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Found 8 results

  1. For Science! Update started off with a blast and I was eager to play it upon release! Once it released, I loved it instantly considering it levels the Game up to not only a sandbox simulator but to a full-fledged game playthrough! However, despite the many awesome and fun moments I had with this update, I feel like there is a lot of work to polish the new Science & Mission Mechanic alongside the already implemented tutorial system which I really wanted to talk about for quite some time now. First, let's start off with the Tutorials, I am personally not very good with Kerbal Space Program itself; I couldn't really understand how to create a rocket properly and usually ended up having stacks of them not launching from the pad or barely making it into orbit, let alone past Kerbin. And despite the help I got from the in-game tutorials, it did not significantly help as much as online tutorials. The section about rocketry feels obviously lacking, sure it mentions how a rocket works and the types of engines and other space components, but it does not help on how to make a proper rocket or at least understand how to make one for any specific task such as landing on the Mun or Eeloo. This can also be accounted for orbital mechanics; it leaves questions in my mind such as: "How much do you need to slowly turn your rocket over the horizon?" "Does it apply to every rocket? If no, how do I know when and how?" This is normally a major obstacle for new players like me (Kind of, started in 2016 but never really got past the Mun in KSP1 and never properly learned rocket design) because it forces us back into the drawing board by watching a couple of tutorials made from the Internet, although it isn't any bad either, it reinforces the fact the in-game tutorials really need more work. In summary, using this experience of mine, I would really like more tutorials about rocketry and an improved version of how to put your rocket past the atmosphere and prepare the steps for an orbital maneuver. Secondly, let's continue with the Missions in Mission Control, The Missions itself aren't bad, I actually found it as huge upgrade its original counterpart in KSP1, but it definitely needs more polishing. The first noticeable flaw I encountered was the mission briefing themselves, they seem way too centered on a specific scenario (mission briefing specifically) and less dynamic, by example, your ship ends up in a catastrophic failure when doing a specific mission, you absolutely do not get any major consequences rather than the loss of a crew, which normally under the default game difficulty, usually just respawn and probably also a couple of science points that you might have lost. I really wish upon a system where the missions actually do not cancel themselves when failing them, but give negative consequences such as more flavour text signifying the gravity and effect of the situation but at the same time balancing and incentivizing the player to keep continuing. Secondly, if your rocket launches, completing the first mission, and immediately goes to the atmosphere, I would really like it, instead of going again back to Mission Control and then going back to the ship to complete the second mission after the first, to simply have some way or form to complete both missions when you've done both already through one rocket launch at the start. To simply brief this, Mission Debriefing should get a separate system when the player fails the mission and you should be able to complete two missions at once without needing to go back to mission control to track the second one which went available thanks to completing to the first one in one rocket launch. Next, the Science Mechanic, which is the one here with the most need of polishing, I could also say the same for this one, the new Science mechanic is a massive overhaul to its original counterpart in KSP1. However, it definitely needs more polishing and balancing to make it less of a "Simple Magic Click and Reward" button which actually loses the value of it being a "Reward" as it gets too easy. I noticed the reports did not really have any unique flavour to them compared to KSP1 where crew observations and utilization of science equipment had unique flavour text depending where you did them (Also make the flavour texts larger and readable :D), I would actually really like if they weren't all generic and had an interesting one. I also found it quite boring when all a Kerbal can do and is meant for in a mission is simply to steer a Rocket when it's out of signal with KSC, do flags, generic crew observations and surface samples. I really wanted them to play a role on organizing Science like KSP1 rather than one magic click and it's all stored. Kerbals should perhaps have the ability to take the science reports or surface samples and store them in the Command Pod or Science Juniors. Both elements, describing flavour text and the further usage of Kerbals, would really incentivize the Player to do more frequently EVAs and learn more about science itself generally through flavour text, with some funny element in it considering Kerbals are Kerbals Anyways, apart from my feedback on how Science Points are acquired and Flavour Texts, Science Points should really get some sort of balancing because unlocking technology feels way too easy and feels really less of a reward. Maybe decrease science points on more generic tasks such as crew observations and regular planet scans or any other thing those science parts can do. Alternatively, increase the cost of the technologies in R&D. In conclusion, I would really like more flavour for generic scientific tasks and further usage of Kerbals alongside balancing on the ridiculous amounts of Science Points you'd get from 1 mission. Thanks for reading my Feedback and Suggestions if you have come this far down, I really want to hear what others think too!
  2. The main feature of update was Exploration mode. Now I have goals to explore Kerbolar system. Lack of parts makes me to solve puzzles, how to achieve target with current parts, what parts should I unlock, where should I go. I have enjoyment from overcoming limitations and have feeling of progression during comliting missions and unlocking new parts. Second feature which makes me continue exploration is plot. It’s not cinematographic, but messages are funny and well writed, lore is very intriguing. But not all in exploration mode is well as it seems to me. I encountered missing text for science reports which was written as “default message” or “crew assess environment and collect its characteristics”. The well written examples are soil sample reports, now I didn’t see them written in default message style. Some missions in exploration mode are dishonest and absurd balanced. For example mission “LIL CHONKER” where you get only 35 points for delivering 200 tons Minmus, but for Kapy rock you get 200 points. In Kerwide Tour missions it seemed to me annoying to use cabin cans for my crafts. They are like they were made for planes, but instead doing any crew observations you must bring with you unsuitable parts which very much interfere your flight. Missions also suffer from an inadequate interface and lack of important position and orbit information that would come in handy during complex missions. For example, an orbit rounding mission gives the orbit parameters not as an eccentricity and a large semi-axis, but as a perigee and apogee. This is done due to the fact that the player has nowhere to see the eccentricity, although this is a very important parameter in orbital mechanics. As a result, this parameter will not be stored in the player's head and it will be more difficult for him to plan and execute more complex orbital maneuvers in the absence of this knowledge. Or the plot mission where you need to put a satellite into Minmus orbit. The inclination of the orbit of 45 degrees is proposed to be determined by eye. It is clear that this is not particularly difficult to do and it is so well chosen, but it greatly reduces the number of goals that could be set for the player. The game really needs a tool that shows all the parameters of the orbit with great accuracy. The window can be placed specifically for this purpose in the same place as the panels with the resource manager, details, etc. Very much interferes with the exploration process that you have to memorize in your mind all the places you have visited in order not to waste time flying to the same place 2 times. There is no archive for science reports and the most of your reports you see once in the campaign. You can miss story or lore if you skip them accidentaly. Also other things, like discoverables, are not saved on your map. After you found it game doesn’t add it as known object in tracking station. Founding of discoverables is interesting, but very time consuming process. You must fly above surface or drive rover for a very long time and it’s not a fact, that discoverable is big enough to spot it for a first time. I suggest to add scanner on 3-4 tech level, which can orbit celestial body and if it flies above discoverable it detects it and give a player a area on map, where player should search for it. Maybe telescope, which should fly above area of interest for certain time within the permissible speed range. It would create a new and interesting challenge for the player. There are no credits as in KSP1. At first glance it seems to be missing feature, but in my opinion in KSP2 it’s unnecessary layer. Not in terms that in future player must also control resources in colonies, but it motivates you to explore and fly instead of using mechanics like financial strategies. On the second tech tier I built rocket which delivered communication sat and lander to Moho without using any gravitational maneuvers, with KSP1 money restrictions I wouldn’t do it. So to gather science I went to Moho instead of farming some boring stuff in Kerbin SOI. My rocket was large enough and it seemed that there are no restrictions for craft size, but during construction of rocket I encountered one. It was mass. Without powerful engines you can lift heavy masses, and to unlock these engines you must collect science, do missions and fly to another places. But what could be taken from KSP 1 is the center for the recruitment of kerbonauts, so that you can quickly find out the list and statuses of all the kerbonats, because it is not very convenient to watch them in the VAB. After compliting Minmus plot mission I got mission to do the same but on Duna. Building interplanetary ships and mission to Minmus are much different things, and it seemed like it is very big leap for inexperienced players. Of course there was no timer and you can pracitce and collect science for unlocking parts building simple probe to Duna or to another planet, but for inexperienced players it can be non-obviously. And there were no secondary missions after comliting Minmus mission when player must send light probe to another planet, this mission would encourage players not to be afraid to try to send missions easier than landing on the Mun, but to other planets. During complex flights and missions there were some very big inconveniences with the map view. At the moment the map mode is very inconvenient to use, the screen is too cluttered. When trying to edit a maneuver, you constantly misclick because the cursor sensitivity zones are oddly configured, windows from different points in the orbits open and block the maneuver editor, when you turn the camera some parts of the editor disappear. With a large number of elements, a separate panel would be useful where all the maneuver parameters could be precisely adjusted: the velocity vector, the perigee argument, the number of the turn. It would be possible to find out from there the exact parameters of the orbit before and after Icons of all crafts look exactly the same and change size incorrectly when you change the distance from the camera. As the number of crafts increases, you need to hide some devices not only from the list in the tracking station, but also from the map for convenience. But there is no such option and you are forced to see all your units ever launched. After several launches in the map mode you get an unpleasant jumble. Using the list to select devices is also not convenient because there is no division into types of devices. The presence of filters of vehicles by type, such as manned ship, probe, satellite, lander, rover, etc. would give convenience, obviously visible visual difference and the ability to immediately find the desired craft. But so far in the game there is no possibility to set the type of vehicle to the control module. Also the game has an obscure naming system. After you have docked or undocked the units, they do not retain their original name and you have to remember what is what again. Setting the main unit in a bundle and the ability to rename control modules piece by piece, so that after docking and undocking for the resulting units were automatically assigned to the types and names you specify, would solve the problem. Such a system is available in KSP1. Workspace system in VAB is very incomprehensible, the game nowhere gives instructions on how to use it and it is difficult to understand waiting for an unaware player what its advantage is. Of course the update made a positive impression and I was able to get a lot more emotions when playing than before, but there are still a lot of problems in the form of some unbalanced missions, difficult and insufficient interface especially in map mode, serious bugs. But there's still room for improvement
  3. Hi, You may know me as an insane person that plays ksp 2, but imma cut the chase. Been playing KSP 2 For Science update, and I got a few actual bones to pick with how the missions work and behave.. Settings I play on. TLDR, Hard. but revert and quicksaving due to skill issues/bugs (many) I been playing ksp 2 new update for a while, and let me say, there is a huge hard wall/brick that comes with this update in gathering science, I play rather simply, each object I created in this save has a purpose to further progress my game. It usually does a main mission, or a side mission, if not completing a few while doing both on the same craft... So, lets get to it. i have done a few missions about 12 hours~ or so in this update ( I have about two hours I forgot to stream ) but it was just simply building and testing a craft. yup amazing, playing about 10 hours, with zero views, its a fashion statement at this point with how little traction I have. during this time progression was fine if not perfect pace for 50%, this was until I saw, and seen the big four Duna Monument Wheelin and Dealin LIL CHONKER Keostationary Orbit let me just quote my discord post(s) For me there is a huge (quite a few) gaps in how research is earned, and how main mission's skill slope is way to aggressive. as of now, I'm quite stumped as behaving as a general player trying to follow the loose primary/story missions, there were 3 steps to complete missions of getting a lot of research to progress For me, each main mission required a vehicle, so did land on X object, "weird signal" created a probe/sat, and then landing a craft near the objective, while this craft needed to also (optional) land at each biome and get science/etc. Now, with the stop of nonsense rambling There should at least 2 or 4 more missions before landing on duna for me this is too aggressive (no idea if it's like this for other missions I haven't progressed that far) Put a satellite into a high duna orbit Put a satellite around dunas moon Do a prob X parts and land safely create a Craft to go to the monument Duna, in the way mission control is set up, is the FIRST post kerbin sphere of influence, it has a Moon, Atmosphere... Why in the name of Bob Kermin do we need to be thrown directly into the duna's monument when other things should be taught / more research to be given out. As of right now with 1 secondary mission that is a little to silly Lil Chonker, 1 mission simply not working, Wheelin, And Dealing, the only option to further progress is to do keostationary orbit, or do off "story" missions.. there is way to large of a gap in what is needed to be learned when going from minmus to duna. Second talk Doing a lot of sidequests of gathering ground science, flying science etc, there is simply just not enough Science points to be given out without finding the secret POI's as also stated in my discord post.. these missions might feel fine with normal research speeds and you have loads of of SP to get into deeper into the second tech tree without not completing the first tech tree, but for me, its hard. There needs to be a way to have like camera satellites, to find POI's on certain planets something like the surface scanner, but in a few tiers, with the weakest only finding the largest/most noticeable and the strongest just finding everything as a part both slowly in days(months) in game depending on range, geostation orbit/ polar orbit/ etc I really didn't want to do this post cause I'm not feeling well and I'm going sound like a complete mad man when I have what I want to say in my head, but out loud its just me spouting nonsense/broken english. personally, I that even doing premium+ missions that i need to be very picky on what i need to further progress the game, if the game had what i said above being able to get the few extra 100's of SP needed for a competent build should need to happen let alone teaching players that after getting to X planet they might have moons, or a atmosphere etc... i really hope the rest of the main story isn't like this, i don't know what I'm going to do honestly but the aggressiveness slope is to high from minmus to duna. please understand I'm really trying to say something that my brain isn't able to process due to being sick, and well, not able to do it in the first place without like 9 English to english translators.. also if anyone is able to translate this right now into something that is more, like readable I will edit this post make it better, but there is at least some points I'm trying to give out.
  4. I'm no longer able to link/relay communication systems. In KSP 1, it was possible to extend the reach of my communication network by bouncing the connection off of satellites w/ large radar dishes. Now, if my Tylo lander does not have a ridiculously large radar dish, I won't be able to transmit data down to Kerbin (even though I have satellites with sufficiently large radar dishes in the immediate area). Is this a bug? Intentional?
  5. Current Research Inventory shows a list of all the experiments and samples you've run over the course of your mission. New reports show at the bottom of the list. My suggestion is that the order of these is reversed so the newest Observation/Data/Sample shows first on the list while the oldest shows last. The reason for this is that I've already found myself in the situation where I couldn't remember exactly which experiment I had run last, and having to scroll down the list is a bit confusing, while having the new reports show first in the list would make things much simpler and smoother in my opinion.
  6. KSP1 already includes a search bar on the top right of the R&D facility that makes it easy to find the part you are looking for in order to focus your science points towards unlocking that specific branch. In current KSP2 tech tree you are forced to click node by node to search for what you are looking for.
  7. This knowledge base is open to contribution/suggestion This thread is a knowledge repository of everything that come out about and at the time of For Science! update. Many informations are scattered across posts, sneakpeek, discord messages, YouTube videos, etc... This is very confusing for people that just come around infrequently. For better understanding, I invite you to go check everything said in KSP2 Announcement, KSP2 Dev Updates, KERB and and Youtube's Dev Chat For Science! update "For Science!" is the next update (0.2) of Kerbal Space Program 2 and the first milestone update of the published roadmap. It will be released the 19th December 2023 and will features science gathering and tech tree progression. A lot of bugs are also indeed fixed for the release. Exploration Mode It is the Science game mode equivalent from KSP 1. No Vessel coins, only science points to gather and spend in the R&D building to acquire new technologies. Future milestones update will allow for colonies settlement, ressource gathering and utilization. Game save are therefore meant to be compatible with future updates. Science parts and gathering. There are 9 science parts for For Science! update. Most of them are situational and will require you to be in a specific state to work. There is the magnetometer, an atmospheric survey device, an underwater chamber, a "lab" with a greenhouse, two goo-based device, a robotic arm, a science jr XS bay and a cute camera. Science gathering is very different from Kerbal Space Program 1. During "Science and Tech Tree - KSP 2 Dev Chats", we learned that the science experiments are split between Samples and Data. Data can be transmitted, while samples have to be returned to the KSC (we don't know if colonies will be able to give science from samples). Experiments now have Data Size, and a duration. Even if not said, this approach is heavily similar to the Kerbalism KSP 1 mod. We don't know if the duration of the experiment is based on the animation, or if science parts will take longer to collect the science points. Biomes Biomes are making their way back into the game as a way to create distinct zone of interest, in which you can find science point or simply chill about. Mission Control The Mission control give you missions with science rewards. Not a lot have been discussed about it, but we believe missions are meant to push you further and further into Kerbol exploration. R&D & Tech Tree Research & Development building will permit you to spend your science points in acquiring new technologies. Exactly like KSP 1, however the Tech Tree is very different. As explained by Tom "FRRRIIIDDDAAAAAYYY" Vinita, the goal of the tech tree has been to drive newcomers and average players to discover new gameplay facets through technologies. A tiering system has been opted. Each tier has its own supposed destination target, and we can safely assume that these destinations have a balanced science reward for people to progress through the Tech Tree. There is only 4 tiers by now but the last dev chat let us suppose there will be tier 5 & 6 in the future (certainly for interstellar travel, as tier 4 supposed target is Eeloo, the last planet of Kerbol) Here's are high resolution screenshots of the tech tree: Anomalies/Discoverables These are what we called "easter eggs" on KSP 1. There are around 20 in-game (as of 0.1.5) and a dozen will be added. These locations will give you specific science points Colonies Colonies is the next milestone update and should come up relatively quickly (less than 10 months), following Nate's statement in Matt's interview at Space creator day. Colonies can be constructed after unlocking the corresponding technology. It'll be located at Tier 4. Due to the different variants of colonies we've seen in screenshots, tom vinita's quote: "we have plans for Tier 6", the knowledge that colonies will have more advanced parts unlockable over time, and following some game datamining, many suppose that colonies size and capabilities will be split into different technologies, in different tiers. Nothing is confirmed tho. A supposed early/mid tier 4 colony: A supposed Tier 5/6 colony: Additional informations This section is a collection of features or informations that are not major. Terrain Rendering improvements According to Dakota (Community Manager) there has been some new terrain rendering improvements: Buoyancy and Boat Dock We should expect better buoyancy in For Science! release. And a new boat dock have been added to the KSC Re-entry with Charring effects Already spoked about in a Dev Chat and in FS! announcement, Re-entry is coming in KSP 2. Moreover, heat shield now have charring effects, you'll see your heat shield becoming darker and darker, the longer you are burning in the atmosphere. We don't know if the charring shader is based on the amount of ablator. Tier leveling Tier leveling is the proposed idea of obtaining gain of performance/efficiency on certain parts if you unlock a tech tier. Official response from the team: Difficulty Settings You'll be able to choose in the difficulty settings: - The starting science points (0 by default) - Science Rewards percentage - Mission rewards percentage Wobbly rocket & Bugs fixes Announced during the Space Creator Day, For Science! will implement an autostrut-like short-term mitigation to the wobbly rockets issues. Please note that this is a short-term mitigation and is likely to be deleted in favor of a long-term solution over the course of the Interstellar release (as the actual solution will need improvements in order for Interstellar size vehicle to be fully simulated). You can learn more about autostrut in KSP2 and other bug fixes in the latest KERB:
  8. I recently used kcan to reinstall "Engineer redux" and "for science" however they don't seem to work. I had older versions of them in there that I uninstalled and deleted the folders before installing. When I try loading the game I just get blank white squares where the mod icons should be. Strangely engineer redux is up and running but I can't use the icon to close it. I have tried uninstalling and reinstalling, restarting, changing screen resolution. Not sure what else else to try.
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