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KSP2 Release Notes
Everything posted by Mikki
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My PC crackled while launching this station: And it went up, in fact a bit to high... its more than 2000 tons in orbit. Fully fueled. And i have have used a s***load of struts and launchclamps. Don`t ask me about the partcount, i don`t care any more. ...soon you can read some hilarious comments in my missionreport about what happend. My Kerbals have lost their sanity. I need help.
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My chief engineer has dropped following statement: "Due to a minor issue with loose struts and the fact that someone forgot to install proper WiFi on "Alpha-1" we decided to relaunch the station, with an eye on a less strut dependant construction. We also enlarged the fuel capacity by about 30%, which means our launchvehicle will become a bit bigger then the former one. While reconstruction of the first runway is still in progress, it will be launched from runway two. May Kod help us all. The launchweight will exceed everything before. I have sent my family to a remote island holiday resort in case this thing comes back down prematurly." KSP EA 0.1.5 Four not closer named Kerbals manned the cockpit. One "Clydesdale" solidbooster decided to go AWOL while launch, and my Kerbals had to manually countersteer the missing thrust. 54 boosters minus 1 don`t make much difference though... With good TWR and heavy struted we made our way to orbit... notice the missing booster at the highlighted second stage methalox core... Decoupling was peacefull, the tension on the struts not so much.... There was some wobble and oscillation in the structure, my Kerbals decreased the gimbal authority on all rocketmotors significantly to avoid loss of control... We overshot targetorbit of 125km x 125km, but at least we could lower it again with the remaining fuel... WiFi is now working, and my Kerbals look happy now. Next task is to attach a auxiliary thruster to lower the orbit. And then we are going to assemble the first true in orbit constructed interplanetary researchvessel. "Alpha-II" is up and running. What a madness...
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I landed my 0.1.4.2 shuttle at KSC 0.1.5... Clouds are awesome, blackrack for the win!
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KSP2 Tech tree and For Science! VAB (and analysis)
Mikki replied to Strawberry's topic in KSP2 Discussion
KSP2 must be accessible for new and likely very young players who are interested in orbital mechanics and space exploration. The educational value of this game is what makes it unique, and i hope this forum will stay open minded for all player ages and motivations. I personally am very happy with the direction IG, T2 and PD are heading. The miracle of KSP is simply the amount of ways it can be played, the only limit is the players own imagination. On the new techtree and science progression system i`ll just add my two cents a say "don`t fix what`s not broken". So my impression is that it makes well sense as far i can see by now. -
Release KSP2 Release Notes - Update v0.1.5.0
Mikki replied to Intercept Games's topic in KSP2 Dev Updates
"It just works! "Thank you so muc h! -
[Challenge Idea] Darwinism Kerbal style
Mikki replied to Coyotitos's topic in Challenges & Mission Ideas
Hi there @Coyotitos ...this is a great challenge, i will document my future fails for this thread! There are truely horrible explosions happening in my space program... -
Bug Status [10/23]
Mikki replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
i love the wobble, can haz 0.1.5 NOW? -
Bug Status [10/23]
Mikki replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
but but... i need love the "wobble"! -
I have lots of fun with KSP2... I am going all out now and i think most of the ranters don`t play at all, they just stir up the forum for lack of patience...
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One week after the launch of "Alpha-1" the story gets rolling... My Kerbals welded together a nuclear transfer vessel with a monoprop lander for Mun and Minmus. And they launched it fully fueled... because they can... And it did not "wobble" at all... TWR 1.18 at launch, gently maneuvering over towards the horizon... ...and we docked to "Alpha-1" quite easy, everything is working nicely... The transfer vessel looks tiny aside "Alpha-1"...omg...
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It’s strange that Dakota doesn’t seem to tell what will be told at this event.
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Hey! And it wobbles terribly! How so? Very cool craft!
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Due to real bad weather i had time to do some working stuff in KSP2 Ha, another one! This Shuttle is now docked to Alpha-1, and my Kerbals are relentlessly running around the station with their new magboots...
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Today i launched a classic Space Shuttle with a small station tug to Alpha-1... I could not resist and paint the tank orange... like an orange. Docking was a painfull chore, but after some twitching around it snapped flawless... I am now figuring out what do do next, maybe i start to assemble a reusable nuclear tug to visit mun and minmus with a lander on it... and i need some emergency escape pods, who knows... I moved the tug to the station. It will be handy to move stuff around which has no means of propulsion like tanks and such... Crazy thing, my Kerbals keep walking around the station with their magboots, it`s all the rage now
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I checked it for you... framerate at launch was awful... take a look: It is a refueling station, so there is also monoprop around to save on future launch vehicle weight... I also use to make monoprop only landers for small moons, this saves on complexity.
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I can run the game for hours as well without running into any issues. Landinglegs and undocking are sometimes quirky but no problem to work around a bit. I see no sense in critizing an early access software which is in such a good state really. All the core mechanics work as intended, no graphic glitches, high framerate even with several hundred parts at launch as i have proofed myself yesterday in missionreports. Going EVA is smooth and magboots are a funny addition to the game no one talks about.
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It is done, look here in the missionreports if you like:
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Megastructure Alpha-II "We must now use all our available options to make a difference. The prodigy of interstellar travel in our near future demands us to put all effort into it. We have no choice but to leave the known paths we have been used to." - Bob Kerman (KSP2 early Access 0.1.4.1) My Scientist decided recently to go full ballistic with the Space Program, and a group of rather stealthy acting engineers are vigorously working on a new approach to space exploration. This is my personal blog on a long term early access gameplay, where nothing is unthinkable. My Kerbals don`t care about bugs, wobble, bananas and the such. My Kerbals are utterly determined to use all the means they have to go big- really big. The first and most important goal of this company is to establish a vast structure in low Kerbin orbit which serves as a fuel depot and a reliable assembly site for further near space exploration. It is crucial to have a variety of access points on a single location, and to ensure the survival of all our Kerbonauts who have encountered the kraken or other technical issues on their journeys. And we are also tired of all the unconcious staff due to head concussions because they refuse to fasten their belts during maneuvers, this must end, now. Okay, enough the introduction. I launched the biggest and heaviest object in all my KSP2 experience, it weighs close to 9`500 tons at launch and consists mostly of all the largest and heaviest parts available for now. The final payload, a orbital fuelstation weighs 1`500 tons and goes up fully fueled, yes. Unbreakable joints is off, there are lots of struts and a small wood made of launchclamps on the pad runway. TWR is around 1.3, some large reactionwheels keep it straight during launch, no RCS thrusters have been attached to this craft. The CoM is exactly along the core truss, a big cone on top is the only remedy against huge drag forces. I launched it from the first runway far away from the Space Center, for obvious reasons. Thirteen thirty Clydesdale solid boosters were necessary to provide the needed punch. Eight of the largest methalox rocketmotors make the first core stage, the acceleration is ridiculously slow. Short after launch the gravity turn is initiated, using fine controls to avoid sudden rapid unplanned disassembly... The craft has nearly 400 parts at launch and it still runs smooth on my system, no crashing anymore. The Clydesdales solved a major workload on this launch, the remaining center cores had very little performance further up in the atmosphere, but it will be enough by the end, alltough very tight on fuel while reaching orbit. The fuelstation "Alpha-1" is top/ bottom asymmetric, port/ starboard is the same construction, except the antenna which is slightly left to the truss. Ascend went quite calm, the SAS followed on her own the prograde path of a quite nice gravityturn all the way to circular orbit, still with fine controls activated. Very little "wobble" observed. This was the first and successfull test to launch a superheavy payload to low orbit. All my groundstaff went crazy as the PE marker surpassed 70`000 meters. By the way, the point of control on this craft is a very large drone core in the middle of the core truss, it is also the root part of this vessel... This structure will be the assembly location for my next explorations. I hope this will survive the coming updates and hotfixes... The docking ports in all sizes will be needed to attach new features like radiators and laboratories for science, and likely more habitat space for all the stranded Kerbonauts out there. Please don`t ask me about the sideways mounted methalox tanks... I hope you enjoy this blog about my mad Kerbals, i for one am having great fun to make this happen. I hope i can extend this structure until my PC melts away...
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My Kerbals have decided to go fully ballistic with their newest space refueling station. They declared to launch a fully fueled, close to 1500 metric ton heavy, peak performance epiphany of Kerbal space faring ... madness. Jebediah is very enthusiastic and confident to survive the launch. How little he knows one might say, but hey, he is actually immortal in early access. No problem here. And this thing is well balanced with the center of mass along the main truss, however, i am eager to see how my Kerbals solve the issue with drag during ascend... Clearly, it will be launched vertically, and it might end in desaster... Solar panels will be retracted, no worrys...
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Hi all, some of you may remember me, i am a seasoned KSP player and here is my advice to launch basically everything, even pancakes to orbit. Our goal is allways to perform a proper gravityturn, which ends up at between 70`001 meters circular or higher, depending on your missionprofile. (Launching straight up is still a viable method of leaving Kerbin, nothing against this... ) Checklist on your rocket: 1. Thrust to weight ratio (TWR): A TWR of 1.4 or more and pulling full throttle all the way up trough the lower atmosphere will likely get you in trouble. In reallife rockets are throttled continously to avoid exceeding pressurewaves along the fuselage (Max pressure limits at various speeds and shapes). 2. Drag: The use of cones and fairings is highly recommended, blunt surfaces will bend your contraption if you like it or not. Even large blunt tails (i.e. Space Shuttle center tank) without rounded bottom increase drag alot. 3. Reaction wheels: More than one large active reaction wheel on a multistage craft will inevitably create trouble, having seven different reaction wheels all over the multistage rocket in different sizes, is likely to fail. Disable excessive reaction wheel authority during launch and you will be happier. 4. RCS: We don`t need RCS during launch, never. Disable RCS. (Me at least ) 5. Center of mass (CoM): Ideally, we want to have a launchvehicle which has and keeps the CoM above the middle of the height of the rocket. But this is KSP, and we launch how and when we like to launch our pancake, i know. But designing your launchvehicle so that it stays topheavy is beneficial for your space program. Take a close look how soyuz and some proton rockets are buildt, the center stage is sometimes tappered wider on the upper half for this reason. 6. Max pressure: Maximum pressure occours at a certain height, speed and atmospheric condition, and is also depending on your individual launchprofile. Don`t slam your rocket into a wall. 7. Engine gimbal: Most of the available rocket motors for the first stage provide gimbaling by default. Reduce gimbal massively or disable gimbaling completely on asparagus style first stages on the outer engines, and your rocket will never be seen again on Kerbin... 8. Struts: Struts are meant to stiffen your core stage and connect boosters and the like with the core. You get the idea. Putting lots of struts to your craft can be necessary, but usually it takes just a minimum amount for the desired effect. 9. Control surfaces: Adding control surfaces and fins on strategic points on your rocket mostly helps, but avoid overengineering which often results in resonance to other means of control like reaction wheels. 10. Fairings: As far as i have seen fairings work fine in the current state of KSP2 (around EA 0.1.4 +), even giant ones do their job quite well. So i highly recommend the use of fairings, as intended by the devs. 11: Solid Boosters: Solid boosters (Aka ``The Poor Mans Launchpad``) are very usefull to save on methalox stages, its an issue of economy and designing concept to overcome the thick atmosphere on the cheap. I highly recommend the use of solid boosters to save on overall weight of the launchvehicle. 12. Gravity turn: Turning down your rocket gently towards the horizon while gaining altitude is a core challenge in KSP and KSP2, if your 1500 ton twelve stage interplanetary launchvehicle can do this with activated fine controls, you have won the game. 13. G-forces: We have a G-force indicator left to the Kerbal portraits, which is also very usefull to keep a sane amount of thrust while ascend, i don`t observe this feature often myself, but sometimes it is helpfull. One picture to think about: Happy launchings! I hope this little guide was somewhat usefull for one or the other (New) player...
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I don`t feel frustrated at all. And i would never assume in public the opinion of other people about anything. Plain clickbait.
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I have experienced issues with stack separators, stack decouplers work fine... Some of my multistage rockets disassembled during launch for no reason, until i discovered that replacing separators with decouplers solves most of the problems... maybe worth a bug report for itself...
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Kerbal Space Program 2 (not dying and getting a new owner) Hype Train.
Mikki replied to AtomicTech's topic in KSP2 Discussion
...hmmm... coal... fusion... pellets...- 826 replies
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