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  1. Well, it finally happened. After three years of reading people's fanfic on this site, I finally got around to making my own. I hope you enjoy it. So, here goes! Chapter 1:
  2. Pues era algo que se podía intuir y es que Kerbal Space Program 2 se tomará un poco más de tiempo para completar su desarrollo y su nueva fecha estimada de salida es otoño del 2021. Traducción: Queremos compartir una actualización para todos nuestros fans de Kerbal Space Program: Lanzaremos Kerbal Space Program 2 en otoño de 2021. Como todos sabéis, hemos estado trabajando duro para hacer la mejor y más auténtica posible secuela de Kerbal Space Program. Este es un objetivo ambicioso. Estamos haciendo un gran juego expansivo cargado de nuevas características, pero hacerlo llevará más tiempo del que habíamos previsto. Con todo lo que está pasando en el mundo debido al brote de COVID-19, nos enfrentamos a muchos retos únicos que requieren más tiempo para iterar de forma segura, crear, probar y hacer que Kerbal Space Program 2 sea tan grande como pueda ser. Entendemos que estas no son las noticias que esperábais, pero en última instancia tenemos que tomar la mejor decisión para el desarrollo de Kerbal Space Program 2. Dicho esto, os seguiremos manteniéndo actualizados con más videos de características, blogs de desarrollo y otros contenidos para compartir nuestro progreso desde ahora hasta el lanzamiento. Apreciamos a todos los que habéis estado en este viaje con nosotros, realmente no podemos esperar a volar juntos, y esperamos compartir más a lo largo del camino. Lanzamientos seguros a todos los Kerbonautas ahí fuera y permaneced atentos. - Equipo de desarrollo de Kerbal Space Program 2 Tenéis el hilo en inglés aquí:
  3. I'm wondering if the moderators have given thought to how KSP2 will (or will not) be integrated into the Forum? For example, in Challenges and Mission Ideas, will there be a separate KSP2 section, or will they all be together and it is up to the poster to distinguish? For all we know, there may be many challenges where participants could have the option to do them in either game--in the same way we sometimes create separate leaderboards for stock and modded submissions. I have no preference, but it might be a good idea to have some outline idea. I think this is a superb forum, and I have little desire to leave it whether I play each game or spend more time in the new one. you have thoughts on this?
  4. From the video above we can make out a few things about the new KSC. -The first and foremost thing is that the KSC is now separated into islands in a marsh/pond like area. -Second, it has not 1, but 2 very larger runways, I would argue these are longer and possibly wider than KSC OG Runway. -Third, next to those runways are helipads, or if you're a propulsive landing fanatic, they could double as landing pads for boosters. I only catch a glimpse of 4 pads, but I assume there are five or more due to the placement and how equal distant they look along the runway. -Fourth, there are 4 launch pads, possibly 5 or more, all ranging in size and shape. At least one pad has a launch tower, but it can be argued they all do, ranging in size and shape. --The launch towers are on crawlers. Whether these crawlers are able to move or be controlled is unknown at this time. -Fifth, buildings, launch pads and runways do not have a destruction feature built into the game as of yet, but as they have said they want to put everything KSP 1 had and more in, I don't doubt that at release destructible entities will exist. -Sixth, the communication array at the KSC seems to be altered from three dishes to one massive dish. -Seventh, the rockets on the launch pad have chill or cooling effects. You can make out mist falling off the rockets, a sign of real world cryofueled rockets. This effect also lasts for a few seconds after launch, and possibly further. -Eighth, launch pads have or can be outfitted with engine igniters. This might be a sign that engines are more realistic and have starter fuel. This also might be a sign that fuel tanks might need to be settled before engine ignition can begin. Watch out for your upper stages if this is the case. -Ninth, the launch pad the rocket is sitting on may be a part. Modular launch pads my be stock in KSP2. "It didn't explode though." It may have a higher tolerance or may not have damage programed into it. It may be an immortal part as of this footage, but may change at launch or just before launch. -Tenth, The launch tower may be a part, modular launch towers may be stock. "It didn't explode though." See ninth point. -Eleventh, The crawler the launch tower is on may be a part, crawlers might finally be in game. "It didn't explode though." See ninth point. These are the things I noticed in the pre-alpha footage. If I missed anything, please do say so.
  5. After playing this game for such a long time, I always feel lonely playing alone. I want to get in touch with you. If you agree, you can send an email to the following address: [removed for your protection} Thank you so match!!!
  6. Returning Planets and moons This includes planets that we know are returning planets/moons in KSP 2 Jool (and system): We have seen multiple clips of some of the greatest places in the Kerbol system. In some other clips I found, I had one with Laythe in it but I can't find it right now. Kerbin (and system): We see our homeland and we have seen multiple clips of the new KSC and we have seen clips with the mun in it. It's still up to debate about some clips that look awefully looking like Minmus. Eeloo: We saw Eeloo! In the Pax East clip! Holy cow my favorite planet in the original just got more beautiful Eve?: We saw a clip of a purple planet and later at Pax East a view of where it is in the system. Based on where it is, It looks like to be in a similar orbit of Eve, but the terrain I can't find something similar. New Planets Rask and Rusk: Two Binary planets that tug on each other. Pretty cool planets in my opinion. It was said to be a hard one since the orbital mechanics while be a doozy for visitors. Ovin: A superkerbin, now we have gotten so much clips from this place. It has a ringed system as well that which is nice addition to this beautiful planet. Glumo: A saturn like planet with it's Icy moon Meurble. Now of course we see it's decently small and outside the ring system of Glumo. But in the cinematic trailer it looked larger and we saw more details like it's equatorial sea. Char: This new world is really close to the sun (Now disclaimer the image above may not be Char but it was very similar to it's description) Unnamed planets and moons With this one because how many canidates there are we are going to go with that WE KNOW they are new This one is pretty heavily cratered and well we know that this isn't some returning planet because of how far away it is from the sun. This same planet also looks like to have a moon scroll down below Here is another one that looks very similar to the one above but is very different in color. This one may also be the same as the one above it. But too early too tell Holy Cow this one we have not seen so much (What I mean is not at all!) It has a huge liquid filled crater with rugged terrain. This terrain looks awfully familiar to what you would see on Dres but hey! Could be a new planet! Now at first look you may say "Yeah that looks an awfully like Minmus" But Here I am saying the same clip showed this place with craters? I don't recall Minmus having Craters... Maybe the same body as shown above... But we don't know yet... The Moon of the unnamed planet from earlier. Looks a lot like Ike... Very Tylo looking planet. The fact it has solar panels may mean that it's really close to it's sun I do hope you did enjoy this... If you find more or have a correction reply below. And if you liked this then press a like so I know to make more of these in the future
  7. One thing I've always loved to do with Kerbal Space Program is plan my craft. It's dang fun, and even if all my wacky designs never actually pop off the drawing board, it's nice to be able to brainstorm. The way that I was able to do that was memorize the KSP Parts catalog and just draw simplified versions of the parts, which worked splendidly. But for that I needed the KSP Wiki to show me what the parts' properties were. I was wondering if a KSP 2 Wiki is going to come out soon so I can start designing bases and all the cool stuff they showed in the cinematic trailer! Thanks, - QvestionAnswerNeeded
  8. Well, do you think KSP2 should have a DLC?
  9. Note: There is a very high chance I'm very incorrect, since I live under a rock and this is the only game I've been actively waiting for, and I have no idea if this time of waiting is the norm. The trailer was released in August of 2019. Between August and May/June (my predicted release months) is a lot of time. 9-10 months, to be exact. We're halfway through the wait, and hype seems to be getting lower and lower. People seem to be caring less about KSP2's amazing features, and even I have stopped getting shivers down my spine when I think of planetary bases and interstellar exploration. (But maybe I just need to listen to the trailer at full volume again, that seems to do the trick for me.) My theory: these are connected. Star Theory might have released the trailer and announced the game too early. Because of this, the excitement people have been holding for the first few months seems to be slowly decaying, lowering the number of serious discussion posts and leaving room for the "wow this game is gonna be horrible" posts to seep through. If Star Theory announced it in January, they could tell us the release date just when we started getting bored of being hyped, and we might get re-hyped and an exact time to look forward to. I don't know if 9-10 months is the typical stretch of time between trailer announcements and game releases, but if so, then the video game industry has it all wrong. They will lose hype too early before release, just like KSP2 is experiencing, and when they release the exact date, they might not gain enough hype to get enough popularity further on. I don't know if I'm totally incorrect here (in which case, be sure to let me know why so I can learn and revise), but I think the choice in releasing the trailer wasn't the best of ideas. Let me know what you think about this.
  10. So KSP 2 is coming out in 2020 very soon. I wanted to add an expansion package based on the 1998 Lost in Space film. These include: Jool 2 spacecraft (based on the spacecraft seen in the film, called Jupiter 2) Jool 1 booster rocket (based on the Jupiter 1 booster rocket also seen in the film, with Super Large fairings with holes to mount rocket engines) Jettisonable adapter for the bottom of the Jool 1 booster Launch tower for the Jool 1 booster/Jool 2 spacecraft (with crew access arm and umbilical masts, new launch pad addition) Extension of "R-12 'Doughnut' External Tank" called "R-20 Large Jettisonable Sliced External Tank"
  11. Hopefully yes,but IDK so I'd like to know you guys' opinion.Sorry if my grammar is wrong.
  12. You know that more will be coming after release, right?
  13. Just a few hours ago, a new PC Gamer article went up discussing Colony mechanics (and Kerbal reproduction, but only in that it is something too horrible to disclose, apparently.) JUICY Details: Colonies will start out with set deployable modules that you will land on a planet's surface. Once deployed, it sounds like you can then use the Building Assembly Editor (or BAE for short... nice) to add pieces to your colony. At first, you can only use parts that you have brought with you from Offworld, but eventually you will be able to unlock the ability to directly manufacture parts from available resources. Unlocking these parts seems to originate from a progression system tied to colony size. Colony size (and the aforementiond Kerbal multiplication) will not be a product of time, but rather the result of you achieving specific goals, which will then cause a... uh... "celebration" that will lead to a significant baby boom in your colony. No comment. Eventually, you will unlock buildings to create vehicles that can then be built and launched at that colony! Obviously this will grant you the benefits of building in low (or null) gravity, and which will apparently be a requirement for unlocking interstellar progression. A few other notes or observations on my part: They've talked primarily about terrestrial colonies, but I'm assuming space colonies will follow some similar methods. In both cases, I think we will probably still be able to launch and dock colonies/space stations as we used to, but this sounds like it will be a great alternative with real substance in late game mechanics Star Theory has previously said that buildings will be subject to physics after they are constructed, but not necessarily in the editor, so expect space kraken shenanigans! Except not in space... we may need a new, land-based mythological creature to blame our colony woes on. For now, I'm taking the Cinematic trailer at its word when it comes to physical models, if not the actual visual effects, in representing the main game. Given that population is so emphasized, expect lots of geo-domes and habs, and maybe many other specialized buildings (not just ol' spaceship parts). Maybe these will automatically generate when your population increases? Or will we need to be building habs to accommodate? I have a... not great reputation for creating sustainable housing in Frostpunk, I'm a bit worried here. Interestingly, how these things unlock seems a bit ambiguous. There's been no mention of science so far, and it's unclear if colony progression will unlock entirely new parts, or simply make parts you already have usable for the colony. It also sounds like additional functions within the colony will be unlockable through population growth: obviously spaceship construction is one, but airstrips and land vehicular construction are also likely. I imagine other functions could be resource management, communications and control, and research. Population also makes me think about how this will impact astronaut recruitment. Will astronauts be able to inhabit colonies? Will colonies each have their own pool of astronauts, or will it be one large collective pool? Will astronauts need to be transported between colonies before they can be assigned to ships launching from each world? Lots to consider, verrry verrry interesting.
  14. Some Mods in the first game enable lifesupport, aka you have to feed your Kerbals for them to stay at work. Do you think this feature will be in the sequel too?
  15. I play on PC, but my brother plays on XBox. Since KSP 2 IS going on XBox, would the multiplayer be cross platform for PC and XBox?
  16. So with the awesome announcement of the sequel of our favorite game a question has to be asked... Will N-body physics à-là Principia be implemented? What do you think.
  17. Hello everyone. Following a reddit thread, let me post here some thoughts about the current science system and what I'd love to see in KSP2. Currently, experiments give you science points. Some missions or achievements also give you a small amount of points. You use these points to unlock nodes of a tech tree. Nodes give you parts. Upgrading the RD Building allows you to reach further in the tree. You may (according to your career settings) need money to unlock each different parts. What I like about it. It's a familiar concept in games. It's easy to understand. Fancy parts are harder to get. What I dislike about it. All the experiments are equivalent (1). It encourages grinding science (2). Experiments aren't connected to unlocked technologies (3). (1) Science points are science points, no matter where they come from. (2) I feel like it's a lot of "go that high, go that far, bring thermometer, barometer, goo, come back" (3) I know the temperature of the North Pole of the Mun, my scientists can finally develop supersonic air intakes ! A system that I think would be interesting (I will most likely purchase KSP2 in any case but hey, my pride would be infinite if I can contribute) would be to..... Have missions to unlock technologies or parts. Yeah, revolutionary idea, right ? For instance, launching the first uncontrolled rocket "that high" would unlock basic control. Then the first suborbital flight unlocks higher vacuum ISP engines. The first orbit unlocks basic RCS, while the first rendezvous unlocks docking ports. And so on. You get the idea. EDIT : I think I got misunderstood at some point. I didn't mean that the "missions" or "milestones" would come one after the other in a predetermined sequence. You could have a tree as well. And chose how you want to progress through that tree. My point is just that instead of having science point requirement to unlock technologies or parts, you'd have to do specific stuff, or go to specific places. But not in a specific order. /EDIT Why do I think it would make sense ? Well, right now, you can basically have almost everything unlocked before you send your first interplanetary craft. Not so challenging. So it would be more.... less..... well, I don't know. It just doesn't feel right. But moreover, and especially with colonies and interstellar flight, it makes even more sense. Because... imagine making your first colony and.... you already have unlocked fancy habitat techs. Nah.... The first offworld colony must be a dusty sh*thole. Barely habitable. But from that experience your scientists would learn sustainability. And so on. That being said, a science point system can still be useful to either upgrade parts (cheaper, lighter, harder, whatever-er) or to unlock some better technologies. Like the first Orbit unlocks small RCS. Science points unlocks bigger RCS blocks or increase the ISP, or allows for LFO, ion or other kind of technologies. You've read so far. I'm flattered. What do you think about it ?
  18. So, I'm back from both PAX West AND the KSP2 Roundtable at the Star Theory Studios. As promised, I've got interviews, screenshots, gameplay footage, and a LOT of comments on the time I spent with the devs. I'll be streaming an AMA LIVE on Twitch this evening for a few hours, starting at 4 PM EDT (Basically Now). The VOD will also be available afterwards if you want to get caught up on your own schedule. Link to stream is here. If you come from the forums, say so! Stream is over, but I've permanently archived the video off to here:
  19. ¡Hola a tod@s! Abro hilo para que expongamos opiniones y debatamos sobre el nuevo anuncio de tal imperiosa secuela. En la cabecera del foro tenéis el enlace original, aunque a continuación dejo la traducción de la review en PCgamer e incluye el asombroso trailer. Kerbal Space Program 2 ha sido anunciado con nuevas características, nuevos planetas y, quizás lo más sorprendente de todo, un nuevo desarrollador. Star Theory Games, anteriormente Uber Entertainment, está tomando las riendas de la secuela, que se lanzará en Steam en la primavera de 2020, y en consolas en algún momento después de eso. En Kerbal Space Program 2, los jugadores podrán construir nuevos buques interestelares con nuevos motores que los llevarán más allá del sistema solar de Kerbal. Un nuevo generador de colonias le permitirá establecer bases complejas, e incluso le permitirá construir nuevos vehículos desde la órbita. Kerbal Space Program 2 también presentará el modo multijugador, aunque Star Theory Games se mantiene en silencio sobre lo que eso implicará. La secuela traerá una selección de mejoras a la esencia de Kerbal, incluido un nuevo sistema de terreno que hará que los planetas sean más interesantes para explorar, un soporte de modificación más profundo y un tutorial mejorado que apunta a retener la dificultad del juego original al tiempo que introduce mejor los conceptos clave. La ciencia de cohetes sigue siendo difícil, pero al menos será un poco más fácil de aprender. Puedes ver a los nuevos desarrolladores de KSP2 hablar sobre asumir el proyecto en este diario de desarrolladores de nueve minutos.
  20. I'm going to try to be as careful as I can with my phrasing here, because I really don't want to be misconstrued. (I tried asking this on one of the KSP groups on Facebook and it spiraled out of control pretty fast.) KSP2 developers stated that there will be no FTL drives in the game. I'm perfectly happy with this, and to be honest, would have been let down if they did add warp drives, wormholes, or other handwavium. Also, implementing full Special Relativity is way impractical for a game, and besides, the math gets hairy enough that I can't imagine a developer spending time trying to add proper SR into a game. However, it does occur to me that a developer could easily add the speed of light as an upper speed limit for ships, and also model acceleration so that, as your velocity is a larger and larger fraction of the speed of light, it becomes harder to accelerate faster. For stock KSP1, the parts are nowhere near powerful enough to reach sizable fractions of the speed of light with a reasonable fuel supply. However, they can in theory exceed the speed of light with the infinite fuel cheat, and with enough patience. Also, glitches can and have sent craft well exceeding the speed of light, as Danny2462 and others can attest. For KSP2, presuming that the Project Orion/Project Daedalus parts are similar to their real-world counterparts, they'd be able to reach a top speed in the neighborhood of 0.1c, but I can't hold myself to that presumption. It's entirely possible that these parts will perform more powerfully than their real-world equivalents, to reduce the travel time between stars. So having said that: What is the likelihood that KSP2 will have an upper speed limit? Do we even want an upper speed limit, as a community? (There are arguments for and against. I'd favor the realism of it taking a long while to reach other stars, even with advanced sublight drives, but I know some will insist on a mod that permits FTL travel, or think the concern is irrelevant.) I welcome your well-considered and respectful thoughts. Thanks. NOTE: I've updated the title and the post below to reflect that I was saying "General Relativity", but as @chaos_forge pointed out, Special Relativity is where the cosmic speed limit was first set. As SR is a special case of GR, my statement wasn't entirely inaccurate, but it was imprecise.
  21. So I just found this’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 count on the modding community to fix it. Overall though, there’s a lot of information that could be gleaned from this!
  22. Can in KSP 2 be more advanced IVA activities such as flying inside space station modules.It would be good because I didn't want to build space stations using plates and hollow fuselages if i want to fly inside space station.
  23. I was watching the KSP2 IGN interview, and they were showing the pre-alpa footage of KSP2, and I noticed this. You see it yet? Well, let me show you. I don't know what this could be. Maybe I'm just wrong and it is part of the visual effects. But I have seen it in other places too, so can somebody explain to me what this is?
  24. 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 hologram. Fourth collect resources, get them to the factory and the let it construct the colony. I would suggest that the modules are built instantly, leaving no room for any time delays that could add micro transactions. I only want to buy the base game and the maybe 2 or 3 dlc's but NO MICROTRANSACTIONS It would really hurt the game. But other than that I am SO EXCITED pls keep up you work!
  25. Hi! I have a Mac to play KSP on it and i don't really wanna change platform to play KSP 2, so my question is it will going release to other platforms like macOS / Linux ? Or it will be only for Windows? Thanks for the answers!