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  1. Just a thread I thought this forum needed. Is Pluto still a planet? Kindly and respectfully share your thoughts about Pluto. I think @Pluto_Is_A_Planet might want to join in. (Sorry for "pinging" random users, but it's sort of for a reason)
  2. So, how do you think multiplayer, a thing we've all (or some) of us wanted in ksp for some time and are now getting in KSP 2, will work? My idea is that there might be a create server thing and after you create a server you can invite players to the server and build with them in real time. Maybe there will be a space-race mode where you can play against someone else and try and beat them to the mun or another moon or planet. But that's just my idea, what about you? (Edit: I guess this has now turned into a discussion thread, you can express your thoughts about the addition of multiplayer)
  3. Hello everyone! Gear up Kerbonauts, engineers are required for some in situ reassembling! Stack up your inventory with parts and tools in order to prepare for any contingencies. With a reimagining of the game’s inventory system and the introduction of a new EVA construction mode, KSP is here with new content for everyone! Kerbal Space Program 1.11: Some Reassembly Required is the game’s latest major free update and with it, we’re adding some significant and game changing elements that give players added flexibility and a more immersive KSP experience. Pack an inventory for your missions and modify your crafts or even assemble a new vehicle on the spot with the help of your engineers, or bring an EVA Science Experiment Kit and have your Kerbals undertake fun animated experiments. In addition to some new parts, visual enhancements, and some bug-fixing, Some Reassembly Required continues to enrich the KSP experience. Let’s go through some of the update’s highlights below: EVA Construction Mode This mode gives your engineers tools similar to what you find in the VAB/SPH to manipulate parts in their inventory or within their range while on EVA in any location. Need to make some adjustments to your Vallerian SSTO, or build an improvised Munar rover in situ? Now you can! Inventory System Changes This update expands upon the inventory system and gives it deeper meaning and functionality! These changes include the option to carry and stack various parts in your craft’s inventory and adds to the ability of Kerbals to carry an inventory of their own. All while making it easier to get access to and manage all of the inventories on a craft. Just remember to think wisely on what you want to bring with you on a mission… New Lights and RCSs Some Reassembly Required adds new lights parts to the game, including some smaller, physics-less lights as well as a couple of deployable lights that work without the need for an attached craft or EC power source. And not only that, two new smaller Reaction Control Systems are being added to the part repertoire! These smaller RCS are perfect to make your probes, drones or smaller crafts more mobile and versatile. Joolian Moons’ Visual Improvements With this update, we will continue with the overhauling of the rest of the Joolian satellite system with Bop, Vall and Tylo. These moons have been popular destinations for intrepid space explorers and now they will look better than ever before, with high-quality texture and graphic shaders. And more! To learn more you can read the full Changelog here: =================================== v1.11.0 ============================================================ +++ Improvements * Improve version checking for save files to prevent incorrect compatability messages. * Added game setting to enable Ghosted Navigation Markers. These let you see targets behind you by presenting a faded marker on the navball as if you are looking through the navball. * Text in action group labels now moves if truncated so the text can be fully read. * A notification is displayed on the Fairings PAW when it has a flag attached and the sides and edit Fairing options are blocked. * Robotic Controllers like KAL can now be accessed by EVA Kerbals to Play and Stop the Sequence. * Revamped Vall! It now has a low, medium and high quality shaders as well as a new scaled space textures. * Revamped Tylo! It now has a low, medium and high quality shaders as well as a new scaled space textures. * Revamped Bop! It now has a low, medium and high quality shaders as well as a new scaled space textures. * Launchclamps will now default to the earliest stage on a craft. * Added a speed slider to the Axis Groups Binding so players can control how fast a binding will move. The value shown is in % of full axis range per second. * Expanded on the Warp to Sunrise button functionality. It's now available in flight and Tracking Station whenever it makes sense. * Added onscreen tab to Map Filters panel to make it more obvious and changed the behaviour to be click to toggle like the navball tab. * Implemented Menu Navigation on the Action Groups in Flight. * Added new Color Picker for the Kerbal Light Color during Flight. * Parts of the same type and variant can now be stacked in a single inventory slot. Each part has a maximum allowed stack amount. * Change PPD-10 Hitchhiker and Mk3 Passenger Module mass to align with passenger/mass ratio of Mk1 Crew cabin. * Change PPD-12 Cupola Cost and Mass to align with cost/mass ratio of Mk1 Capsule. * Change Mk2 Crew Cabin mass to incorporate wing mass. * Don't put parachutes in the first (launchpad) stage by default. * Crewable part masses revised to account for crew mass and their cargo. * Crew now have mass when on IVA (inside parts) along with their cargo. * The Flag browser now categorizes flags into groups. * Added RocketLabs and Electron flags. * Added EVA Construction Mode. * Amended dV and orbit calcs to use Double precision. * Some large parts cannot be put into cargo containers but can be manipulated in EVA construction mode. * Players can no longer assign the Undock node Action. This has been removed as it was causing confusion with the Decouple node Action in some parts. Crafts with the action assigned can still fire it. * Construction Mode provides CoM CoT CoL overlays. * Kerbals stop climbing on reaching the end of a ladder. A new toggleable game setting Check ladders end enables/disables the behavior. * SEQ-3 and SEQ-9 Cargo Containers are now Stock parts. * All Cargo Parts can now be searched by the tag cargo in editor and mission builder. * Flight Info debug window now shows the angle of the surface the vessel is currently on. * Asteroids have new textures and shader. * New rover construction contract for career games. * New vessel repair contract for career games. * New satellite upgrade contract for career games. * Improvements over the Kerbal jittery movement. * Comet visual FX performance improvements. * Added a repair kit part. Now repairing broken parts uses up repair kits, be sure to have some in your Engineer's inventory. * Added new EVA science experiments and animations. * Kerbal Jetpack and Parachute are now cargo items that kerbals must carry in their inventory to use them. * Kerbals in EVA use EVA propellant from EVA cylinder parts and Jetpacks that they are carrying. * EVA cylinder parts and Jetpacks are refilled when they are transferred back into a vessel from a kerbal. * Amended dV and orbit calcs to use Double precision. * Make render probes fade in better when a new render probe is added. +++ Localization * Removed line breaks in the Orbit's Ejection field tooltip. * Fix missing localized text in the Robotic controller name input field. * Multiple bug fixes for all languages. * Navigation console had missing space for the field IZQUIERDA which affected only Spanish. * Fix fairing variants having wrong language on textures in English and French. * Multiple string additions and corrections for some languages. * Fix spelling of BepiColombo and Rosetta. * Multiple KSPedia fixes all languages. +++ Parts * The LFB KR-1x2 Twin-Boar Liquid Fuel Engine now has the correct diameter. * Added colliders to all flag part variants. * Removed the gaps of the FL-R25 RCS Fuel Tank when attached to other tanks. * New SEQ-24 Cargo Storage Unit and new SEQ-1C Conformal Storage Unit. * New Place Anywhere 1 Linear RCS Port. * New RV-1X Variable Thruster Block. * New Repair kit part. * Added new EVA science experiment kit. * EVA Fuel Cylinder cargo part. * Fix gap in the Mk2 Cockpit IVA. * HG-5 High Gain Antenna is now placed correctly in mirror symmetry. * Fix LFB KR 1x2 'Twin Boar' off placed surface attach underneath. +++ Bugfixes * Revised the instructions on several tutorials regarding the recent changes to the flight UI mode toggling. * Fix issues with fairing shaders when width/height ratio is extreme. * Craft file name is now independent of command pod vessel naming, preventing accidental overwrites when re-naming command pods. * Fix flickering orbit lines in mapview. * Fix an overlap in some languages between the Header and vessel stats field in the craft browser dialog. * Fix part joint failure including autostruts when target RigidBody is same as host RigidBody which can occur in some edge cases. * Fix tourists from being EVA'd from a command seat. * Fix steep textures shaking on lower quality shaders after reentry. * Fix payload inside fairing not being released when decoupled and fairings are still intact. * Fix resource transfer failing when opening and closing a parts action windows several times. * Fix inventory part tooltips lingering on the screen when changing Camera Mode. * Fix EVA Kerbal walking animation sync, timing and bounding issues. * Fix EVA Kerbal sliding issues. * Fix menu navigation issues when navigating between columns in the Action Groups menu. * Fix craft thumbnails not showing fairings. * Fix Female Kerbals not walking correctly on some low g bodies. * Fix Incremental speed sliders now update on symmetric parts on the Action Groups Menu. * Fix Comet Sample contracts not completing if comet is renamed by the player after the science sample is taken. * Fix AOOREs and flow on effects that occur on vessel markers for vessels that use ( as the first character in their name. * Fix issue with flags on parts that are set flipped that also have variants set not flipping the flag textures. * Fix AOORE on temperature gauges when parts explode. * Fix NRE on adding any action to action groups. * The crew inventory initialization doesn't break the kerbal roster initialization on the astronaut complex. * Fix alignment in action group text in the action group editor window. * Fix localization of tech tree node names in UI. Including Part Upgrades. * Fix Camera controls are now enabled when the Action Groups panel is open during Flight. * Fix Staging is now Locked when Action Groups panel is open during Flight. This could cause firing unintentional staging while having the panel opened. * Fix issue with SEQ-3 search tags. * Fix inconsistency in the detection of hatch obstruction. * Fix click-through issue occuring with the main menu expansion dialogs. * Fix Action groups UI becoming non-functional on pressing the KAL's Action Groups button more than once. * Fix Kerbals rotating when walking on hills. * Fix System set to Time Zone that KSP can't handle from crashing the game. eg: Hong Kong. * Fix the Comet and Asteroid showing up in the Size3 Bulkhead filter. * Fix issue that prevented fairing panels from exploding when colliding. * Fix mistake in the 1.10 section of the changelog. * Fix the white rectangle showing in both Advanced Grabbing Units when rotating in the part picker. * Fix multiple comet comas blotting out the sky when a comet breaks up on reentry. * Fix lighting issues in Terrain System. * Fix issue with forward axis not updating properly. * Fix Fuel tanks could get stuck with no references to transfer resources when opening and closing PAWs while a transfer was being done. * Fix Kerbals neck showing when swimming. * Fix Grand Tour contracts need a new vessel to be built requirement. * Fix default helmet and neck ring settings not applying on first EVA. * Fix KSPedia continues to work as expected even after closing it abruptly while a slide was loading. * Fix Color values update correctly now in the color picker for HSV values and sliders. * Fix undo in editor with fairings changing materials on cargo bays. * Fix comet science contracts failing when sample has been collected but not yet transmitted or returned. * Fix the kerbal ladder sliding. * Fix Color values update correctly now in the color picker for HSV values and sliders. * Fix camera being too far from vessel when exiting map view in some situations. * Fix the Kerbals hands on fire idle arms shrinking at the end. * Fix Paws are automatically opened when hovering a cargo part over an inventory in the Editor. +++ Modding * Inventory system is now persisted as a list of protoparts instead of a comma-separated string of names. The old system is still there for compatibility, but the new one is preferred. * LightOn/Off events have been replaced with a toggle event on the PAW to reduce PAW redraw. The events still exist and can be triggered, but are hidden from the PAW. * Tech Tree now correctly reads all TechTree nodes from gamedata folder. * QuaternionD now supports LookRotation. * Implemented FlightVesselOverlays class to implement the Center overlays to be displayed in flight. * New pre-generated craft and locations capability for contracts in career games. * ModuleInventoryPart.allowedKerbalEvaDistance obselete in preference to GameSetting.EVA_INVENTORY_RANGE. * Parts now have a minimum Rigidbody mass minimumRBMass which affects how small the rigidbodies mass can be. Does not affect part.mass - which is whats used to calculate force, etc - but does affect rigidbody collisions. =================================== Making History 1.11.0 =================================== +++ Improvements * Added the option "All SAS Modes on all probes" to the Mission Builder Start node Difficulty options. The same option found in Sandbox games. +++ Localization * Fix mission validation report dialog not displaying validation options text in Chinese and Japanese. +++ Parts * Added colliders to all flag part variants. * Fix the LV-TX87 Bobcat Liquid Fuel Engine's attach rules, no more surface attach. +++ Bugfixes * Engine plates now shroud parts attached to nodes inside shroud from airstream. * Fix user is was unable to switch the GAP Vessel Token from Aircraft to Rocket after saving a mission with the Aircraft selection. * Change the error message when you try to launch a vessel in the SPH with the same name in the VAB or vice-versa. * Fix issue with Mission Builder when animating parts are toggled when the flight scene loads. * Fix the seam on the Making History suit helmet. * Fix active vessel not switching when explode part node fires in missions. * Fix undo in editor with fairings changing materials on cargo bays. =================================== Breaking Ground 1.6.0 =================================== +++ Improvements * Added toggle to enable or disable a KAL controller. +++ Bugfixes * Fix InventoryModules adding mass to a part even if there was no cargo in it. * Fix floating Mun ROCs by adjusting the meshes. * Fix NRE in deployed science when retrieving experiment parts. Kerbal Space Program 1.11: Some Reassembly Required is now available on Steam and will soon be available on GOG and other third-party resellers. You will also be able to download it from the KSP Store if you already own the game. As with every release this thread will be used to bundle all general discussion about the new version so that the forums can continue to actively host threads on other topics as well. CLICK HERE for the official release announcement for Kerbal Space Program 1.11: Some Reassembly Required. Happy launchings!
  4. I was wondering if anyone else on the forums played D&D, and If anyone wanted to discuss it here/post stories.
  5. Figure I would get this particular topic rolling With lots of modders using custom categories, we're starting to bump into each other. Is there interest in establishing, similar to CTT and CRP, a Community Category Kit (CCK)? If so... What categories are you currently using? How are you placing your parts in those categories? (Paging @Angel-125 and @Nils277 since those are two off the top of my head where we may have conflicts). Discuss [Heads up - will move this to a proper release thread, but here's the current Github link for interested parties :)] https://github.com/BobPalmer/CommunityCategoryKit/releases
  6. Just want to invite some friends that likes space themes, but don't want to start gaming. How to get my friends interested? And what hooked you the most about the game?
  7. I'm just wondering what the oldest version of Kerbal Space Program you have is . For me personally, I'm pretty sure the oldest KSP Version I still have on my computer is the 0.90 Beta from December 2014. What about you?
  8. Me and my friend has been discussing lately the various things we can do in multiplayer when ksp 2 comes out. Whats the first thing you will do in multiplayer?
  9. Hello everyone! Put on your seatbelts, Kerbal Space Program 1.6: To Vee or not To Vee is here, and with it moar explosions and fun! With our 3rd major update this year, we are thrilled to continue with our goal of advancing KSP and improving our players’ game experience by delivering substantial releases. To Vee or not To Vee is filled with new features, beautiful revamps, a number of navigation tools, and a whole lot of bug fixes. We’ve also done some tuning work that includes stock craft improvements and the rebalancing and fine tuning of a number of Making History parts, particularly the engines. From the very beginning KSP has been shaped by the amazing community around it and we hope that To Vee or not To Vee serves as a testament to our appreciation of our players and our commitment to continue supporting, updating and improving our game. Let’s go through some of this update’s highlights: Delta-v per Stage and Delta-v Tool App Plan missions better and find flaws in your ship staging setup with this long requested feature that will let you visualize the Delta-v values along with a range of other technical data for each stage and the vessel overall. Plus, a Delta-v App that will allow you to see a vessels Delta-v information while you’re building it in different situations. No Kerbal will be left stranded now… or so we hope. Part revamps To Vee or not to Vee includes 20 fully revamped parts that have been optimized, re-shaped and re-textured, plus more than 40 color variants to make your craft look sleek and beautiful! Navigation Icons to Launch Sites A quality of life feature that will help stray pilots find their way back to any Launch Site or Runway. From the Map View players will now be able to activate navigation waypoints to get direction towards the KSC or any other launch sites. Helmets Off! You can now remove Kerbals’ Helmets, as well as their neck rings! But be careful, there is a reason why Astronauts wear Helmets for space travel… Click here to see an animated gif showcasing this feature. And much more! To learn more you can read the full Changelog here: =================================== v1.6.0 ============================================================ 1.6 Changelog - BaseGame ONLY (see below for MH changelog) +++ Improvements * DeltaV Readouts added to Stage Icons/Groups as well as DeltaV App. DeltaV available in Editor (VAB/SPH) and Flight scenes as well as a more detailed Debug menu option. * Stock and mobile launch sites are now navigable in all game modes. * Performance improvements for DV calculations that are used by Burn Indicator. * Recommended UI Scale for the current resolution is now checked on the Settings Screen, working the same as the mini settings where a not recommended UI scale will turn the text red. * Performance improvements for craft browser menus. * Craft browser menus now check for craft compatibility. * Added keyboard arrows navigation for main dialogs and menus. Highlight items with the directional arrows, Accept with the Enter and Space keys, and Cancel is Escape key. * Generate reflections of the environment to be displayed on shiny parts. * Improved part search in the editors to give more relevant results with short search terms. * Adjusted shadows from The Sun to be more precise. * Add new idle animations when the kerbal is standing in the ground. * The command parts now have an option to change their 'forward' direction in the PAW. * Kerbals helmet and neck ring can now be removed by right clicking the Kerbal while on EVA if it’s in a breathable atmosphere. * Automatic warp to next maneuver node now takes the player to a margin before the start burn time rather than the node itself. Said margin can now be overridden from the default 1 minute via GameSettings.WARP_TO_MANNODE_MARGIN. * Allow wheel spring and damper advanced tweakables to be set up to a value of 3. +++ Localization * Localize the phrase “Advanced Message App:” in the Mini-Settings dialog. * Some Community feedback for localization strings applied. +++ Parts Updated Parts (reskinned): * Mk2 Lander Can * 48-7S Spark * RE-L10 Poodle * LV-909 Terrier * FL-A10 * FL-A5 * ADTP-2-3 * Rockomax Brand Adapter * Rockomax Brand Adapter 02 * TVR-200 Stack Bi-Coupler * TVR-1180C MK1 Stack Tri-Coupler * TVR-2160C Mk2 Stack Quad-Coupler * TVR-200L Stack Bi-Adapter * TVR-300L Stack Tri-Adapter * TVR-400L Stack Quad-Adapter * Small Nose Cone * Aerodynamic Nose Cone * Advanced Nose Cone - Type B * Advanced Nose Cone - Type A * Protective Rocket Nose Cone MK7 Color Variants: * Mk2 Lander Can (New “Lander” and “Rover” color variants) * 48-7S Spark (New “Shroud”, “Truss Mount” and “Bare” color variants) * LV-909 Terrier (New “Shroud”, “Truss Mount” and “Bare” color variants) * FL-A10 (New “White” and “Orange” color variants) * FL-A5 (New “White” and “Orange” color variants) * ADTP-2-3 (New “White”, “Black and White” and “Orange” color variants) * Rockomax Brand Adapter (New “Black and White” and “Orange” color variants) * Rockomax Brand Adapter 02 (New “Black and White” and “Orange” color variants) * TVR-200 Stack Bi-Coupler (New “Black and White” and “Orange” color variants) * TVR-1180C MK1 Stack Tri-Coupler (New “White”, “Dark” and “Orange” color variants) * TVR-2160C Mk2 Stack Quad-Coupler (New “Black and White” and “Orange” color variants) * TVR-200L Stack Bi-Adapter (New “Black and White” and “Orange” color variants) * TVR-300L Stack Tri-Adapter (New “Black and White” and “Orange” color variants) * TVR-400L Stack Quad-Adapter (New “Black and White” and “Orange” color variants) * Aerodynamic Nose Cone (New “Black and White”, “Dark” and “White” color variants) * Advanced Nose Cone - Type B (New “Black and White” and “White” and “Orange” color variants) * Advanced Nose Cone - Type A (New “Black and White” and “White” and “Orange” color variants) * Protective Rocket Nose Cone MK7 (New “Black and White”, “Orange” and “White” color variants) Other Part changes: * Fixed the normals maps on the Stayputnik. * Fixed the normals maps on the Okto. * Fixed the visible texture seams on the Rockomax X series fuel tanks orange variant. +++ Bugfixes * Fix SAS on all probes in Sandbox and Science game modes to operate as per their config files. Game setting allows player to toggle SAS functionality on probes in these game modes. * Fix handling of docking ports and multiple nuclear or ion engines for DV calculation used in Burn Indicator. * Fix handling of stages with multiple engines and asparagus staging for DV calculation used in Burn Indicator. * Fix flashing Burn Indicator and display of DV when vessel are prelaunch. * Fix Vernor Engines now correctly use Liquid Fuel and Oxidizer on the Engineering report. * Fix all engines now say "Engine stops under: xx%", instead of "Flameout under: xx%" on their part extended info tooltips. * Fix Tutorials unable to proceed when the player has a part selected (attached to the mouse) in the editor scenes (VAB/SPH). * Fix fuel being drained from tanks when fuel availability icon is double-clicked. * Fix partially executed maneuver nodes gets the closest approach to the same orbit parameters. * Fix double quotes in stock craft descriptions. * Fix Contract/Parameters not updating for vessel ownership (such as rescue kerbal) when not in flight mode. * Fix Drills can operate and generate ore only when deployed and proper surface contact. * Fix Kerbal IVA crew mass calculation on crewable parts where user/mods have changed IVA crew mass to be > 0 (the default). * Kerbal IVA crew mass now reported in DV and Engineers report mass totals in editor (VAB/SPH). * Fix TVR-300, TVR-300L, Moving parts in symmetry works correctly. * Removed unnecessary horizontal slider in the mini settings UI. * Fix Summary window no longer appears empty when recovering a vessel with the UI scale at more than 150%, when in a non recommended UI Scale range. * Fix flickering of fairings in editor scene. * Further tweaked the sun behavior to stop it from dimming unnecessarily in the Jool Airbreak scenario. * Fix Intermediate Construction tutorial does not require confirmation when loading the required vessel. * Fix NRE is no longer generated when rockets crash on the Launchpad. * Fixed a shader issue that caused the Mk16 parachute to become transparent when within Aero FX. * Fix cost of fairings shells now is included with initial vessel load. * Landing gear LY-01, LY-05, LY-10, LY-35, LY-60 and LY-99 can no longer be the first part when you are building a ship. * Fix last part of interstage fairings not having correct variant applied when vessel is loaded. * Assigned the correct category to the cfg of all engines. * Limited the amount of undo/redo steps in the editors to prevent excessive use of memory while building large, complex vehicles. The amount of steps can be adjusted via GameSettings.EDITOR_UNDO_REDO_LIMIT * Fix Vessel without name cannot be saved in the editor and no longer generates an error. * Fix part hover highlighting no longers shows from inside IVA or Internal camera. * Fix inverted interstage fairings not being able to activate when a decoupler below them has activated. * Fix KSC building upgrade text padding on KSC Building marker UI for scroll bars. * Fix potential NRE when completing an orbital survey. * Fix Words no longer duplicate on contracts. * Fix Burn Bar and Orbit stays the same when a new target is selected. * Fix An NRE is no longer generated when trying to select the last save game in the save game menu after deleting previous saves. +++ Mods * Call OnWillBeCopied and OnWasCopied for children parts when their parent is copied in the editor scene. * Variants can now disable animations and events. * Alternative control point orientations can be configured on ModuleCommand. * Kerbal Helmet check values are controllable via cfg using stock rules or an extra step by overriding code methods: CanSafelyRemoveHelmet, WillDieWithoutHelmet, CanEVAWithoutHelmet * Kerbals now EVA with a set initial temperature equal to “room temperature” - I mean they were inside with no helmets - can be reverted via GameSettings.EVA_INHERIT_PART_TEMPERATURE +++Miscellaneous * Personal parachute kerbal unlock level requirement is accessible for modders in the traits.cfg file and the requirements have been updated to: 0xp for pilots, and 1 xp point for Engineers and Scientists. * Stock craft have been revised so that they no longer use deprecated parts. The revised vessels are: Aeroequus , ComSat LX , Dynawing , GDLV3 , Ion-Powered Space Probe , Jumping Flea , Kerbal 1 , Kerbal 1.5 , Kerbal 2 , Kerbal X , Learstar A1 , Orbiter 1A , Orbiter One , PT Series Munsplorer , Rover + Skycrane , Science Jr , Slim Shuttle , Space Station Core , Super-Heavy Lander , Two-Stage Lander , Z-MAP Satellite Launch Kit ,Rocket-power VTOL , Satellite Launcher , Stratolauncher. * Kerbals who board a command seat will make the command seat the vessel reference point only when no other part has control of the vessel. * The flight camera near clip pane is automatically adjusted when in IVA to correctly display external visuals. 1.6 Changelog - Making History DLC ONLY +++ Improvements * Open mission menus now check for craft file compatibility. +++ Localization +++ Parts * The following LFO engines were rebalanced : Wolfhound, Cheetah, Kodiak, Mastodon, Cub, Skiff, Bobcat. * The following Engine Thrust Plates were rebalanced: EP-25, EP-37, EP-50 * The following Structural Tubes were rebalanced: T-25, T-37, T-50 +++ Bugfixes * Removed the text “Not played yet” from the tutorial missions buttons in play missions dialog. * Fix to remove the add button in the Modify Score and Change Score nodes if there are no more options left. * Fix Kerbals now appear swimming in the correct position on the water when spawning. * Fix undo function will no longer ignore copied nodes in mission builder. * Fix handling of engine plates and self-decoupling parts for DV calculation used in Burn Indicator. * Fix NRE in Mission builder : Changing the "Location" settings in the "Spawn Vessel" node with the described procedure does not generate an NRE. * Fix Localization description of craft Valkshod 2 on trouble in the Void mission. * Fix Localization name and description of craft Soy-Ooze 10 on Sally-Hut 1 mission. * Fix Localization name and description of craft SWM-94 Communications Satellite on Trouble in the void mission. * Fix Copying Spawn vessel nodes with specific crew creates nodes without crew so they are not cloned. +++ Missions +++Miscellaneous Kerbal Space Program 1.6: To Vee or not To Vee is now available on Steam and will soon be available on GOG and other third party resellers. You will also be able to download it from the KSP Store if you already own the game. As with every release this thread will be used to bundle all general discussion about the new version so that the forums can continue to actively host threads on other topics as well. CLICK HERE for the official release announcement for Kerbal Space Program 1.6: To Vee or not To Vee. Happy launchings!
  10. I noticed that If you look closely in the "show and tell" video you can see some sort of shadow in the middle of puf's ocean. Maybe it could be some sort of underwater alien structure or a natural formation, or maybe a deep ocean trench. It could also just be a rendering bug. What do you think?
  11. The goal is to create a real world semi realistic sci-fi mod collection with the focus on (but not limited to) achieving off world self sufficient bases. It will probably be in the form of a "mod" (Real Solar Fiction) containing patches to glue everything together, based on my old project SpaceBori’s resource patches. I am not a developer, nor a graphic designer and I don't want to do work that has already been done. So the project should not be so realistic that it becomes too complex. For now we'll have 2 forks. One depending on Real Fuels and the other on Rational Resources. Both combinations will need to be tested and everything can still change. We're starting with RSF+RF. Full Dependency and compatibility list will be on GitHub (Compatible, Needs some patches, Incompatible) Depends: Real Fuels RealFuels-Stock LRTR RSS Kerbal Construction Time Module Manager Recommends: Kerbalism Procedural Parts SXT Continued Suggests: Kerbal Engineer Redux RealAntennas Gordon's RealAntennas patches Compatible: Airplane Plus Ferram Aerospace Research Continued Kerbal Alarm Clock Kerbal Joint Reinforcement - Continued Kerbal Planetary Base Systems Currently testing: Advanced Fly-By-Wire Advanced Jet Engine AirlockPlus Auto Actions B9 Aerospace Procedural Wings - Fork BetterBurnTime blackheart612's Procedural Part Textures CapCom - Mission Control On The Go Completely Non-Aggressive Rocketry (V-2) Cryo Tanks Cryogenic Engines DMagic Orbital Science -> Incompatible with LRTR's Kerbalism Config Hangar Extender KAX Kerbal Atomics Kerbal Attachment System Kerbal Inventory System Kerbal Stats Kerbal Planetary Base Systems KRASH KSP AVC KSP Rescue Pod Fix KSP Resonant Orbit Calculator Mark IV Spaceplane System MechJeb 2 Mk2 Stockalike Expansion Near Future Aeronautics Near Future Construction Near Future Exploration Near Future Propulsion Near Future Solar Near Future Spacecraft Not So SimpleConstruction (NSSC) OhScrap! OPT OSE Workshop Patch Manager Portrait Stats Procedural Fairings QuickSearch RCS Build Aid Continued Real Plume RealChute RealHeat ReStock ReStock Extra - Rigid Legs ReStock+ Retracting/vectoring engines, Critter Crawler RSS DateTime Formatter SCANsat ScrapYard Ship Manifest Smart Parts StageRecovery Stockalike Station Parts Expansion Redux Talisar Parts Tantares Universal Storage II To be tested: Airline Kuisine BARIS Duna Direct Extraplanetary Launchpads Global Construction Pathfinder Rational Resources SMURFF Incompatible: All: Crew R&R -> Overlaps with LRTR RP-1 functionality. Realism Overhaul -> Incompatible with/same functionality as LRTR. TAC-LS and Remote Tech -> Incompatible with/same functionality as Kerbalism. Hide Empty Tech Tree Nodes -> Incompatible with LRTR RP-1 functionality. Procedural Fairings for Everything -> Seems to be incompatible with most mods, in this case it seems to mess up the Tech Tree. Advanced Jet Engine -> Old, broken and seemingly no longer maintained. RF: Mark IV Spaceplane System -> Incompatible with RF while OPT provides similar compatible parts so it is not worth the effort to write patches for Mark IV. I don't want to do this alone and just for myself. So who's interested in playing (more or less) realistic career sci-fi KSP? And who wants to help put this together? Github: https://github.com/codebori/RealSolarFiction Discord: https://discord.gg/kA6BQVD Initial post:
  12. WARNING: This thread contains trace amounts of metallic hydrogen and other choking hazards. Premises: Before going into the hearth of the debate I would make some useful premises to avoid wasting time repeating a discussion that’s already been done elsewhere: Metallic hydrogen is useful as rocket fuel only if it is metastable at decent temperatures and pressures. Recent experimental results seem to suggest that metallic hydrogen is not metastable or at least that the seventies models that predicted its metastability are woefully wrong. If you don’t agree with said premises I invite you to at least read the year-long discussion that’s going on here. I’m not saying that you’re not welcome discussing that here, only that probably what you’re about to say has already been said and argued over there. An ulterior premise is that I’m not trying to take a neutral position, the following bits represents my personal opinion on the matter and they’re just a mean to start a place where we can have an healthy debate about the addition of unrealistic technologies in KSP2, were to draw the line between a 100% realistic simulator versus starting the tech tree with a TARDIS and what are the responsibilities about teaching science of a game marketed as educational, that’s why this topic belongs here, in this forum section and why I’ve not made a simple poll with some basic questions like “do you really like the pink exhaust”. The responsibilities of an educational game I always made clear that I don’t think the developers have any responsibility about the science, the engineering and the technologies they put in KSP2, sometimes even disregarding the whole thing as “an argument over the flavor text of some engine” and here’s why: I think it’s not a simulator nor an educational software, it’s a game. The “educational” part comes from the fact that somehow it helps you visualize and understand orbital mechanics, space travel and orbital maneuvering like no other book, academic lesson or expert can do, not from the accuracy of the presented setting (little green people messing with rockets in a miniature solar system). That’s what I expect from the game and the standard I expect KSP2 to live up to. That’s the difference I see between the ⅓ scale and the lack of orbital mechanics of other games or between any FTL or teleporting technology and metallic hydrogen or an eventual Kerbstein Drive which I expect to behave like respectively OP variants of chemical propulsion and Daedalus drives. On top of that KSP2 is set in some generic “near future” and as a result of that is going to dabble with some very speculative science and engineering, if anything I think the standards for realism and scientific accuracy are expected to be lower than KSP1. Realism vs gameplay Another side of the metallic hydrogen debate is the realism vs gameplay argument, I never made a mystery that I put gameplay over everything else, that’s because of the aforementioned position of considering KSP a game first and, as a game, it’s already difficult enough to balance things like difficulty, engagement, level of grind and balancing without having excessive realism as a constraint. After all I think the game has to “feel believable” while maintaining an enjoyable level of challenge and not just add a ton of boring chores and endless grind for the sake of extreme realism. As a conclusion and recap I don't have any problem with the metallic hydrogen technology even assuming it's a 100% made-up tech because I don't expect the game to be anywhere near scientifically accurate and I don't think the problem of people thinking "but it works in Kerbal!" reside in KSP itself. If you think I’ve written something wrong feel free to correct me, I hope I made clear enough that this is not some supposed “neutral position” but just my opinion. What do you think?* *yes, I know, I'm using the most chiché engagement tactic possible, kill me.
  13. Welcome to AemerFactory Cinematic Thread. Here i post some video i made in my free Time. There mostly based on French and European Space Program. Real mission, alternate history or canceled. I only a beginner for this kind of thing. Advice and tip are welcome. Here the first one, the Airbus Adeline concept for Ariane 6: Here another one feature Ariane 543C concept for a Moon mission: Thanks for watchings.
  14. There were plenty of discussions about life support on this forum already. From my understanding, community is currently divided in two major groups. First one argues, that life-support will be a cool mechanics to add into the game, and another argues, that it's not necessary. The major disagreement between these two groups lies in will life support be too complex to have. But the thing is - complexity of life support is almost entirely depended on the way of implementation. There might be countless amounts of parts and resources, required to keep Kerbals alive, which truly might be too complex, and might be just a single part called life support with only 2 resources inside - oxygen and snacks, that drain over time, which is no where near "too complex". My point here is, that there is no reason to argue whether it will be too much for the stock game or not, while we have no idea of the shape on life support, that will or will not be implemented into the game. I want you guys to think about it from a different perspective and be open minded. While discussing possible improvements in KSP 2, a lot of people have talked about how sending a manned missions before drones makes very little sense(i'm talking about the missions that are at least "get to orbit" complex). I agree. Original Kerbal Space Program does not represent the level of complexity included in manned missions, compared to unmanned ones. There was no point in sending reconnaissance and testing missions to your destination. First reason for that is, that all the information about celestial bodies, necessary for the missions, was already available in the Tracking Station. It can easily be solved, by removing all the info from tracking station, and integrating process of collecting said data into the progression system. Necessity of observing the Mun(or any other celestial body) with telescopes, researching acquired data, in order to calculate size/mass/orbital velocities, and sending probes to it, in order to clarify data, instead of blindly sending Kerbals roughly in the direction of the Mun(or any other celestial body), without any idea what will happen, should be essential and even fits well with the concept of progression system through missions in the "Adventure Mode" PC Gamer article talked about. The second reason was, that in KSP 1, in order to send manned mission you only need 3 parts. Crew module, fuel tank and the engine(You don't even need the parachute these days! Every Kerbal has his own!). For the unmanned mission however, instead of crew module, you need drone core. But that's not it. You also need a power source, to keep it running. Solar panels, fuels cells, RTGs, you name it. You also need a decent battery reserves, for your probe to not die, once it enters the dark side of any celestial body. And don't forget about antenna! You have to keep your up-link with KSC in order to control your vessel! Do i even have to mention necessity of relay satellites for the deep-deep space missions? All of that makes unmanned missions 10 times more complex, than the manned ones, which is precisely the opposite of how it should be and how it was and is IRL. And this can be solved precisely with introduction of life-support. Necessity of having to put oxygen tank and supply of snacks on your rocket, can be the answer on why you maybe should pick unmanned mission over the manned one, for a simple survey, that can be done autonomously and Kerbals are not even necessary for. Inability to produce snacks and oxygen for kerbals in mid-flight, while being able to produce electricity for the probe with solar panels, can be the answer on why you maybe should pick unmanned mission over the manned one, for a mission to a distant destination. Importance of sending unmanned survey missions also benefits from presence of life support, because of ability to measure the temperature/radiation levels/gravity/composition of the atmosphere, in order to use that data to understand, can Kerbals survive there and which type of life-support will they need. And have you noticed how i mentioned temperature/radiation levels/gravity/composition of the atmosphere? That's right! All the science experiments, from original KSP now suddenly have AN ACTUAL PURPOSE, other than just collecting some magical science points, that will unlock new engine for you, which once again fits very well with announced progression system through missions. And since we are talking about progression system through missions - life-support can enhance even that. Think about how you would have to perform test-flights with experimental hardware in order to develop more advanced life-support systems. Don't tell me it won't be fun. Some examples: When you start your game you have nothing. * After you complete your first high-altitude flight and discover, that there is very little oxygen there, you unlock a oxygen cylinder, like the ones, that divers use. * When you complete your first sub-orbital flight and experience zero-G for the first time, you unlock tubes with food for your Kerbals, so you can actually feed them in zero-G and perform flights, that are longer than just couple hours. And so on and so on. Possibilities are almost limitless! And suddenly replicating X-15 flights now also have a purpose! In conclusion i want to quote myself from my post about career mode. KSP is the game all about challenge of getting to space. If you are already enjoying original KSP, you definitely will enjoy new challenges of getting to space in the sequel, once you master them, just as you already mastered the challenges of original KSP. Don't be afraid of complexity. And remember, that this won't be boring by definition, but can become boring only if designed poorly. And just because it can be designed poorly, doesn't mean it will be. Having said all that, i am certain, that life-support will be a good addition to KSP 2, and i have faith, that Nate Simpson and all the guys from Intercept Games are capable of implementing it in the way it will be fun. EDIT And don't tell me how Jeb Kerman, orbiting Kerbin on a Space Chair with scuba diver oxygen cylinder attached and some chocolate bars in his pocket, is not in the Kerbal Spirit.
  15. Made it for my multipurpose (training, stunts etc.) jet, the K-36 Terner. Comments appreciated:)
  16. It seems like the great big Mars colonization discussion has leaked inside threads that are not really intended for it, so I'm making it a seperate thread. Mods, feel free to merge.
  17. So, I just finished watching the first episode of the new Star Trek series, Picard. I thought it was quite good - I was half expecting a lens-flare riddled explosion-fest like Discovery, but they seem to have mostly avoided that, perhaps because Patrick Stewart is on the team. I'd like to hear the first impressions of everyone else. Discuss away! (moderators, I haven't seen another thread like this but if one exists please do merge this into it )
  18. Hey. KSP has just updated (version unknown, date 12/05/2019) together with the launch of Breaking Ground, but a lot of things are still amiss. I made a list of points I'd like to go over here, some are bugs, some are suggestions, some are slight rants from issues that have been present since the game launched and have been not given any attention yet. 1) Show game version number at main/settings screen: when reporting problems we are having to resort to giving the date and hoping you guys can at least figure out which version KSP should be updated to by that given date since there doesn't seem to be any way for one to check exactly what version number he's running. This is a very important feature for bug-reporting and is present on pretty much every game. 2) Explanation for new features added (I'm not talking about Breaking Ground itself, but the "free" update): so, not only a performance calculator has been added for the VAB/SPH, but a lot of other small features as well - such as a new option to toggle "same vessel interact" in the VAB/SPH, for which the game doesn't care one bit to explain. This issue will lead into the following 3rd issue that is KSPedia (will talk more about it); it doesn't seem to be properly updated and, even after painfully scrolling through the document (as there are no table of contents for you to jump to) I could not find mention of any of some new features there (part because I may have missed it - there are literally 175 pages - and part because they aren't there) We also have the training scenarios there in the main menu that are pretty much abandoned. Updates came and gone and seemingly nothing new has been added to the tutorials in regards to the features that have been added with these updates. 3) KSPedia: I have made a post about KSPedia removal back in April (here: https://forum.kerbalspaceprogram.com/index.php?/topic/183348-ee-kspedia-removal-feedbackquestions/) but it has apparently received ZERO dev attention on it. I won't bring up all the points I made there here, but pretty much everything discussed there is STILL present and/or important. The sad fact is that with the removal of the KSPedia from the console version we have pretty much traded a relatively functional and intuitive helping system for a poor .pdf file that's quite literally comprised of a series of screenshots of the KSPedia screen, featuring NO table of contents, is all messed up with pages of different sizes (check page 162) and one can't even tell what has been updated or when (although, funnily, as stated by "UomoCapra" back in March, 27; one of the reasons for this change was so that KSPedia could be more easily updated - yeah, right). I mean, honestly, take a look at this mess!: https://www.kerbalspaceprogram.com/files/KSPedia-XB1.pdf The two main issues we therefore require fixed immediatly in my opinion (regarding KSPedia) are the table content and a marker/line/changelog list in the start of the document that shows new players exactly what has been updated in the document; having a KSPedia version number here https://www.kerbalspaceprogram.com/kspedia/ would also not hurt, as I'm typically clueless on whether I have the last version already or if it has been updated. 4) Altimeter AGL/MSL toggle: Is there a radial funtion for toggling this (like we do with the landing gear)? There's a blank option at the 10/11ºclock position when oppening the Action Menu radial which could very well be used for this. Having to move the cursor with an analogue stick to click on the altimeter is painfully annoying. 5) Slider bug: has been present ever since the game came out on consoles, never fixed, never cared for. Two ways you can notice this are by trying to increase a parachute's spread angle to 10 (unless you're extremely lucky you'll end up having to move the slider up and down over fifteen times to get it to 10, more often than not it will go up to ~9.6 and not reach 10); and by trying to select how many sides you want a fairing to break into after it's deployed, in this case you can't select natural numbers like in the PC (that is: 1, 2, 3, 4... nº of sides), but only decimals that make no sense (like: 2.147 number of sides, or 3.879 - you get the picture, how would a fairing break into 2.147 sides?). 6) RESET stage letters are blank (*minor bug): in the VAB on the bottom-right of the screen where there should be the letters "RESET" with an orange background for you to reset the stage orders back to default doesn't have these letters anymore, only the orange background. It left me wondering what that was for, so I clicked on it and messed up my stages, no big deal though. 7) Vertical coloured bar beside kerbal in EVA shows "no text": possible bug? When going EVA we now have the Kerbal portrait on the bottom right. To the left of the portrait there's the vertical bar (which is used to show G-Force/Fatigue when the Kerbal is in a craft), in this case the bar is coloured up to half and, when hovering the cursor over it, it shows (NO TEXT). 8) Allow for time slow down (like a time compression, but opposite)! One of the main issues I have while playing KSP on consoles is having to move the cursor, especially because performance is usually suboptimal and you have to click on that tiny science part while everything is shaking. A very helpful workaround that I came to suggest more than a year ago (and obviously received zero dev attention) is having a system that slows the game down. Now, this system is already present, every time you open the radial menu the game goes "slow-motion" and performance is a LOT better (since the game has time to calculate everything). Therefore, being able to activate this slow-motion mode outside of the radial while being able to move the cursor and interact with modules would be extremely helpful! It would also be helpful when you're managing experiments/crew in a space station/planetary base, since the FPS drops significantly while near these two and it's close to impossible to properly move the cursor and click on the parts you want to.
  19. Everyone plays KSP differently, and some of us play it with different controls or devices completely! So tell me, what do you use to play KSP with? Some use a normal keyboard, others use gamepads, like an Xbox Controller or even something else. In the picture below is an example of what most would use, so tell me, what do you use to play KSP? Why is that? Tell us all below! Option A: Keyboard Option B: Super Nintendo Entertainment System styled PC remote (This is a thing) Option C: Xbox Controller Option D: (Other) Gamepad Option E: Joystick Option F (not shown): Anything else! Please tell!
  20. As the game has evolved, there have been many things that are commonly considered, or were once considered, impossible, until someone (often Brad Whistance or stratzenblitz75) proved them possible. Examples would be "no SSTO from EVE", "no SSTO from EVE sea level", "no orbit on only ions", "no SSTO to Tylo and back". What are some other once though "impossible" feats, and what are examples of them being beaten? I'll go first: "SSTO from Jool is not possible" This is a stock+dlc SSTO from Jool's lower atmosphere. (Admittedly a ton of part clipping) It has 17 RTG's powering 2 medium rotors with 24 of the largest fan blade each, giving it a top speed in Jool's atmosphere of 440m/s at 115km. Fuel is provided by 32 mk1 liquid fuel tanks clipped into the fairing, 14 big-s wings, and 4 big-s strakes. It has infinite range in atmo thanks to the RTG's, and can fly all the way down to 0 elevation, then fly back up to 115km. At the time of ignition it has an ISP of approximately 558s, with a local TWR of 0.294, but by the time it reaches local mach 1 it has reached a hefty 0.389 local TWR and ISP of 636s. After that point it's smooth sailing all the way to orbit, the low drag of the craft coupled with the high lift and the low heating of the Joolian atmosphere means that burning up is never a real danger, and it reaches a stable orbit with 452m/s of fuel remaining, 35 min and 1 sec after lighting the nukes. There is still obviously a lot that could be done to refine this craft, for example, we have 17 perfectly good RTG's lying around, why not use them to power a couple of ion engines? Likewise for the EC being provided by the nukes during the burn. More wing + more fan blades might possibly allow a higher prop flight ceiling and top speed, potentially saving more fuel/dv on the early stages of the accent than it hurts you due to the extra dry mass, or even enabling dropping an engine (saving a lot of dry mass). So the next question, with further improvements is Jool sea level -> Kerbin possible? 1880m/s or so gets you a Laythe encounter, from which you can setup a good Tylo encounter for a minimal dv transfer to Kerbin, then perform a gravity assist to lower entry velocity enough to survive on the next pass, or setup a KKE if you want to be extra cautious.
  21. So in interacting with a lot of people here I feel a fair amount of people would like the manner in which science is conducted in KSP to change. I'm hoping in this thread we could discuss new manners in which we interact with the mechanic of unlocking parts and how science experiments should be conducted In my personal opinion I would like to see greater involvement with experiments to a degree, and certainly more intuitive uses derived from them. I would like there to be an in game catalog that would update with data archived through experiments. This catalog would update and hold characteristics of bodies which have had experiments conducted on them. For instance, doing a barometer experiment could give a profile to the atmospheres density vs altitude possibly in the form of a graph in an in game wiki or even filling out the air pressure bar (that could previously be left blank) giving the experiment real practical use. Another example could be having a somewhat empty tracking station with only a few nearby planets tracked to start, then a telescope could be launched to track undiscovered bodies to find their orbits and other characteristics. All of these experiments would more actively engage players if there was a direct and usable benefit from them, though I still think gaining points to unlock parts could be a dual function. I personally think having multiple tech trees would be an interesting way to go, each with 1 type of science point. Possible different trees could be as follows: Command - new command pods and habitation facilities Propulsion - engines and fuel tanks Aerodynamics - wings, adapters, fins, etc... all things structurally related Ground - landing gear, rover bodies and accessories, Electronics - batteries, solar panels, science experiments, unmanned command modules, etc.. I would like to hear any ideas from anyone else, criticisms of those I brought forth or new ones of their own
  22. So raw performance aside, what I really hope to see improvement on in KSP 2 is a better, more thought out, career/progression mode. I feel like it's a general consensus that the current career mode is lacking in direction giving and any form of incentive structure. It's merely pick what missions so happen to coincide with your next science gathering mission is to get cash out of it. Any form of incentive to really build a base on another planet is absent aside from just self amusement and seeing how far you can really push yourself. Essentially what I'm getting at is there is a lack of necessity to expand and colonize. So career mode just comes off as sandbox mode with restrictions until you unlock all the science and have a huge wallet. Then its just sandbox mode, it doesn't really add much to the experience IMO. So I have made this thread to find out where everyone stands on this specific part of the game. Overall in the new KSP I would hope for a similar beginning missions structure (progression missions) that evolves into a more practical business structure that coincides with learning more mechanics as well as their nuances. Also, I'd like a reason to go to other planets aside from the thrill of exploration. I feel that sounds callous, but without clear goals and no benefit for doing so, I personally feel less incentive to to make it to every moon in a system. Albeit once planets/moons are given much better terrain detail pure exploration will give a greater reason to go visit them. Basic progression mechanism: Learn how to assemble rockets and basic controls Advance piloting controls Learn to get to orbit Advance navigation skills in orbit (orbital rendezvous and reaching extra terrestrial bodies) Get a foothold on staying in space for long durations with orbital space stations and extra terrestrial bases Exploit unique natural resources to build from these new bases and advance the capabilities of technologies with new found resources (unique resources are required to build specific parts, thus incentivizing off planet colonization) Build from these outposts as a means of reaching further bodies which will, themselves, have unique materials to exploit, garnering reason to colonize them Perhaps this could be considered reality breaking of some sort along the logic of "What unique material could be hidden away on other planets that arent available to be manufactured on kerbin?" But if that could be put aside I really think it would make progressing in the game more meaningful and captivating. No longer is there simply a tech barrier wherein you visit the Mun, Minmus, and Duna with a variety of experiments and essentially unlock the whole tech tree, leaving the only incentive to be "go explore" as if you were playing in sandbox from the start. If anyone has any other career mode mechanisms or recommendations please share as I really feel this is the one place KSP missed the mark.
  23. So, what's the coolest thing you have done so far in Kerbal Space Program?
  24. So, what is your favorite ksp challenge that you have done (if any)? One of my favorites would be the Kerpollo Science Career in 9 Parts Challenge because of how it was an interesting idea for a challenge and I like doing challenges. What about you?
  25. I think kerbal space program 2 looks stunning. I like the idea of interstellar travel and colonization, but I am worried that we can't keep the freedom ksp 1 had. I would suggest some mandatory things to stay, like the nav ball and all the keyboard controls. Then I would suggest a Gameplay mechanic so we ca place Colonies ANYWHERE. First : launch a factory to the place you want to colonize maybe a beautiful hill or something like that. Second build construction rovers. Third plan your colony, like the way you build bases in subnautica. You can place without you materials but it will only be a hologram. Fourth collect resources, get them to the factory and the let it construct the colony. I would suggest that the modules are built instantly, leaving no room for any time delays that could add micro transactions. I only want to buy the base game and the maybe 2 or 3 dlc's but NO MICROTRANSACTIONS It would really hurt the game. But other than that I am SO EXCITED pls keep up you work!
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