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Everything posted by Starhawk
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Several off-topic remarks have been removed. The topic of this thread is the future of KSP2 graphics rather than the past of KSP1 graphics. Please keep your remarks on topic. Thank you for your understanding, Forum Moderation Team
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From Nate's Dev Update on Friday: Happy landings!
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Hello @Janeerand welcome to the forum! Happy landings!
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In KSP1 you could check the mass of your ship while in flight. No sign of that in KSP2. I guess you could estimate if you pay attention to the mass in the VAB. Happy landings!
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I am definitely not bored. I am enjoying the early access sandbox experience immensely. I played science when there was just sandbox and science in KSP1. When they introduced career mode I was very disappointed in it. The contract system was terrible at first and was marginally improved over many iterations, but it always seemed like a clunky, sort of 'cosmetic' addition to the gameplay that was bolted awkwardly on to the base game. It never seemed to fit well. Nonetheless I played career mode a lot. After unlocking the entire tech tree, science mode becomes sandbox mode and career is basically the same. The money only limited me for a very short time at the beginning of any career game. Once I unlocked all the buildings I wanted, I just did missions I felt like doing and found a contract or two that could be worked in to the mission. Money was never a limiting factor in gameplay once any career game had advanced a little bit. So then it's just unlocking the tech tree and, boom, sandbox mode equivalent This is how it works for me. "Hmm", I think, "where should I send a ship?" "Well, I haven't been to [destination] yet. I could send [thing] there. That sounds like fun." "Now how do I engineer that?" And that's where the creative side of KSP kicks in. I imagine getting [thing] to [destination] and maybe back, figure out what is needed for the purpose, and think about what I can build to do that. Anyway, that's how it goes for me. Some of the bugs are a bit tedious to work around, but I haven't encountered anything since the first patch that I am unable to work around in some way or another. And the next patch is slated to be out in a week or two. I tried undocking and docking for the first time in my mission to Vall. It worked almost perfectly. The undocking action was too forceful and my lander was kicked away from the mothership quite a bit faster than I expected. It all worked, though. I don't know if the reported bug has anything to do with a particular size of docking port or whether it was addressed in the first patch. I used the medium docking ports (Clamp-O-Tron Sr.). Happy landings!
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Weekly Challenge #5 - Land on Duna!
Starhawk replied to Ghostii_Space's topic in Challenges & Mission Ideas
Finally had the time to finish this challenge. I sent Jeb, Tim C. , and Derpont to Duna and Ike for the Jeb level challenge. This is the Duna II. Pretty thin margin for going to Ike and Duna and then returning home to Kerbin. Nice and simple. On the pad. Here we have Duna intercept. A tiny mid course correction to adjust inclination and lower periapsis to the equatorial plane of Duna. A massive 4 m/s dV expenditure and the trajectory goes from the blue line to the orange line. In Ike orbit. Interestingly lumpy in places. And there's Duna. And after the landing, here's the obligatory beauty shot with the whole crew. And here we are leaving Ike. And headed for Duna. 7 minutes of terror, indeed. I don't remember how many times I had to retry this landing. But the view was worth it. The Kerbals stacked themselves to celebrate. And here we are back home, safe and sound. Happy landings! -
Finally getting around to posting some pics of my Vall mission. Rather dubious engineering here, but only 49 parts. Here it is on the pad. Arrived in the vicinity of Jool. In Vall orbit. Docking after the landing. The lander was left at Jool and the return trip was uneventful. Happy landings!
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LOL! Hilarious. I returned from Jool. Pics forthcoming. Happy landings!
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Some content has been removed. While we understand how important and emotional a topic the game's title can be, we ask that you please restrain your comments and do not attack one another over this. Thank you for your understanding, Forum Moderation Team
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Overlapping thread merged.
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Moved from KSP2 Discussion.
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Oh fine then. @Angelo Kerman
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Went to Jool and landed on Vall. Beautiful! Happy landings!
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Maneuver Node Visible Through Planets
Starhawk replied to Nicrose's topic in KSP2 Suggestions and Development Discussion
This. Absolutely so much this. Happy landings! -
Moved from Bug Reports.
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3/24 Discord AMA - Nate Simpson - SUBMIT QUESTIONS HERE
Starhawk replied to Dakota's topic in KSP2 Discussion
This thread has served its purpose and has now been locked. -
Moved from KSP2 Discussion.
- 4 replies
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- modding
- missing features
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Moho in KSP2? Which profile?
Starhawk replied to JoeSchmuckatelli's topic in KSP2 Gameplay Questions and Tutorials
It's complicated. Moho is a special case. It is very deep in Kerbol's gravity well and all maneuvers deeper in a gravity well are more costly in terms of dV. It is in a very eccentric orbit around Kerbol. This means that there is a significant difference in your relative velocity if you encounter it at its periapsis versus at its apoapsis. It is in a very inclined orbit wrt Kerbin. This, combined with being deep in the gravity well, means a plane change maneuver to encounter it is very costly in dV. The upshot of all this is that transfer windows between Kerbin and Moho are definitely NOT equal. A simple Hohmann transfer is not really the most efficient transfer to Moho most of the time. It also means that simple tools such as the image shown or the tool linked in your post are not very effective in finding a good transfer. To get a better idea of the variety of transfer windows take a look at this. This is the output of the Alex Moon Launch Window Planner with the origin as Kerbin and the destination as Moho and the dates as Year 1 Day 1 (Year 0 Day 1 in KSP2). The porkchop plot is zoomed out several times to show a longer time range which allows us to see several successive transfer windows. Note that they are not very regular and that they vary significantly in the amount of dV they require. They also vary rather a lot in the duration of the trip (vertical axis). It has been said before that KSP1 has three big bosses. Eve, Tylo, and Moho. Eve is the hardest to return from the surface of. Tylo is the hardest to land on. And Moho is the hardest to get to. The orbital insertion dV required when you actually get to Moho is insane. Happy landings!