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About me



Found 5 results

  1. Back when KSP2 was first announced I posted a question in the Announcement thread on this forum to Star Theory asking if KSP2 will be developed ethically. Completely free of crunch and other developer-hostile practises. They responded and they said yes. Then this happened: KSP2 is no longer being developed by Star Theory, and the way it ended up no longer being developed by Star Theory was, regardless of why it happened, Unethical As All Hell. As someone who's both interested in video games and as someone who works as a game developer I'm not sure I can ethically speaking purchase this game anymore. I'm sure that, as a community stuffed full of developers, modders, computer scientists, artists and content creators that there are many of you that will share that sentiment. Furthermore the transfer over to the new studio, the delays and the fact that the KSP2 license was pulled from Star Theory over them refusing to agree to Take 2 Interactive's terms for a buyout all makes me nervous that the game will not be developed as promised: with an ethical degree of respect for the health and mental wellbeing of its developers, free of exploitative mechanics such as micropayments, mod friendly, unhindered by dangerous "anti-piracy" spyware, and available free of exclusivity on all major digital storefronts. So as a community I would like to ask for you help. As KSP2's main audience together I think we have the influence to ensure KSP2 is held to an ethical standard that will not be compromised by Take 2 Interactive's corporate decision making. I know it's a big ask, I'm sure we've all been excited for the promise that is KSP2, but if we all agree to stand together as one to hold Take 2 to a set of ethical standards, I believe we can ensure that KSP2 is developed in a way that is healthy for the developers and released in the state it was promised to be in to the community. Below is a statement I have written. I'd like you all to read it and if you agree with it I'd appreciate if if you showed your support to this sentiment by signing this petition WE, THE KERBAL SPACE PROGRAM COMMUNITY PROMISE THAT WE WILL NOT PURCHASE THE GAME KERBAL SPACE PROGRAM 2 UNLESS IT ADHERES TO THE FOLLOWING ETHICAL STANDARDS: 1) THE DEVELOPMENT TEAM AT INTERCEPT GAMES MUST NOT BE FORCED OR OTHERWISE COERCED TO CRUNCH AND/OR WORK UNPAID OVERTIME DURING THE DEVELOPMENT OF KERBAL SPACE PROGRAM 2. 2) KERBAL SPACE PROGRAM 2 MUST NOT FEATURE EXCLUSIVE PRE-ORDER CONTENT, DAY-ONE DOWNLOADABLE CONTENT (DLC) OR PAY-LOCKED CONTENT (PLC), NOR MAY IT CONTAIN A PURCHASABLE IN-GAME CURRENCY OR IN-APP PURCHASES IN ANY OTHER FORM, COSMETIC OR PAY-TO-WIN MICROTRANSACTIONS, OR LOOTBOXES ("SURPRISE MECHANICS"). 3) KERBAL SPACE PROGRAM 2 MUST BE RELEASED ON ALL PROMISED ONLINE STOREFRONTS, STEAM, THE XBOX MARKETPLACE AND THE PLAYSTATION STORE, AT THE POINT OF LAUNCH ON SAID STOREFRONTS' RESPECTIVE PLATFORMS AND AT THE SAME POINT IN TIME REGARDLESS OF REGION. 4) KERBAL SPACE PROGRAM 2 MUST RELEASE WITH THE PROMISED MOD SUPPORT. FURTHERMORE TAKE 2 INTERACTIVE MUST NOT CLAIM ANY OWNERSHIP OVER USER-GENERATED CONTENT WITHIN THE END-USER LICENSE AGREEMENT (EULA) INCLUDED WITHIN THE KERBAL SPACE PROGRAM 2 RELEASE. 5) KERBAL SPACE PROGRAM 2 MUST NOT RELEASE ON PC PACKAGED WITH INTRUSIVE DIGITAL RIGHTS MANAGEMENT (DRM) SOFTWARE, INCLUDING THOSE PRODUCED BY DENUVO SOFTWARE SOLUTIONS GMBH. NOR WILL KERBAL SPACE PROGRAM 2 FEATURE ANTI-CHEAT SOFTWARE PRODUCED BY DENUVO OR OTHER COMPANIES AS IT WOULD VIOLATE THE ABOVE CONDITION REGARDING MOD SUPPORT. 6) IN THE EVENT OF FUTURE CHANGES IN THE DEVELOPMENT TEAM, SUCH AS THE CHANGE OF DEVELOPMENT STUDIO FROM STAR THEORY TO INTERCEPT GAMES, TAKE 2 INTERACTIVE MUST, AS A SIGN OF GOOD FAITH, RELEASE A STATEMENT DETAILING THE CAUSE AND NATURE OF THE CHANGE IN DEVELOPMENT TEAM. IN THE EVENT OF A SERIOUS BREACH OF THE ABOVE CONDITIONS, WE THE KERBAL SPACE PROGRAM COMMUNITY AGREE AMONGST OURSELVES TO BOYCOTT THE RELEASE OF KERBAL SPACE PROGRAM 2. SIGN HERE I want to close out by saying that I hold no ill will against the former Star Theory development team who moved over to Intercept Games, and please don't harass them or Intercept Games for continuing to develop the game they set out to develop.
  2. Orbital intercepts are the most difficult thing you can do in a spacecraft and a LOT of "How To's" on the topic have a very hard time sticking to a clear explanation of the stock navball and how it should be used. In this video I explain how to intercept a craft in orbit and I also share a few details related to the navball that most videos/tutorials skip over. ...and I manage to do it all with the purely stock navball. As a result, I don't really have any need for docking mods.
  3. This has probably already been answered here and there, but a search didn't turn anything up, so.... I've been flying basic Mun missions over and over with slightly different parameters to get the hang of it, and I wondered something. When you're plotting the Hohmann transfer, is it more efficient to aim at the L1 point (just at the very inner edge of the Mun's SOI) or as close to the Mun's orbital distance as you can? In other words, is it better to do the capture burn from the edge of the SOI or from as close as possible to the Mun's surface? My inclination (no pun intended) is to think a close burn is more efficient, thanks to Oberth. But I'm not sure how the SOI patched conics really affect things.
  4. I'm currently attempting to dock with another ship in orbit around kerbin. I've already gotten into orbit and set up all the maneuver nodes I need to to align myself with the other ship. Right now, my only issue is the interception. I've been told I can delay the maneuver nodes in order to get the interception nodes close together, but every time I delay the first maneuver mode, it messes up every other node and I don't understand why that's happening. Could someone please explain how delaying these nodes works?
  5. Sending an ISRU to Vall because AGAIN I have completely underestimated the fuel it takes to get to Laythe and back. I think I saved about 1000 D/V with this slingshot maneuver. This save I have decided not to use MechJeb, only Engineering Redux (I consider the ability to calculate D/V absolutely essential to playing the game). I have MJ installed, but only because some of my old craft from other saves have MJ modules on them and I can't load them unless it's installed. I actually hardly ever used maneuver nodes before, but now that I understand them better, they're a lot of fun to play with.
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