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  1. Hello! Just making this so we can have a collection of gameplay/screenshots for ease of access/an all in one. Get posting!
  2. I've tried to understand what seems to be a bug in 1.11.0 Suppose you want to leave Kerbin. You plot your maneuver mode, you warp just before starting burning, you burn -> behaves like expected. Now let's use a craft with a low TWR. We need to achieve our transfer with slowly raising your apoapsis and gain benefit of the Oberth effect for the final burn. You plot your maneuver node. Several orbits before the maneuver node time, you start incremental burns -> the maneuver marker in the navball moves and can bounces up & down along on the pro/retrograde plane. The remaining
  3. This is how not to make a planned rocket, almost missed fuel! https://discord.gg/EJmz3kE
  4. This is a video that I recorded Im playing ksp and going to Mun
  5. This is a video that I recorded im playing ksp and going to Dres
  6. So I just found this video...it’s all of the KSP2 pre-alpha gameplay footage we have at the moment. What do you think? - I like the look of the Kerbals and their little animations. -The art style is interesting - it’s somewhere between the old style and the new revamp style. Since this is pre-alpha, it may change, but it’s interesting to see. -The explosions are much cooler than KSP1’s. -I was hoping to see realistic expanding plumes a la RealPlume, but that doesn’t seem to be the case. Of course, it’s pre-alpha so it could change, but if it doesn’t we can co
  7. 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
  8. Hi all, I'm playing KSP EE on PS4, and I'm enjoying it most of the time. However, there is one issue with RCS that really bothers me. When I activate it and use L1+R1 (or L1+R2), instead of pushing the craft only "forward" (or "backward"), it also generates a radial thrust that makes the craft rotate. The craft stabilizes itself right away when I release the buttons, but I'm wasting a lot of monopropellant because of this. Does anyone experience this issue, too? Is it a bug or does it have to do with the craft configuration? Thanks for your help.
  9. Hey Guys, I recently started a game in Career Mode and starting out has been fairly easy but I've run into a contract that I cannot seem to complete. It's a contract where you have to ferry a tourist to their destinations and back. I keep thinking that I need to launch to a particular altitude but each attempt achieves nothing in the way of completion. I haven't unlocked multi crew pods yet so I've had to stack two pods to carry the pilot and tourist. Any ideas how to fulfill this contract? Thanks Wallace
  10. Hey Guys, It occurred to me as I was running the Go For Orbit tutorial that there isn't much about KSP that isn't entertaining and that includes the loading screen. When you think of game loading screens, the word "entertaining" doesn't often enter the picture but in this case, some of the terms are downright hilarious in my opinion. Granted, I've had to ponder some of the things being mentioned but overall, I've chuckled at most of it. Wallace
  11. I currently have a whole bunch of mods installed and have recently updated to 1.7.0 and my parachutes no longer work. When I deploy my chutes and set the full deploy altitude to max it seems fine at first. But when fully deployed they act like they’re not even there. The parachutes do nothing and I end up hitting the ground at ~160 m/s. Ps I don’t have realchutes installed. Any ideas?
  12. Ionic propulsion is useful for making precise movements in space, and can be used to travel to other worlds through techniques that involve periapsis (I do not remember the name of these techniques very well). Ionic propulsion has a very high isp, but a low thrust (just like in real life). In general, the average life of a deposit of xenon is much higher than that of any other fuel for space exploration. However, there comes ionic propulsion becomes useless in many goals. It's just very slow, and the game does not allow you to speed up time (over x4) while the ship is propelling its
  13. Wouldn't it be great if you could set a second or third stage to have an automatic MECO or SECO so you could land a first stage booster?
  14. Zee's "Probes Before Crew" CTT Overhaul KSP Version 1.8.1 - November 12 2019 Update - July 8 2020 - Please Read Do you want to request a support patch for your favorite mod? Would you like to have a say in which mods receive patches first? Vote & Request Here See Current Poll Results Here Hello everyone! I would like to present a CTT overhaul I have been working on since the release of 1.6. I call it Probes Before Crew, and it does what it says on the box; it places remote technologies far ahead of crewed alternatives on the tech tree while also placing greater significance and
  15. "SeaQuest KSP" :: Powered by Wild Blue Industries It's time to build that fishing gear. The ocean is becoming even more playable! Carrying the legacy of my "The Spice" mod, this one seeks to attempt to fill a very well known void in KSP and to open another door to (mostly) untapped gameplay opportunities. SeaQuest gives the player more to do with Kerbin's ocean, and adds value to (large) planet mods or large installs thereof. SeaQuest KSP builds upon the Wild Blue Tools core mod made and owned by @Angel-125. Currently, no new parts (specifically, no new part models) are on the roadma
  16. Are there mods to add more aspects to KSP's management? I feel like the budget system in KSP was just tacked on and never fully explored, and I hope some mods could change that.
  17. I'm finding as I am gaining more hours and experience playing Kerbal Space Program, that I am starting to impose rules, or at least methods of play on myself. For example, I don't like using additional reaction wheels in most aircraft (and I usually turn off stability-except for long distance cruising). I feel like my planes should at least be able to fly with as little aid as possible. That is not an absolute (I break that rule for some of my really weird ones), but it is an ideal. I know some people only play in stock. Others may eschew certain mods or only use mods like Realism Over
  18. Hi, I'm a newbie to KSP, so sorry if this question seems dumb. When I was using the demo version of the game, I was able to set objects (such as the Mun) as targets and get maneuvering tips. But I just started using the full paid version & I can't select anything as a target now. Left-click used to do it. Now NOTHING! Also, I was able to set maneuver nodes in the demo version & now I can't do that either. Are these functions disabled to make it more of a challenge or am I doing something wrong? Thanks in advance for answering me. -Jeff
  19. Introduction "Kerbal Mods Overhaul" (KMO) is nothing more than a set of patches initially made to cope with the personal desire to simplify/modify a number of very popular mods, MKS in primis, in order to bring a slightly different gameplay experience to KSP. KMO has initially been made exclusively for myself, however, since the number of patches has greatly increased over the time, I have eventually decided to make a public release of this mods overhaul for anyone that may be interested in such a reconfiguration work. Disclaimer This mod is NOT an updated version of MKS-L
  20. Hi So I just sold off my RX 580 graphics card and is currently using my backup GT610, and I am wondering if there are any ways to make ksp playable on that graphics card without sacrificing too much. I have a watercooled R5 1600x CPU and 16 gigs of ram, and I am currently getting around 4 fps with settings maxed out. What can I do to get my framerate above 30 fps while sacrificing the least amount of detail? Thanks!
  21. New, it's well forgotten old. I have not played a career in KSP much over a year, and having recently undertaken, I faced that a very useful mod by xEvilReeperx are outdated and has not been updated for a long time. I wrote to the author and he gave me permission to adapt it to the new version, and here it are. Sure, i need feedback about how it work from community. When is is it time for science? Who knows! The game provides no feedback when you've crossed a biome barrier, a new crew report is available or when you've forgotten to run a goo experiment. Wouldn't it be cool to sto
  22. I cannot find any issues related to this, so I thought I would ask. Steam version, downloaded and reinstalled multiple times over the years. Always worked fine, until recently. Game loads up just fine; no hangups on the load screen at all. Main menu works, in addition to the other settings and such. Loading up the Space Center works as well, with no issues until I enter the Hangar/VAB or the Launchpad/Runway. Hangar/VAB: Cannot see the vehicle being built, at all. I can still select parts, and every menu and button works, yet all I see is a black screen Unless I mouse-over where the vehic
  23. So I've seen these optimal engine charts for helping select the best (set of) engines for a mission/craft, based to the TWR and Delta-V requirements, and (tried to) use them extensively to design long range missions and the like. Until I noticed that these are all horrifically out of date! https://meithan.net/KSP/engines/: for KSP1.1.1 https://imgur.com/a/OS6bk: for KSP0.23.5 So I am looking for some up-to-date charts, some tips on an at-home version of meithan's chart, or failing that, contact information for meithan so I can help update his web-app.
  24. Ksp is kinda getting repetitive. You know, launch, orbit, escape kerbin, and so on. So I'm looking for any mods that could help spice things up a bit. Things like RSS and solar system rescale mods. Things that add a whole new way of doing things. Things that add another aspect. If you know any good mods to shake things up post them here!
  25. Parts would have minimum temperatures, and some would passively radiate heat. When minimum temperatures are reached, the parts wouldn't explode or anything. They would merely stop functioning. However, based on a setting in the difficulty options, if a command module or spacesuit reached minimum temperatures, the kerbals could be at risk of freezing to death. Different kerbals would have different time limits for staying below minimum temperature, basically like gee tolerance. Something else that should be added would be parts specifically meant for heating the spacecraft. Drills, convert
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