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KSP2 Release Notes
Everything posted by EnderKid2
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Ooh, clouds
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steam's default screenshot key collides with some sort of aerodynamic debug panel
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For parts without a "shift for more info" option, the descriptions are cut off and you cant shift to expand them.
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Assembly to be launched flag shows through detailed part info window
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Why aren't the Vectors HydroLox fueled?
EnderKid2 replied to Tweeker's topic in Prelaunch KSP2 Discussion
Because the Vector is not an RS-25, it's a KS-25. It looks a lot like an RS-25, but it isn't. -
Change sizing abbreviations
EnderKid2 replied to Zozaf Kerman's topic in Prelaunch KSP2 Suggestions & Development Discussion
because then you either have a search that requires you type out the entire word exactly, or a search where searching 'L' brings up both "L" and "XL" and possibly "XXL" and so on -
Rocket noodling? Oh gods, not again...
EnderKid2 replied to Jarin's topic in Prelaunch KSP2 Discussion
IIRC the devs said during the event that the SAS's PID controllers need tuning, especially for aircraft -
OMG the sound design - AAA out of the gate.
EnderKid2 replied to Chilkoot's topic in Prelaunch KSP2 Discussion
Ye the sound design seems great, though I'm hoping for a mod to add some of Askerad's music as well https://www.youtube.com/@Askerad -
Engines not better identified in the last feature video
EnderKid2 replied to Laxez's topic in Prelaunch KSP2 Discussion
Didn't we see examples of refineries for all sorts of different fuels? -
[New] Space Launch System / Orion Discussion Thread
EnderKid2 replied to ZooNamedGames's topic in Science & Spaceflight
here we go we have a "Pointy end up, Flamey end down" -
Firefly Aerospace Discussion Thread
EnderKid2 replied to Ultimate Steve's topic in Science & Spaceflight
ooh, sounded sorta screechy/crunchy -
I definitely think Scansat-type experiments where you need to solve some sort of puzzle (in this case getting an orbit that will pass over every point on the surface to some extent) would be good.
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a probe could definitely get there I think. If you have the communotron 16, that has the range to get a signal to Minmus if you have tracking stations tiers 2 or 3 which you have as you're playing science mode
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KSP procedural star systems confirmed?
EnderKid2 replied to Dantheollie's topic in Prelaunch KSP2 Discussion
Go into it as blind as possible, but if you get stuck, ask for hints on the subreddit. They're good at nudging you without spoiling. Back on-topic, I can see how procedural design is not ideal but our sample size (of one star system) is low. Perhaps Elite:Dangerous is right and 90% of what we find are bland balls of ice or rock or gas giants.- 22 replies
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KSP procedural star systems confirmed?
EnderKid2 replied to Dantheollie's topic in Prelaunch KSP2 Discussion
Not "The Outer Worlds", "Outer Wilds" They're entirely different games.- 22 replies
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KSP procedural star systems confirmed?
EnderKid2 replied to Dantheollie's topic in Prelaunch KSP2 Discussion
Would be cool if they could somehow get some permutation of Elite: Dangerous' Stellar Forge generation system and have an entire galaxy though no one's ever gonna get more than a few hundred LY out- 22 replies
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Lighting whilst traveling between stars
EnderKid2 replied to ChubbyCat's topic in Prelaunch KSP2 Discussion
would be nice to get some sort of augmented reality "utility overlay"/"night vision" which shows your ship(s) in fullbright and, if you have the relevant sensors, the ground and surrounding objects in wireframe/pointcloud -
thought experiment: single-part rigid-body ship, no crash damage, timestep of 1/10 of a second for simplicity (though this will also apply if our craft is allowed to deform) t=0.0: craft is heading at the ground at 100m/s. It is 10m above the ground. t=0.1: craft contacts the ground 100m/s = 10m/0.1s t=0.2: we have 2 options now: 1. unconstrained phyisics engine: Craft velocity is set to 0m/s, a change of 100m/s in 0.1s, or 1000m/s^2. The craft correctly stops at the ground and all is fine. t=0.3+ Craft velocity is 0m/s, craft is sitting on ground. 2. constrained physics engine (set to 100m/s^2): Physics engine calculates that an acceleration of 1000m/s^2 should be applied to the craft and thus its velocity should be set to 0. "error checker" says "oh no you don't", and applies an acceleration of 100m/s^2 to the craft instead, setting its velocity to 90m/s (a change of 10m/s in 0.1s). t=0.3: craft is now 9m below ground (moved 9m in 0.1s). Physics engine calculates that an acceleration of 900m/s^2 should be applied to the craft and thus its velocity should be set to 0. "error checker" says "oh no you don't", and applies an acceleration of 100m/s^2 to the craft instead, setting its velocity to 80m/s (a change of 10m/s in 0.1s). t=0.4: craft is now 17m below ground (and so on) You see, sometimes extreme accelerations are required for realistic physics.
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issue is that acceleration clamping is going to clip you through the ground because while the max acceleration of a bare engine might be hundreds of Gs, an impact with the ground could be thousands.
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Shirubāottā: A Tale of Fusion and (Non) Functionality
EnderKid2 replied to Akagi's topic in Science & Spaceflight
Means it would still be useful for slowing down upon entry to a system... -
Crazy celestial body ideas
EnderKid2 replied to Vl3d's topic in Prelaunch KSP2 Suggestions & Development Discussion
there's going to be some level of spin where the spheroid is very oblate but net acceleration toward the center at the equator is still positive. -
Crazy celestial body ideas
EnderKid2 replied to Vl3d's topic in Prelaunch KSP2 Suggestions & Development Discussion
What if it's spinning really fast?