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Found 12 results

  1. Maybe it's just me, but I quite (well, mostly) liked how KSP 1 handled fuel-cells... KSP 1 KSP 2 Power-gen Only activated when craft's battery level fell below [I think] 95% total capacity and then 'self-regulated' output until batteries @95% While active, it runs constantly at the rate selected in Parts Manager, regardless of power-reserves Fuel-usage Scales with the above, only consuming fuel "when necessary", acting more as a "UPS" for the craft Scales with the rate selected in Parts Manager, but if active it is constantly consuming fuel regardless of electrical-draw Especially when ISRU was 'still a thing', it allowed for surface mining outposts to operate 24/7 by tapping off some of their fuel-production to literally keep the lights on. In KSP 2, you have to realize "oh, my science experiments / data-transmission / ion-engines are running down my battery... better toggle the fuel cells on (and not forget to turn them off later)". Admittedly KSP 1's cells were (almost certainly) hydrogen fuel-cells and so more closely resemble how Fuel-Cell Electric Vehicles (FCEVs) work, but I expect no one would use FCEVs for personal or commercial driving if they were constantly "draining the tank" as soon as the vehicle was turned on at the same rate they do when recharging the [smaller] batteries driving down the highway. Wouldn't it be reasonable to think that a species capable of spaceflight could also have 'intelligent' fuel-cells / control-valves such that they don't overproduce electric charge? </end of rant> Oh... and maybe also some kind of toggle for "pull fuel only from the attached-to tank / stage" vs "pull fuel from the whole craft" I am trying to remember, but I do believe 'at least' it respects fuel-flow rules (ie won't consume from tanks connected by decouplers / impeded by heat shield) but given that RCS is (seems to be?) immune from such flow-considerations, I think an explicit toggle/mode-select on the generators might be worthwhile.
  2. We all know that Kerbals go into space and stuff. But what do kerbals eat? what are their snacks made out of? Where do they live? What do their houses look like? Do they have grocery stores? Kerbal Walmart? Do they play video games? Board games? What does the average kerbal do? Mow the lawn? Feed the dog, if they have dogs? What is life like on Kerbin? You guys get to answer that, and be creative.
  3. "Broken, but I love it." That's my review, left with a thumbs up on steam. Short, and simple. Here on the forums however, I'd like to go in to even more detail about my feedback at about 8 hours or so of gameplay. I'm also going to break this feedback up in to sections, Strengths, Weaknesses, Opportunities, and Threats. (Threats simply mean competition and other issues that could threaten the viability of the project. Not actual threats.) Strengths * Visuals - Far and above KSP1 stock, and (while some would argue) at or at least on par with "Remastered" KSP1 (EVE, Scatterer, Parallax & TUFX) * User Interface - A strong solid start and foundation, missing some critical features but over all a clear and easy to read UI that seems to have accessibility for those like me with vision issues in mind. * Sound - A solid home run and absolute 10/10 here. Absolutely amazing sounds design in the UI, RCS pops, SRB crackles, tire noises, etc * Dynamic Music - Yet again, an absolute 10/10 home run here. The dynamic sound track changing music on scene change is just downright amazing and I want to buy the soundtrack please. * New Parts - 367 total parts puts KSP2's part count well and truly above KSP1's at 333 * New Parts: Proc Wings - Procedural Wings are here to replace dozens of "modular wing" parts and in doing so, give us even MORE creativity and power in vehicle construction. This is just an amazing addition. * Workspace and Vehicle Assembly - Far and above just flat out better compared to Stock KSP1, could use some work, and some better camera controls, but still a solid foundation. * Planets - What a giant step up! Axial Tilt? Actual rings? Ground Scatter on a per biome basis? Easter Eggs galore, and so much potential. Well done. Leaps and bounds above KSP 1. * The New KSC - Just amazing. The new KSC is sprawling and massive and just feels like a real life space center and campus. * Customization - Part coloring and customization is a fantastic addition. * Load Times - Another thing I see pointed out and also matters to me, load times are vastly improved. * VAB Updates - Part Manager, Trip Planner, Action Group Planner and Kerbal Manager, as well as the Change Anchor Part are all fantastic additions or overhauls to existing features. * VAB Updates Part 2 - Snap Mode updates, as wel las symmetry updates and orthographic view, all good changes and refinements. * Tutorials - These are adorable, and well suited for teaching new players, and young ones, getting in to space flight. * Aerodynamics - Fantastic feeling new aero, love flying and gliding planes. Weaknesses * User Interface and User Experience - The UI is missing several critical features and functions, The most disappointing of which, for me personally, is the Dv tools app in KSP 1. You've given us a trip planner, but that trip planner is lacking critical features such as allowing us to calculate Dv based on body, atmosphere and more. This needs to be in the game sooner rather than later. * No KSPedia - Massively Missed Opportunity that needs to be in KSP 2 to reach feature parity for UI/UX. * No Missions and no Mission Builder - Another massive missed opportunity. * No scenarios that are not based in tutorials. * The Kerbolar System was Not Expanded - Another opportunity here to add planets akin to OPM and bring in analogs of the gas giants and pluto. Sad to see the same kerbol system without new worlds to explore. * Water - Buoyancy issues, water rendering issues, parts floating and parts sinking and no way to tell why... the water looks pretty, but it's going to need a lot of work. * Missing Thermal parts and thermal dynamics at launch - This was a mistake. This is a CRITICAL part of spaceflight and the absolute wrong decision to make. It should have been a priority to get in for 0.1.0 including radiator parts that we're missing from KSP1. * Even without science mods and science parts, we're missing the basics of Kerbnet including comm net lines, and planet scanning features that make exploration even more fun and rewarding by sending out mapping probes to find landing spots and easter eggs. I have no idea why this was left out, and if it's coming back or not, https://wiki.kerbalspaceprogram.com/wiki/KerbNet - Get this back in the game please. * Orbital UI/UX - There are a lot of issues here with maneuver node planning and ui elements not showing more clearly intercepts, approach distances, etc. * No Custom Flag Support - Please get this back in, it's crucial for player identity and connection with the game. * Lack of Ease of Access in regards to Craft Sharing - This needs to be looked at as well, sharing craft is tedious and needs to be integrated into the steam workshop just like KSP1. * Noodle Rockets - This is a CRITICAL issue that needs to be the single largest priority to fix and it needs to be fixed in the first post launch patch. We shouldn't have to resort to day one or day to mods to fix this. Large vehicles are very unfun to fly and struts seem to do nothing. This is heartbreaking to see back in KSP2 after the lessons learned from KSP1. Auto Strut needs to be back ASAP. * SAS - The SAS bugs out incredibly often and causes lots of flight issues. * Total Control Input loss - this happens far to often and destroys the gameplay experience. * Terrain Mesh issues - Floating Scatter, Kerbals Floating in the air above the terrain, and scatter sprites are broken. * Flight Camera - The camera is unfortunately completely unusable at times, bugging out, or just failing to respond. Opportunities The opportunities here are massive. We know that with Orbital Vehicle Construction, Colonies, Delivery Routes, Interstellar Travel to new star systems, multi player and dedicated in-game mod support... we stand to see this game not only grow to meet feature parity with KSP1 but surpass it in terms of stock supported content. Building this game on a new architecture will see KSP 2 becomes the Skyrim of space modding, surpassing it's predecessor in mod functionality. The modding and community engagement aspects at play must not be forgotten about or underestimated. I might be biased as a community manager for several games over my career, but you're on the right track with your community engagement on the forums and social media. Threats (Things that could hurt KSP 2 as a project.) * Price Tag - This was a mistake. It's incredibly high for an EA game and has no doubt cost a lot of sales. I worry about the future of the project if sales targets and goals aren't met. * Lack of Communication before Launch - The communication we got was good, but we simply needed more open communication from the team. I hope we get more as we move forward * Direct Competitor - Other direct space flight simulation games are coming to market and releasing out of EA and competing with KSP 2 by offering better features in some areas. * Not only is the Kraken not slain, it's back with a vengeance and I would argue worse than KSP 1 at its current version and this can end a gameplay session outright through frustration. I think that's about it from me, and while I might have more, I think this gets all my points across. Overall, I'm happy, excited, optimistic and hopeful. The future is bright and I look forward to another grand adventure in KSP2. Working on KSP 1 was the entry point and absolute highlight of my career and I got to meet wonderful people, in Mu, Harv, C7, Nova, CptSkunky, Marco, etc. Talented, lovely, dedicated people that gave their all to KSP 1. I see that in this team, a group of people who truly care and I wish for your success in every possible way. I'm glad to be along for the ride again as a player and lover of KSP and a lover of space. -RC
  4. Post all of your new information about KSP2 that you have found in the livestream, and I will list it here.
  5. becuase of the covid vaccines becoming mainstream, i was thinking that maybe the release date of ksp 2 will be earlier than anticipated. after all, the coronavirus was the main reason that the game got delayed so much. I would like to hear what you think though! also, this is slightly off topic, but tomorrow is..... FRIDAAAAAAAAY!!!!
  6. Hello its me DAFATRONALDO2007 IN SPACE and i added this discussion thread so we can all express our appreciation to the developers of KSP2. if you didn't already know, its a good sign when devs. are in good spirits so lets keep it that way. You can simply type something nice for the devs. or give a shoutout to them, you can also give appreciation to the moderators who have to moderate the forums tirelessly day after day. and yes, if you want, you can give appreciation to someone in the forums. At the end of the day, We are all in this Together. So let's spread some Kerbal Kindness! Sincerely, DAFATRONALDO2007 IN SPACE! KSP2 Developers Appreciation Discussion Thread! Now Open! Thank you to all the moderators and devs. for KSP2 we appreciate you very good work! Also make sure to SMASH THAT LIKE BUTTON IN THE FACE, LIKE A BIG BOI BOSS!!! That way i know to make more great topics like this one Rules: 1. Please no Cursing or i'll tell ur mommy your cursing 2. Always spread kindness even if ya dont feel like it 3. No hate comments to anyone 4. Spam clicking IS allowed but only to a small extent 5. always be grateful to our Devs that, without them, KSP2 would not exist. 6. That's all 7. plz like 8. or else 9. i mean it... 10. there no more
  7. Hello All! This months essential thought is: What is the greatest gift of all? How does Christmas affect you and what is a Christmas Story you'd want to share. this thread is about Christmas spirit and Christmas Kerballing. My story to share is One time when i was in my house with my mom and dad we decided to watch "The Polar Express" and we had an amazing time and we sat by the Fire with hot Chocolate And some beautiful smores we had! We made a christmas gingerbread house and then we ATE it! and finally, i went back to my room at 11:30 AM December 24th 2019 and played Kerbal Space Program! I tried to do something i never tried before! Land on TYLO and back. Then i heard some bells ringing but couldn't find the source of the sound so i continued to play. then SOMETHING MAGICAL HAPPENED! i landed ON TYLO and 45 Minutes later... I LANDED BACK ON KERBIN with 3 kerbals!!! It was a wonderful moment for me and i believe it was because of my Christmas spirit why i took a leap of faith and tried this daring mission! and Succeeded! To everyone who is reading i wish you a "Merry little Christmas and a wonderful New Years"!
  8. This is a topic to discuss things about weather in KSP2. For example, we know there will be clouds but will there be rain, thunderstorms, wind, Hurricanes, etc. Any questions or things you want to mention about weather can go here. Reminder: as always, please be respectful to other members, refrain from badmouthing other people, and spread kindness. That's all.
  9. Who are your favorite kerbals of all time (In your saves)? Of course, excluding Jebediah, Bill, Bob, Valentina, and any Kebals created using the cheat menu. I guess I'll start. On my very first save, I had this scientist named Donke Kerman, pronounced "Donk", or "Donkey". Of course, I just had to send him on an untested experimental SSTO and killed him. Cheers
  10. Okay, this has been going on for a couple of weeks now, but I have been trying to re-download KSP because my computer had a virus... Whenever I go to the KSP website and click download KSP 1.2 x64 Windows, it goes to "Server Migration" So I tried downloading the normal KSP 1.2 and that didn't work either. I was curious and tried to download it for Mac And Linux and it works for them... How can I fix this problem?? Is this happening to anyone else??
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