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KSP2 Release Notes
Everything posted by Gurkonier
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And i the biggest improvement will be the new architecture of the game, which should allow us to build structures as big as the ones shown in the trailer. At least Nate Simpson said that they will work fine with an average pc. This will enable new possibilities for players and for modders. Imagine trying to build the interstellar ship with the shipyard in KSP 1. Edit: You actually don't need to imagine that. ShadowZone tried that in his trailer remake and it didn't work at all.
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How do you build your relay network? Stylewise
Gurkonier replied to CrazyJebGuy's topic in KSP1 Discussion
I used to put three even spaced in an orbit. But more recently i built a satellite centrifuge, where i put a bunch of relay satellites on, rotate it fast enough and decouple them. The chaos does the rest. You only need enough satellites, so the chance is high enough, that there will always be a relay in sight. Doing this with a resonant orbit is much more time consuming. (at least for me, because i can't sleep well, if the orbits are not within a tolerance of 10m) Edit: Then, in the most cases the spent stages with relay antennas thing is enough for moons. -
I think it will be more like minecraft multiplayer. You can host a multiplayer game locally, or host a server. And all with your own rules.
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I think there are many possibilities. He said we can work together as one agency. We could make a space race with multiple agencies. But we also can work together as multiple agencies and cooperate with each other. So like one specializes on transportation and another one on colony building. Or different players specialize on different ressources or star systems. So i think you can play multiplayer the way you like it the most.
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KSP 2 Multiplayer Discussion Thread
Gurkonier replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
He already did that back in 2019. But nice to hear some new infos about multiplayer.- 1,629 replies
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There you go
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Kerbal Space Program 2 Release into Early Access Feb 24th
Gurkonier replied to Intercept Games's topic in 2022
One of the many reason i continued playing KSP was the constant stream of new updates. It was exciting to test new features and i think i will enjoy playing along the development process and seeing, how KSP 2 evolves and becomes more complete. But i can also see, why other people see it differently. For example mod development will be as hard, as it was before KSP had it's final (major) release. -
Kerbal Space Program 2 Release into Early Access Feb 24th
Gurkonier replied to Intercept Games's topic in 2022
This looks the same way as i imagined the screams of martincitopants -
That sounds convincing. Maybe i'll try to replicate the bug in the future. But i think, if there will ever be another hotfix for KSP 1, this is not important enough to be fixed, nor will it be relevant when KSP 2 releases.
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Thanks for your reply. Yes, that is the antenna i used. I had more than enough battery charge and checked multiple times, that my connection was good. Rotating it was one of my last attempts, knowing that shouldn't change anything. I also never experienced that myself. I have more than 1000 hours, so i'm very confident, that i checked everything that possibly could intervene with transmitting my science. So i think, that there is a mechanic regarding communication, which i never knew exists, or it's a bug, which also never occured to me... The one is the actual probe in Duna's orbit, which had this problem: This one is a test probe, which i cheated into Duna's Orbit: The were in the orbit at the same time. The first one can only transmit science, when the antenna is retracted. The second one can do this all the time. For the second one i also included a hinge, because i thought this could be a problem, but this time it worked. Both have this connection status:
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Today i sent a probe to Duna to perform some science and send it back to Kerbin. I had a lot of problems doing this, because i wasn't able to get it work, even though i had the DTS-M1 antenna with me, a connection was established, had a signal strength of about 70%, and Data TX was there and showed me, that i could transmit science. After some trial and error and tweaking difficulty settings, i discovered, that if i retracted the antenna and then tried to transmit the science, it actually started working. The antenna extends, transmits, and retracts. But if the antenna is already extended, i get the message, that i have no antenna in range. Does anyone experienced the same thing? Is this a bug, or do i miss something obvious? Edit: I have no mods installed, which should change the behavior of CommNet e.g. RemoteTech...
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Kerbal Space Program 2 Release into Early Access Feb 24th
Gurkonier replied to Intercept Games's topic in 2022
Same! Thanks to all of the team! You've done a great job already. I can't wait to play this game! -
Today in 41 years, the vulcans will land on our planet to greet us, as we completed our first successful warp flight!
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April Fool's - KSP 2 Update: Dres
Gurkonier replied to StarSlay3r's topic in Prelaunch KSP2 Discussion
He doesn't make my kind of music anyway https://en.wikipedia.org/wiki/Jürgen_Drews -
I need this in UWQHD
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This looks awesome! Thank you and have a nice weekend!
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What will you do for your first ksp2 mission
Gurkonier replied to SSTO Crasher's topic in Prelaunch KSP2 Discussion
Setting up a colony on Duna for the Utopia Planitia Fleet Yards i will build later on. Edit: If you mean first mission as first launch: Putting a MK1 Pod on the launch pad to collect my first science. -
Developer Insights #11 – Engine Exhaust Visual Effects
Gurkonier replied to Intercept Games's topic in Dev Diaries
Looks nice. I'll give it a try. -
Developer Insights #11 – Engine Exhaust Visual Effects
Gurkonier replied to Intercept Games's topic in Dev Diaries
You can use the RealPlume Mod for this. I don't play KSP without it. -
Light Installation 1:09 Modlist: Heavy Installation Not working correctly with 1.12.3, because there are some UI glitches. Yes, there are some very outdated mods. But they are working fine with 1.12.2 2:27 Modlist: Both started directly from the directory. Both with Making History and Breaking Ground expansions. Specs Ryzen 7 3700x Corsair Force Series MP510 2x8GB 3600Mhz DDR4
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Oh thanks, this is what i didn't understand till now. This continues the first message.
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Nice, i tried it myself, but i never found the right bitstring. I thought the left audio was for example 1 and the right 0 so i got something like this: 111111110111111111011111111111110... But never got the alternating: 10101010101010101010101 for calibration... https://imgur.com/a/Ka8XWU7
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When will the next Show and Tell video be for KSP2?
Gurkonier replied to Dr. Kerbal's topic in Prelaunch KSP2 Discussion
It would be nice to see some pictures or video more frequently. Even if they are only pictures of duna, a kerbal x around kerbin or only a smiling Kerbal. -
The Name Change Thread (WARNING! ONE TIME ONLY!)
Gurkonier replied to Souper's topic in Kerbal Network
Could you change my name to Gurkonier please? (Because i hate numbers in usernames ) and using it anywhere else. Thanks -
How about adding custom "staging action groups". A custom "Action Group" only triggered by staging, where you can add actions like disable engine (Saturn V middle engine), deploying solar panels or triggering breaking ground mechanics. That are things i won't control by action groups, because is use them for different things and will only be triggered once (in some cases).