I label you for having an opinion other than my own? You did that with me but I’m not bothered. i am however bothered when you don’t like your medicine. anyway so this doesn’t get me banned maybe we call It a day and agree to disagree or whatever is appropriate around here to end a heated talk.
  14. Well, its worth a shot at least, with the most recent news I have been thinking of actual realistic ways microtransactions could be implemented without directly harming the game with some suggested prices to go along with it.. Also aswell even if they say "no microtransactions" it seems that they need if it if there is rumors that the game is going to be cut, or we will lose developers... As of right now we don't know the situation for ksp 2 and the team.. "unethical" or not if stuff is "cheap" some people will find a use of some things useful while others don't if there was a unethical way to monetize it instead of just being free QOL the game might be better for income.. (problem is t2 launched the game in EA when it was a YEAR away from being anything useful, pretty much destroying the reputation of the game).. Custom Kerbal Creator / Custom Director Kerbal - 5-10$ USD This is a highly requested feature for ksp 2, being able to create customer kerbals, i think if the feature was free it would allow a certain amount of cosmetics but the paid would allow all cosmetics in ksp 2. Custom Director Kerbal, could be a pfp a kerbal that is "the director (which is you btw)" that would be able to interact more "kerbal friendly" compared to just the characters talking to the "screen", this could also be used as PfP for saves or in multiplayer settings you could use your custom director to be the pfp instead of either a custom photo or your steam pfp. This could be a little high, but i think the amount of work that is required to get it running and then making sure it works on multiplayer/ (if) there is more cosmetics it would allow "People to create kerbals of there own imagine" Custom Flag Implementation - 3-5$ USD Quite a few people request this to be a main in-game FEATURE, there is a mod that does this however the mod misbehaves a lot and does the stock flag instead of the custom one, They can be extremely high detailed flags I think they could make it a microtransaction that is cheap enough that almost anyone could buy it but it would not affect the users if they didn't have it, A Few CC's and a lot users could want such a thing in game. I think this shouldn't controlled in the sense of company censoring what photos are and are not allowed. In multiplayer it should be the owner of the server or local server that should be able to "remove" the offending flags and have an outright option to ban users from uploading and using Custom Flags.. Users can have as many as they want and can be limited on multiplayer if the owner so chooses. This will also include adding "parts" to add large flags that wrap around crafts in many sizes, or just straight huge flags that could be lit up by lights, and stock ksp 2 flags can use this for free. Hex Color Editor - 3-5$ USD Cheap easy mod that adds Hex color fine control to the game (Unethical) in my mind and should be free, however using Spicats Suggestion if all UI updates was approved i don't see why this couldn't be a paid feature its cheap at relative cost and would make users VERY happy, while also not breaking the bank, Supporter Pack #1 - 15-25$ USD This would include a "Music Bouns" of 1 additional song for each situation, planet, and ambient noise, The music is one of the key notes that i have found and have seen many others saying its "very good" for the game. This would include a "Banner Around PfP" or Color Change or A Speical Title.. saying that you purchased the supporter pack.. Would include a special flag(s). Be able to put custom crafts in the menu screen(s) We do not know if multiplayer would even have pfp or titles however, i think it would be a cool thing to add. yes this is pretty much try convince to keep intercept games with ALL of there developers with a job, is absolutely silly to think that we will sit down with people getting fired, and only getting corporate talk. These could be microtransactions that keep small amount of income coming to the game to show people might be interested besides the absolute devestion of trust when the game got forced to be released. (perhaps don't launch a game a year to early and then try to can the developers when we are getting remotely close to an actual game cause of your mistakes cause you are down a few million dollars..)
  15. thank you all. I think I finaly understand it.. to a user level. Its funny how KSP has been a better math teacher than my math teacher. I always just assumed I was dumb when it comes to math. But when people take the time to sit down and answer my questions. I get along in the end x) This quote reminds me of when my father talk about how he prefere win95 xl to the new one - he says it makes some errors that 95 xl didnt.. I always just shrug - I dont ever think I asked xl to do anything advanced enough to figure out x) But man.. people bantering about calculators is why I love this forum.
  16. They deleted the post where I gave my opinion on where the development was going and suspended me for a week with a warning not to talk about it anymore. Now I don't care, this is dead, and the people who moderated already have their checks and are emptying the desks.
  17. -=R&D_UPDATE=- CommNet - Satelites and the Molniya Orbit I figured a good way to continue with this blog - would be to alternate between a R&D post and a Mission Execution Post. Where all the theorycrafting on "how to solve the challenge", will be poured into a post first, and then I follow that up with a Mission Execution Post. I have a feeling that a lot of good discussion can come from making a theory and testing if it worked... at least it will give people a chance to say how wrong I am in my calculations and theories - and stop me before I do something really silly Or better yet.. give people something amusing to read. Any way - Without further ado - here is next challenges Before we talk about the 2nd challenge I am going to ignore it for a little while, and focus on the 3rd challenge first = 3 CommNet Satelites in Orbit around Duna - To me that screams for a Molniya or Tundra orbit. - Something I've been wanting to try out for a while now. If you dont know what a Molniya or Tundra orbit is - See spoiler section bellow: There are 2 reasons why I am thinking about a Molniya Orbit: A Geostationary orbit will not have Line of Sight to the poles of the planet - and It would make sense for future settlements to be near the poles were there is water ice. So a Tundra and Molniya orbit is necessary for such an settlement to be able to communicate with KSC. (Roleplaying) Since the orbit is highly elliptical, it will be more likely that none of the satelites are hidden behind Duna - which should be able to have reliable coms with KSC with fewer satelites and that there are no signal loss to KSC. (except when Kerbol is in the way) Now how do I propose to make a Molniya constellation around Duna you ask? My plan is this: Get 3 long range satelites to Duna and space them 120­° from each other around the planet, 0° inclination. Get them to burn to a 60° inclination to Duna while maintaining ~120° separation. (hopefully the burn will be quick.) Have them raise their Apoapsis to 6700km. (half a sidereal day - see vehicle design section to see how the AP is calculated) Now to complete this task - the Molniya satelites needs a carrier with an antenna strong enough to get signal from Kerbin. If you guessed that this will be the satelite from challenge 2 you are correct. My crazy idea is to make a Satelite Carrier - deploy it to Duna and put it in an orbit where I can space out the 3 Molniya Satelites in a 100km orbit - Then perform the 3 steps to deploy them at their correct molniya orbit (Pe: 100km Ap: 6700km) . After this the satelite carrier will deploy the 6 small cube satelites evenly on the 100km orbit - which will provide signal around the equator. Once that is done - we will see how much Δv it has left on the Satelite Carrier and find a good plan for that. If this sounds like it's going to be difficult... I agree... This will be a test of my patience and precision. Resonant Orbit Planning: Now I thought I would have to sit and actually use my brain to calculate the correct orbit periods etc for launching the satelites to get their space even across the orbit - however I was gifted this great tool that does it for you. Use this to plan the spacing of satelites. When I plot in 6 satelites orbiting at 100km I get these ranges: The smart thing about planning around 6 satelites LOS is that it resonates with the 3 Molniya satelites - which will be deployed on every second orbit instead of every orbit. If you - the reader - sees that I have made some terrible error.. please enlighten me Now the parameters of the mission has been planned. Now it is all about designing the vehicles. <<<<<<<<<<Designing the Vehicles>>>>>>>>>> The CommNet Satelites: Left: Cube Satelite - Right: Molniya Satelite. Molniya Satelite: 1064 Δv Cube Satelite: unknown (25kg of Monopropellant and 2 RCS thrusters. - more than enough Δv) Now for the communication satelites the Molniya Satelites are the ones that will be most demanding. They will have to burn from a 0° inclination to a 60° inclination - then raise its apoapsis to match ½ a sidereal day... Now.. How to calculate this number was lost on me. Even though I could find the equation online multiple places I could not get google to calculate it propper. So I asked for help on the forum, and help was received. Thanks to @K^2 and others for helping me wrap my head around this. To aid others (and myself in the future) I have decided to save the process here: How to find the AP: To find the AP for your desired Molniya Orbit you need to first find the Semi major axis of your orbital period - you do that with this equation: If you punch that into google so it looks like this: You should get this number: 3,719.831km - which is the Semi Major Axis for a ½ a Duna Sidereal Rotation Period. Now this number is the distance between Apoapsis and Periapsis - you may think "but that is an oddly big number" - at least that is what I was thinking. But that was because I "forgot" that there is a planet in between, and that the distance we are shown is taken from the "sea level" of the planet/body. We there for have to subtract the planets diameter. (or radius*2) Now - I have decided that I want a PE of 100km above Dunas Surface - So to find the AP you have to use this formula: This should give you a distance of 6,699.662km - which I have rounded up to 6700 km - With 1064 Δv I hope we have enough Δv to finish both maneuvers. (it seems like it should be enough?) This formula is "plug and play" so to speech - you can go to the wiki and lift the numbers, pick your PE and find the AP for any body you want. If you want to know more read here: The Cube Satelite: If we look at the Resonant Orbit Calculator numbers: See spoiler section bellow: we can see it only requires 40.4 Δv to lower the AP to 100km - I therefore decided that it would be more cost effective to just give the small satelite 25kg of monopropellant and 2x RCS thrusters to decrease the AP. This makes the satelite much lighter than if it had actual engines - and I can carry much less fuel - thus making the satelites much lighter. The Satelite Carrier: Satelite Carrier with 6 cube satelites and 3 molniya satelites. Carrier: 2091Δv The carrier will have 2091 Δv which should be ample since it's going to be launched from LKO: 80km and the Δv map shows it only requires 1690 - 1700 to transit to Duna Low Orbit. See spoiler section below for reference: Now - one does not need to look at this monstrosity of a satelite twice to see it wont fit in the small cargo bay for the SDG... So My "promise" to make everything fit within the small cargo bay only lasted until the next challenge... *Teehee*because - of course this was the only excuse I had for a glider re-redesign - It wouldn't be me without it. The SDGv2: Left: SDGv2 - Right - SDGv1. When I first flew the SDG on Challenge 1 - there were 1 obvious thing that struck me. It does not need the docking array. The vehicle is not meant to dock with K.G.01, like the Multi Fuel Gliders are. So I can do away with that and get more cargo space already - without changing the center of mass and drag a lot.. - how ever.. the satelite is still too long... But I figured I could add a bit of Tube in the end where the vertical stabilizers are and sort of have the satelite twist itself out of the glider... That being said.. I can easily see things go "wrong" though here... namely: A theoretical comparison of me getting the satelite out of the cargo bay. Nothing has ever gone wrong from banging sensitive electronics out of the box... *cough cough* - Luckily Kerbal tech is sturdy tech... Here are the two cargo spaces clearly visible - The SDGv1 still loaded with the probe that was send for the Duna Fly By of Challenge 1. and here a side by side comparison. Luckily the weight savings of ditching the docking port means that even though the Satelite Carrier is pretty heavy at 8.06t - double the payload of its cusin, the Multi Fuel Glider - it only increases weight by 2.22t. Something I am confident that the 1st stage will not have any issues getting into orbit. Weight distribution across platforms: Multi Fuel Glider:.............................................................25.34t SDGv1:................................................................................22.28t SDGv2:................................................................................27.56t <<<<<<<<<<CONCLUSION>>>>>>>>>> The plan has been made, Math has been calculated and vehicles designed accordingly. Stay tuned in to see if the plan survives first contact with reality. See you in the next one.
  18. This was my worry, that we'd see a repeat of for science, dropping a milestone every december-ish. Mathed out a similar prediction earlier, in another thread, actually. On the specific topic of communication, I do think its just as much of a substance issue as it is a cadence issue. We've spent the last year and change being told there's plenty of work going on it the background, things are progressing great, our internal builds are so much fun - And then the community asks to see it, and we get crickets. And while I totally understand a reluctance to show off anything you're not dead certain you can deliver, it doesn't add up to a lot of people, because the trend of it actually happening hasn't been there, even before the game released at all. Lemme break it down here. The game is announced, the community goes wild. we're shown a bunch of cool stuff. Crickets, corporate drama, some date shuffling, and we don't really see much of anything. For the most part the community understands this, as we're being told that we're getting a full release of KSP2. Nearing the dates, it becomes an early access, and most of the stuff we've been talking about for the years between announcement and now is pushed out to roadmap. The community is disappointed but understanding, and takes the reassurances that what is launching will be absolutely solid as solace. The community then gets the first release of the game, and its pretty bad. We're told it'll be fixed up right quick, and the launch window features will be coming shortly. Then its not fixed up quick, and the launch window features are pushed out almost ten months. When asked to explain this both along the way and afterwards, we're more or less told that its because of parallel development in various features that'll speed up the content cadence. But we're given at most some extremely surface glances of this parallel content, and its extremely difficult to actually identify any signs of meaningful progress. The community requests more information and expresses discontent with what is being provided so far, and is promised some level of improved and expanded communication, but with no commitment to any specifics. At the same time, existing communication avenues dry up, providing even less insight into the active progress of development. This triggers another round of communication concern and inquiry, to which the community is told that all the work time has been put into planning out the next levels of work, and therefore communications can't be prepared just yet. This is followed up by information that suggest the patch cycle is stagnating, not accelerating in its timelines. Those last two parts is where it starts to fall apart, because its a bit of a leap for someone to accept that "We have multiple parallel development streams making content" and "We have nothing to talk about because we're planning what we will be doing next" are both true at the same time. If you've had a year of parallel development streams, it doesn't make sense to the average person that you have nothing to show for it across all the streams - While corporate communications is reluctant to talk about anything meaningful that might end up not getting added, the people who already paid just want to understand what the development team is doing and where it might be going, even if they hear that a thing is later cut for non-viability. But if you can move past that and accept that first combination condition, then the patch cycle appearing to be on the same timeline as the last one doesn't add up, suggesting that at a minimum, the parallel development chains aren't going to yield any meaningful increases in patch rates. Effectively, and likely with no malice, the community now has years of being overpromised and underdelivered to, and the scope of those overpromised and underdelivered situations have been coming in smaller and smaller - First it was the entire thing, then parts of the thing, then update cadences, now patch cadences, now communication cadences - Every step feels like its been backwards to many. And I do want to be clear that it is "Many" and not "All" - I don't speak for the whole community, but discontent doesn't have to, not on its own. This isn't an element of the community being told "You won't get this" and then being mad, this is that element being told "We'll do better" and then not getting anything better, over and over and over - Even if the rest is fine, that group is entirely in their rights to be angry about it at this point, because they're feeling lied to. And I think it shows in the cancellation of the KERB and its reception - People for the most part agreed it wasn't working and were ok with it going, the discontent was that it was the only remaining reliable communication path, and that's the thing we keep asking for. Most of us salty folks don't care if we get communications every week, two weeks, month, or even three months - Within reason, we don't want the game to reach that 2028 date in my quoted post . But what we do want to know is that if you come out and say "First of every month, meaningful update", that I can swing in on May 1st and see something that's actually of substance to the game. Not a filler dev article though, I guarantee you that we'd prefer 2 paragraphs and a screenshot of one singular colony feature sliver or a long piece that ends with "None of that worked so we went to the drawing board" over 10 paragraphs and math diagrams about how clouds in gas giants work IRL but why Jool doesn't do it the same way. That might be cool, but its completely irrelevant to the roadmap we want to hear about. The last thing I want to hear is "We'll provide updates on our plans to provide updates two weeks from now" and then come back in two weeks to hear "So we've discussed the initial plans to create a cadence for communications that'll provide details, but we're pushing out that information a few more weeks, check back later". KSP2 is in a bit of a do or die scenario - Not the game as a whole but its communications. You need to decide publicly and vocally, whether you will actually provide more meaningful information and details on a meaningful schedule, or will you prefer to work quiet and just roll in whenever you feel your ready. Trying to play the middle ground of "we'd love to we're totally working on it and doing it" without delivering is just making the whole thing look worse and throwing a lot of doubt on it. You're setting yourself up No Mans Sky style, nodding along to nice sounding things that people ask about without the seeming ability to deliver. You can look at is as "Look how much damage a single comment about development streams has done to expectations" as a reason to clam up, or you can look at it as a reason to speak more to explain what context was missing from that comment as to the actual development streams. But you need to make a decision. And that's the end of my rant from a community perspective. From a personal perspective, I find it disappointing and frustrating that a fully funded and well staffed studio full of professionals are struggling to meet the standards that indie early access games set in the early 2010's, before anyone even knew how to do any of this. There was this indie game called Kerbal Space Program managed to make frequent and meaningful communication updates to its users, while also having frequent and meaningful content patches and enhancements. These updates were relatively small, simple, not particularly heavily edited, and even included stuff that ultimately didn't come to pass that still informed the community as to what the focus at the moment was, and where things might be going. I am getting more and more of the feeling that our "Communications" are being treated as investor statements and press statements rather than being intended for us.
  19. Assuming he really didn't know what was coming when he wrote this forum post a week ago, it's a good bet Nate is feeling like a broken man right now. His vision of KSP 2 is in tatters and the studio that he helped build is no more. He's almost certainly sick to his stomach about his soon-to-be unemployed staff, many of whom he likely recruited himself on the promise of his vision for the game. Many of them will have left high paying jobs in software, aerospace and other game dev companies to join Intercept. His reputation is in pieces and his future in game development is very uncertain. Even if he somehow falls upwards into Private Division into some sort of executive job, it will likely be some sort of token 'Product evangelist' role for the remnants of the Kerbal IP, probably more out of embarrassment on PD's part and to deflect from their own poor judgement on KSP2's development. Even if he was authorized to make a statement by Take2 legal, I very much doubt he would have the stomach to say anything. He likely just wants to crawl into a hole somewhere. I would love for the whole story of what happened in KSP2's development to come out, it is surely a fascinating tale. Even with NDA's, I'm confident people will talk. The game dev world of Seattle is small. People gossip, especially people with an axe to grind and who devoted years of their professional lives to a project that was so badly mismanaged and eventually canned by Take2. I wouldn't be surprised in the slightest in the next few weeks if we start to see anonymous posts on this forum or Reddit from disgruntled former devs to justify their roles in what happened. Paul Furio, the ex-Technical Director already seems eager to explain his side of things on LinkedIn and Reddit. Non-disclosure agreements be damned, these people have their professional reputations to salvage and will be desperate to tell their side of the story.
  20. I'm going to say something contentious. Now that manned flights are growing closer, we have to address a fact that isn't being spoken: space travel is dangerous. The Artemis program, or something connected to it, may have the first death in space in over a decade. Maybe not in the first launch, not in the second, hopefully never. But for all the talk about commercialisation, this is space exploration and it is not safe. This isn't pronouncing doom. As Chris Hadfield says in his TED talk on fear versus danger, NASA has considered risk, reduced it where possible. He also said that the Space Shuttle was a complex flying machine and the chances of a catastrophic event was, when he flew, 1 in 38. He still went. SLS and Orion is less complex, we have far better robotics than Apollo ever did, and an honest-to-Oberth partially-reusable 'space truck' in Falcon 9. However... we cannot fully design out the chance of death, nor pretend that we are not putting people in harm's way. SpaceX makes it look easy. SpaceX also has "Stay Paranoid" emblazoned on the desks of Mission Control. Even the Apollo 9-like mission proposed in tandem with SpaceX could result in deaths. What brought this on? A blog post by Wayne Hale on the laser-focus on monetary cost as the be-all, end-all of space exploration: https://waynehale.wordpress.com/2019/06/19/blood-and-money/ If in the future something does go wrong, I have a polite request for the few people reading this: don't go mad. Do not argue yourself into the hole that all exploration should be done robotically. That you knew this would happen and humans should never have left the ground, never mind Earth. Do not let your fear control you. If you see someone else who likes space falling into the same trap, I request - because I can't make you do a damn thing - that you pull them out. Wayne Hale thinks the risk is worth the reward, that it is brave to take on this risk, and so do I.
  21. Check Intercept discord #announcments Still at work. Can't talk about it.
  22. Announcement dropped.. Dev Team still hard at work "Talk More when we Can" Not in a position to upload to imgur.. check intercept discord or X
  23. Request denied, speculation is fun Granted, anyone attacking someone else for their opinion, belief or perception of the situation has lost the plot. Debate and discussion is fine, but some folks get way too heated and too fixated on being "right" or the ironclad belief that the evidence that convinced them of something MUST be able to convince everyone else of the same, and anyone who doesn't accept it is being [Malicious/Copium/Hateful] and must be attacked. Its really good to talk about this, a lot, it brings attention to the matter, shares information and conclusions, and lets people get an understanding of things. But we're not enemies here, two corpse in one grave and all that
  24. Ah yes, the bad publisher strawman, specially useless when we talk about a product that got a free pass to delay for 4 years and turn from a complete release into barely working early access. For Science! was a minor patch confirmed.
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