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The Comprehensive Colony Communications Archive
steveman0 replied to The Space Peacock's topic in KSP2 Discussion
I always like to highlight that the "significantly" here was notably understated compared to all of the caution about the timeline. I think it's a bit extreme to put too much stock in that considering there were doubts that it could even be faster. These kinds of interpretations are the kinds of things that set people up for disappointment. I think a fairer assessment is that it will be marginally faster. -
Bug reporting bugged out?
Spicat replied to cocoscacao's topic in KSP2 Suggestions and Development Discussion
In reviews! We're just very busy in life (well don't know about the other but for me that's the case), so sorry about the long delay. No need to report it again, it's there! (And as well as quite a few bug report of other people as well) I will try to do some this weekend. In general if a post is not of quality (not enough information, more than one bug into a report, ...) we try to contact the author (apart if he's anonymous) to help with that. So do not worry if you don't see your bugs for days (even if not ideal), it's just that we're busy or we try to find the source of the bug so it can take time. (I can see soandos, BechMeister, mattihase, you and some anonymous bug reports that are waiting) And if you don't see it for more than a week, you can contact us and we'll try to tell why it's taking so long (or if we didn't approve it). -
As someone who only played career and has never touched sandbox in KSP1, I'm still waiting until a milestone update offers new gameplay mechanics that make for a very replayable career worthy of a game that is called "space program" and I hope it'll achieve that with something that isn't offered in KSP1. Currently even the clunky mechanics in KSP1 offer a "space program" feeling for me, and I still find it interesting to start a new career thanks to the procedurally generated contracts and the need to balance science and funds. I'm still waiting to see how a believable, better than KSP1, space program can be had without funds, so until those things happen, KSP2 will stay in the single digit playtime for me.
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Hotel26 started following Eve terra-forming
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I am getting ready to ship a flotilla of bulldozers and earth-moving trucks to Eve for a highly-specific project. The aim will be to build a 4x4 km spaceport platform somewhere on the equator of Eve. The initial altitude will probably be 10km MSL. (Something like 64 cubic km of earth to move, which ought to take less than an hour.[1] ) Skycranes may likely be employed to ferry equipment from lower altitudes up the slopes to the spaceport precincts. The question being posed now is: "on Eve, what is the lowest reasonable altitude to launch from to make conventional VLHR[2] SSTOs viable? So to address the subject of payload, I am primarily/solely limited to an interest in personnel[3] and think 4+16 in a Mk3 format would be super. Maybe 2+8 in Mk2 at bare minimum. Would 10km likely be sufficient or will this project need to Aim Higher?? I would particularly like to hear estimates/advice from those who are reasonably experienced in Eve ascent, but all insights welcomed. [2] Vertical Liftoff Horizontal Return [3] Opinion of my Space Kommand is that only personnel and science need be transmitted out of Eve's atmosphere (and science can be relayed electronically).
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But much steeper
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Ayansh Kerman joined the community
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@IodyneI understand, and it's fine,seems like ksp community fixes fixed it
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[1.12.x] Cacteye 2 Refocused Full Release
Syczek replied to linuxgurugamer's topic in KSP1 Mod Releases
I having some weird issue when i use wield field camera after prolonged orbit : [ERR 12:07:30.899] CactEyeOptics: CactEye 2a: Exception 4: An error occurred producing a science report! [ERR 12:07:30.899] CactEyeOptics: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <9577ac7a62ef43179789031239ba8798>:0 at CactEye2.CactEyeWideField.DoScience (UnityEngine.Vector3 TargetPosition, System.Single scienceMultiplier, System.Single FOV, UnityEngine.Texture2D Screenshot, CactEye2.CactEyeProcessor ActiveProcessor) [0x0005d] in <e08a3f5eb40f416aa1288d32ace20675>:0 at CactEye2.TelescopeMenu.MainTelescopeWindowGUI (System.Int32 WindowID) [0x00a68] in <e08a3f5eb40f416aa1288d32ace20675>:0 https://www.mediafire.com/file/jbi3dbsmonz57f5/KSP.zip/file my log -
I'm doing a "no stress Minmus" fly-by, just because... In a slow time warp, my camera was focused on Kerbin slowly shrinking as the distance increased. There are plenty of crewed Moon missions ahead in the real world. Imagine those astronauts, slowly moving away from a single object in this universe that can sustain them, while almost anything can go wrong at any point. Proper cosmic horror. This is why I love this game. It gives me moments like this.
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Hello. One question for forum admins, or whoever can double check this. I've submitted a bug report two or three days ago, but I can't seem to find it. Maybe I'm just stupid. Can anyone check if that report exists, or should I repost it again? Thanks
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Banned for being prorary. pro & contra
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Floor 4742: A whimsy potato puree.
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[1.12.x] Silan: The Kerbol System's farthest planet
JoshTheKerbal replied to JoshTheKerbal's topic in KSP1 Mod Releases
It's on the SpaceDock page, if not already obvious from the images- 31 replies
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- Silan
- Sixth Planet
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(and 2 more)
Tagged with:
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I would like a return of kerbal specialists, just to give an actual reason to have multiple kerbals in a crew. Also I think leveling kerbals was good to give a sense of progression in the game. I'm quite confident that we will see the return of specialists in the game. I'm far less certain about the leveling because it would require training. Basically, training is making several times the same thing and this is exactly was the devs don't want in KSP2 (this is probably the reason behind the lack of planet occlusion for communication, it requires several communication satellites, this means several times the same kind of mission). Perhaps the devs will come with a new way to train kerbals to provide leveling without having to perform several times the same mission.
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Floor 4741: pure whimsy 031104192024
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Banned for being contrary 031004192024
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Copycat started following KSP1 The Daily Kerbal
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[1.2-1.7] Blender (2.83+) .mu import/export addon
kspbutitscursed replied to taniwha's topic in KSP1 Tools and Applications
its not working in blender 4.1? -
At what point do you see yourself "committing" more seriously to KSP2?
Well replied to RileyHef's topic in KSP2 Discussion
I've invested more time in the game after the For Science update, but I think for most of us it's to discover the new content added. But in fact that just the science mod we have in KSP1 so the game is more interesting and playable yes, but nothing really new, I hope the colonies will change that. But behind content, to see myself "committing" more seriously to KSP2, i need a more stable game, it's really frustrating to do complex mission in the actual KSP 2. But I also really feel the need of more gameplay and functionality, to be honest I don't really have any interest about multiplayer so far. But even if we get everything on the road map, that's still a lack of gameplay for me, that feel like KSP1 with mod, and i think i'm not alone to think that ? It's not surprising that some player add a fake "Kerbal Dating Sim" on the road map, yes it's a joke, i'm not even sure that would be a great idea, but that exactly the "fun" the joy of all the stuff and little gameplay that could be added to the game to make a really new game , not just try to match with KSP1 -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
Familiar card: [Cannot timewarp while vessel is under acceleration] -
We don't spawn the pages. The pages themselves choose us. Banned for misunderstanding that.
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One sentence you could say to annoy an entire fan base?
kerbiloid replied to Fr8monkey's topic in Forum Games!
The Power Armor and Minigan are available in the very beginning of Fallout 4. -
SalX joined the community
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Floor 4740: Pines. Wayward Pines.