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  1. I’ve listed lots of information regarding kerbal space program 2. I’ve gathered lots of information from various YouTube videos and the wiki, compiling everything I’ve noted so far into a comprehensive list. Here it is: Current state: As of right now, KSP2 is in early access. Launched on February 24, 2023. It’s missing interstellar travel, interstellar parts, other star systems, multiplayer, EVA reports, re-entry heating, tech progression, the tech tree, carrier mode, asteroids, comets, moving parts, funds, R&D, and science. However, all of those features are going to be added eventually. KSP2 fun facts: ⁃ The Mohole bug from KSP1 has returned as a feature in KSP2. ⁃ The tutorial voice is called P.A.I.G.E ⁃ Howard Mostrom composed the soundtracks for KSP2, each soundtrack linked to specific events (In low Kerbin orbit, at the KSC, landing on Duna, etc). ⁃ KSP2 is not under squad anymore. Instead, it’s owned by Private Division and Intercept games. ⁃ There are alien monuments and statues on Duna, Minmus, and Tylo, hinting at ksp2 lore. ⁃ Eve’s surface is no longer purple, but is now brown. The atmosphere and clouds make it look purple from space. ⁃ Minmus is now no longer made of ice ⁃ Kerbin now looks more realistic and has actual tress, grass, palm, cacti, kelp, clouds, and more. ⁃ The Mun now has Lunar maria and is more like the moon. ⁃ Minmus is now made of glass because the KSP2 team realized that an ice moon of kerbin would be scientficly innacurate. ⁃ Eve now has a thick, volumetric cloud layer. ⁃ Ike has dormant stratovolcanoes now. ⁃ Dres is the most changed celestial body, with Chariklo-like rings, an equatorial ridge, and a surface that resembles Iaptus, and they of course kept the iconic Dres canyon. No longer the gray ball it used to be. ⁃ Jool now has a way more realistic aperance to a gas giant, with a swirling green cloud layer (Because it's a gas giant) also with volumetric clouds. ⁃ Vall is tidally locked, so the side facing Jool is now rough and light with mountians, while the side facing away from Jool is smooth, shiny, and darker blue. It also has a small lake now. ⁃ Bop now has a huge crater in it, possibly from another asteroid collision. ⁃ Laythe has a volumetric cloud layer now, and is much more realistic. ⁃ Tylo now looks like Ganymade. No longer the gray ball it used to be. ⁃ Pol now looks like a lumpy version of IO. ⁃ Eeloo is now very shiny and more icy (somehow even more icy than before), with better canyons and craters. ⁃ The Kerbal space center has gotten a massive overhaul. Now looking more like an actual space center, it has 4 large launchpads, 2 runways, and no Spaceplane hangar. It is also much larger, and even has a boat launching bay. ⁃ The entire space center is about twice as big, and maybe about 8 times as big if you include the space taken up by the launchpads. ⁃ The VAB now can construct spaceplanes, removing the need for a spaceplane hangar. ⁃ The Kerbal space center now has 2 massive multi-story parking garages. ⁃ The Kerbal space center now has 4 large launchpads on the northwest side of it. ⁃ The Kerbal space center now has 2 long runways on the south side of it. ⁃ The Kerbal space center now has a much larger vehicle assembly building ⁃ The Kerbal space center now has one larger VAB, one tracking station, many small R&D buildings, a flag, An astronaut complex, a training center, 2 large parking multi-story garages, and a boat launch bay. ⁃ There are be 3 more Kerbal space centers being planned, each equidistantly placed along the equator by 90°. ⁃ There is now a very small mountain range behind the Kerbal space center, separating the land it’s on from the rest of the continent. ⁃ The Kerbal space center now has an artificial water area around the launchpads purely for the looks. ⁃ The island airfield runway has been taken down, with only the rundown runway and a single tank left on the island. ⁃ There is a new building called the "Training center", where you can watch the new animated tutorals, and fly rockets in a simulator without affecting the real KSC. ⁃ In an interview with the art director, they asked "How do you differentate seriousness vs sillyness when creating stuff? In response, they said that if it's an asset that the kerbals are in charge of, it's usually silly, due to the fact that Kerbals themselves all have a silly and goofy personality. They also said that if it's an asset to speak to the seriousness of the star system around them, or something govened by the universe and not the Kerbals, then that would be way more serious. ⁃ In ksp2, they went with a more realistic style, while keeping a vibrant and slightly cartoonish feel to it. They also have UI elements a retro style, along with many images and videos having a retro color scheme. ⁃ The sound design for the rocket engines and the VAB are authentic. The sound design team recorded real sounds of a real rocket, along with a variety of sounds from the real life VAB. ⁃ KSP2 will have interstellar travel ⁃ KSP2 will at least 4 planetary systems. There’s the Kerbolar system, the Qeg system, the Debdeb system, and the Tunn system. The Kerbolar system is, of course, the starting solar system. ⁃ KSP2 will have colonization of planets and moons ⁃ KSP2 will have multiplayer support, with 4 kerbal space centers being added. ⁃ The KSP2 multiplayer will have 2 options. You will either be able to work together in the same agency, or you can play as rival agencies. ⁃ The team behind KSP2 is dedicated to scientific realism. They have entire teams dedicated to realism and accuracy, such as a chemistry team and a rocket engineering team. ⁃ There is currently 3 interstellar different engine types coming KSP2. The first is a Metallic hydrogen engine mixed with cesium, which is pink and about twice as powerful as any current known propellant. The second is a nuclear pulse engine, which involves spitting out tiny nuclear bombs against a pusher plate to create thrust. The third is a torch-ship engine, which was described by the developers by “The holy grail. It’s A torch that you ride. Screaming white death.”, and it’s highly optimized for fast interplanetary travel but is inefficient and doesn’t go interstellar. ⁃ Hydrogen fuel has been added, and there’s also hydrogen engines. There’s the NERV, a small hydrogen engine, and the SWERV, a large hydrogen engine. ⁃ Hydrogen has an absurdly high efficiency, it’s light, but it also works poorly in-atmosphere and is also relatively weak. ⁃ Xenon, Hydrogen fuel, Solid fuel, Methalox liquid fuel, and Monopropellent are all in the game already. ⁃ There is now a Spherical hydrogen fuel tank, which is very useful for interplanetary craft. Celestial bodies in KSP2: Debdeb System Debdeb - Debdeb is a young, red dwarf star roughly analogous to Alpha Centauri. Estimated to be only 5-50 million years old, Debdeb is a relatively young star. It has a reddish appearance, meaning it could possibly be a K type star. It will also likely have a visible planetary disk.  Charr - Charr is a heat blasted rocky world, rich in iron. Charr is relatively close to its star, making it extremely hot. It’s very cratered, and has certain areas that seem to be slightly glowing red hot. It lacks any atmosphere.  Ovin - Ovin is a large rocky planet with rings. It has a dense atmosphere, and four times the gravity of Kerbin. It seems to by decently mountainous, with a tan colored surface.  Gurdamma - Gurdamma is a young rocky planet resembling early Earth during the late Hadean Eon approximately 3.9 billion years ago. It has liquid water-filled craters, some lakes, and a Kerbin-like atmosphere. It also has a ring system in which its moon is forming. The rings themselves were a product of a collision with another planet, creating rings from the debris. This planet recently had undergone planetary impact, hence the rings and the moon, but has since cooled down to normal temperature. This impact mirrors Earth’s collision with Theia. Likely had a temperature, mass, and radius similar to Kerbin.  Donk - Donk is a moon of Gurdamma, currently in the process of gathering material from Gurdamma’s rings to form further. It looks very much like our own moon, with a gray and cratered appearance. It likely has similar heat, mass, and radius of the Mun, although slightly less radius and mass, as some mass is still in the rings.  Lapat - Lapat is a rocky planet with a rusty, red surface, along with vegetation and a blue, cloudy atmosphere. Likely in the Goldilocks zone.  Axod - Axod is a planet with a single moon called Umod. Not much else is known about this planet, as it was unintentionally discovered in a developer video, leaked.  Glumo - Glumo is a colorful gas giant planet with large rings and colorful pinking-tan and light blue bands. It also has two moons, Noj and Merbel. Given that it is a gas giant, its colder color palette, and its freezing moon, it is likely freezing cold.  Merbel - Merbel is an icy moon of Glumo, orbiting just outside the rings. It has liquid water oceans, a blue atmosphere, clouds, and an icy surface. It is likely to be freezing cold. It also has a stunning view of Glumo in the sky, situated very close to the rings, making the view even better. Tuun System Tunn - Tunn is the central star of the Tunn system, and roughly analogous in position to Barnard's Star as shown in the game’s files.  Rask and Rusk - Rask and Rusk are two binary planets that orbit around each other in a binary orbit. Due to tidal distortion from their distance to each other, they have many spots with magma, due to a distorted surface. The rest of the these planets’ surface is has a brown and cratered surface. The surface of rask and rusk is seen to have lava lakes and rivers due to the tidal forces, making them both extremely hot.  Verda - Verda is a potentially habitable world with liquid water oceans and a breathable atmosphere. Not much else is known about this planet, as it was leaked.  Puf - Puf is a small rocky planet nicknamed the "Eyeball Planet" due to a singular, central ocean. Puf has a thin, blue atmosphere, blue water, and a brownish-tan surface. It also has decently large ice caps, indicating that it’s likely in the habitable zone, and may be a few degrees colder then Kerbin. Qeg System: Qeg - Qeg is the central star of the Qeg system, and roughly analogous to the position of Sirius as shown in the game’s files. It is likely to be much brighter than Kerbol, and possibly more massive. Discovered in the game files, there is limited information about this star.  Skut - Skut is a small rocky asteroid with an arrowhead-like shape. The pointy side looks rough, with many rocks and boulders. The other side is smooth and brown.
  2. G'day! It's early days for Kerbal Space Program 2, but I am wondering if there are any relevant resources regarding development for modifications for KSP2. Has there been any official/unofficial information or tools released? Are there any unofficial community forums or resource locations which could be of invaluable assistance? I have not developed any mods for KSP1 other than editing files here and there to my liking, but am looking to try my hand at some more involved tinkering. Cheers in advance, Bradyns
  3. wiki.mechjeb.com drastically outdated and missing information. Using MechJeb 2 version 2.7.0.0 KSP version 1.3.1.1891 Windows 64it As a result of a lack of information I have no idea if some of the issues I am having are a result of a mod bug, or incorect settings for the craft im flying. There are whole sections missing completely (Aircraft Autopilot window for example) and some sections are incomplete with settings missing. This leads to lots of questions and not sure where to post questions. In Aircraft Autopilot under PID, what are those settings? What is "Kp", what is "i" and "d". How does the "VertSpeed" fields under PID effect "Vertical Speed Hold" if it effects that at all. I have one aircraft where vertical speed hold fails completely and results in dratic and fata pitching ocillation. No idea why? There are settings on the Assent Guidence window that have no informations. What is "Q"? What are the force roll settings for? With an aircraft, I had Autoland completely fail to make touchdown. Was doing good untill the point where it should have moved the craft to make contact with the runway but instead just hovered there untill the plane lift stalled and crashed.
  4. I've answered a number of questions related to this in recent times, so I figured I'd explain in detail the entire life cycle of a PartModule. Birth When parsing a part from the game database, KSP looks for MODULE nodes to parse as part modules. It looks for a name = XXX value in the MODULE node and tries to find a class that derives from PartModule with that name. If it finds one, it will attach an instance to the part's GameObject (part modules are Unity components and can only exist attached to game objects). The newly created module will then be added to the part's module list. Load(ConfigNode) will be called on the module with that node. This loads any fields with the [KSPField] attribute automatically, and calls OnLoad(ConfigNode) with the same node to allow parsing of any custom data. KSP stores the part (and its modules) as what's called a prefab - any time the part actually needs to exist in the game, this prefab is copied. Instantiation in the Editor When adding a part the the editor, KSP will instantiate (copy) the part prefab. In order to do this, Unity serializes the entire part and then deserializes it as a new instance (see here for more information on serialization in Unity). This is often a source of grief with part modules because custom data frequently does not get serialized (brief note on this below, I will dive into more depth on this issue in a future post) Once all the editor setup is done, the part's Start method will call the module's OnStart method, then Unity will call the module's Start method. Life in the Editor OnUpdate will be called by the part and Update by Unity every visual frame. OnFixedUpdate and FixedUpdate the same every physics frame (even though there's no physics in the editor). Editor Copy The user may copy an existing part in the editor or change the symmetry mode. Either way, KSP makes a copy of the existing part. Instead of copying the prefab as before, KSP will instantiate the existing part instance. The same serialization rules apply. Editor Save When the craft is saved in the editor, Save is called on each part module to save its state. Save writes any KSPField with isPersistent = true to the saved node, saves data about events and action groups, and calles OnSave, which can be used to save any custom data Editor Death When the part is removed in the editor (or a new craft is loaded) the part and all its modules are destroyed completely. No data that wasn't already saved will survive. Creation in Flight This behaves very similar to creation in the editor. The part prefab is instantiated (again, by serializing and deserializing), Load is called with any saved data (which again calls OnLoad to do any custom loading), OnStart is called by the part, then Start by Unity once everything is set up. There's one odd case of this, and that is when dealing with the root part of a vessel already in flight. KSP does instantiate the part prefab (and by extension its modules), but then copies its fields to a new part with new modules. I'm not sure why this is done and it usually doesn't matter, but still something that can cause occasional issues. Life in Flight OnUpdate will be called by the part and Update by Unity every visual frame. FixedUpdate will be called every physics frame, and OnFixedUpdate will be called every physics frame once the part has been activated (i.e. staged). Flight Save Basically the same as in the editor, Save is called on each part module, which writes any KSPField with isPersistent = true to the saved node, saves data about events and action groups, and calles OnSave, which can be used to save any custom data Editor Death When the flight scene is exited, the craft goes out of physics range, or the part explodes, the part is destroyed completely, along with all of its modules. I've probably missed some stuff here, so feel free to ask questions etc.
  5. Hello out there! I am very interested in watching rocket launch livestreams like other people watch soccer games. Is there any good news feed that informs me of all oncoming rocket launches with a livestream? I did already search for something like that, but wasn't able to find anything like it. Cheers!
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