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Posts posted by DunaManiac

  1. 1 hour ago, The Aziz said:

    If your "adultness" can't handle it, then maybe this game, ironically, isn't for you, play something that's more manly instead.

    I feel like I should say here that gameplay is a subjective experience. Some people like KSP2's style, others don't. The way I see this is that this sort of argument boils down to "if you interpret this in a way I don't like then get out." I'm sorry, but I see this all the time and it's still a non-argument. What might be "lightheartedness" for you might be "kiddieness" to others, and that's a fact of life. Respectfully, I think people shouldn't be going around telling people to "go play another game" just because they point out their dislike for the style of the game.

    I think I should say I agree with the take that KSP2's humor is overbearing and simply doesn't work for me. I'm someone who focuses on the realism. Different people have different play styles, some who emphasize realism and others who don't. I don't see why we can't try to accommodate as many play styles as possible, and if the developers are trying to accommodate everyone they should take the people who offer constructive criticism into account. 

    That's not to say I don't appreciate KSP's lightheartedness and kerbalness: that's exactly what makes it special and sets it apart from other games. I think KSP1 nailed the balance between realism and lighthearted fun that allows a serious colonization campaign of the solar system and someone like Danny2462 to coexist in the same game. How many other games are like that? On the other hand I think there is a difference between "lightheartedness" and overly cartoonish. The bright color pallettes and silly faces and in my opinion uninteresting story are things I don't find enjoyable. I think KSP2 is trying to lean heavily into the lighthearted aspect of KSP but I think at the cost of some of that emphasis on realism that I play KSP for. And if people are reading this just to respond "go play orbiter, nerd" then I think you should consider how everyone here has a passion for KSP: otherwise none of us would be here in the first place.

  2. aW3Q3OK.png

    One of my favorite images I've taken recently: a grainy, low resolution photo from Eve. Visible here is a significant mountain range in an area near the Eastern sea's northern tip.


    The probe itself: the second probe landed on Eve (The same mountains can be seen in the distance). I built it out of armor plates to give the impression it could survive the forces of Eve's atmospheres, with two protective covers to be lowered once it had landed.

  3. A small update, as lately I have little time to play KSP for the past few weeks.


    The latest probe to arrive at its destination is ESAI: Eve Surface Atmosphere Investigator. Unlike the original Eve landing mission, ESAI, as its name suggests, aims to land on Eve's surface rather than its water. Towards the extreme north of scanned terrain is a relatively flat area near one of Eve's largest lakes. The team hopes that landing ESAI here will allow us to get the best of both worlds from Eve's surface and ocean: we'll hopefully be able to study both in detail. The closer ESAI lands to coastline, the better.



    At Eve, the aeroshell rockets through Eve's thick atmosphere at over 5 and a half kilometers per second: nearly double Kerbin's orbital velocity!



    At approximately 25 kilometers up, the heatshield is detatched, exposing the bottom of the craft. A small camera wakes up, and begins taking pictures of the ground below. The images are notably featureless due to Eve's thick cloud layer.



    As the craft continues to descend, the details of the clouds become more clear. Interestingly, these clouds look quite different, as is clear by a side-by-side comparison with images collected by the Eve Atmosphere Probe and ESAI (EAP on left, ESAI on the right). This may result in a significant breakthrough being made in the study of Eve's atmosphere.


    Several hundred meters above the surface parachutes are deployed and landing gear extended. Surface is mostly featureless, but notably has boulders of a much brighter color.




    Several moments later, we touch down. As part of the startup procedure, the metal covers protecting the sensitive equipment onboard is lowered, and the first grainy photos can finally be taken from Eve's surface.ElE0pDS.png

    The spacecraft itself, visible here, has a number of important experiments onboard. It has a small sample collection mechanism to analyze surface composition, several science cameras pointing in two directions (though its purpose isn't to take pictures), and a small radar scanner to scan its immediate surroundings. The landing site is approximately 750 meters above Eve's sea level. What's clear is that the surface is not rocky like the KSC had feared. Instead, the surface is smooth, with a thin layer of sand above a smooth, rocky surface. The surface even seems somewhat moist, as if it had rained recently. Whether it does, in fact, rain on Eve is an important question to be asked. However, it is clear that the probe will not last particularly long. The probe's reinforced body can only last a few days before being crushed by Eve's thick atmosphere, and its fuel cells will not last much longer than that. However, the achievement is undeniable: our second probe has been successfully landed on Eve.

  4. I'm really happy to see that the team is making some progress on Science. however, I won't get on the hype train just yet. December is pretty late, considering at that point the game will have released 10 months ago - how come the team's apparent expectation it would be done in only a few weeks stretch out that far?

    8 hours ago, Intercept Games said:

    In this mode, you collect and transmit Science from unique biomes across the Kerbolar System; and then redeem Science to unlock new part technologies. 

    My major complaint is this: how exactly is this new science system any different from the science of old? We still have the hated science biomes, and an arbitrary "Science" unit for a tech tree. This seems like a far cry from the totally revamped science system that a lot of people expected before release, and more like a simple rebalancing of KSP1's science system. Could anyone from the development team create a dev diary or devchat to shed light on this topic?

    8 hours ago, Intercept Games said:

    In future updates, this mode will allow for resource collection and utilization, as well as the establishment of automated resource delivery routes.

    This might just be a misunderstanding on my part or poor wording, but does this quote suggest that resource collection is exclusively for "Exploration Mode," meaning that in ordinary sandbox mode we will not be able to use any ISRU converters for vessels and colonies?

    This image I find interesting, because of the very nice looking science-lab type (perhaps?) part. It is interesting that  apparently certain experiments can only be returned to KSC for science rather than transmitted for a reduce penalty. It would be cool if this stimulates robotic sample-return missions early on, with sample collection containers and sample collection experiments.

    8 hours ago, Intercept Games said:

    The Research and Development Center is open! Science can be used to unlock new categories on the tech tree, allowing the creation of more advanced vehicles. You can scout and preview future nodes to plan through dozens of part families. 

    So far the new tech tree seems pretty much the same as before, which is not what I was hoping for. My main question is this: are we still going to start every new career with a command pod + SRB a la the original, or are we going to first get access to probes or aircraft and then graduate to manned flight? I would be disappointed if the latter turned out to be true.

    8 hours ago, Intercept Games said:

    Mission Control is also open for business - meet Dr. Keri Kerman who will send you on increasingly-challenging quests from learning about basic rocketry to attempting to build and maneuver an entirely new kind of vehicle. 

    Once again, this seems to be similar to the contract system of KSP1, albeit without the randomness and a more tutorial approach, and with science as a reward rather than funds. Are these intended to be simple guides designed to point newbies in the right direction, or are they an important part of gameplay that cannot be ignored?

    8 hours ago, Intercept Games said:

    With this update there will also be significant improvements to quality of life and performance! As we continue development, we strive to make KSP2 playable on a wider variety of PCs. 

    That's a pretty big promise to make, and has been made many times in the past. I will be watching to see whether it comes true.

    All in all, happy to see the new reentry effects and that wobbly rockets are being addressed and worked on, but I am still skeptical (perhaps more than most) about the new science system.

  5. A priority for the future is robotic exploration of the Nearby Worlds: Eve and Duna.

    The RED Program, or Robotic Exploration of Duna Program, seeks to lay down the groundwork of a manned mission to Duna. It will consist of a series of probes launched in groups at the upcoming launch windows.

    Objective: Study atmosphere, surface conditions, planetary composition, and magnetic field strength of Duna. Will create a small satellite constellation around Duna, explore two Points of Interest for a future manned landing

    REDP1: Duna Atmopsheric Survey Orbiter. Due to launch within the next few days. Despite its name, DASO's purpose in addition to studying Duna's atmosphere in great detail to prepare for REDP4 and the future landings is to study the surface and help pick out landing sites. The DICE orbiter, currently in orbit of Ike, has mapped most of the southern hemisphere of Duna, but the northern hemisphere remains mostly unexplored. DASO will aim to explore the unexplored regions in much greater detail.

    REDP2: Duna Operations Command eXplorer (DOC-X). In a similar vein to the idea of the original Moon Advanced Survey Strategy (MASS) 5 Minmus Operations Command eXplorer, MOCX that operates to this day, DOCX will in the short term conduct an intense exploration of Duna's surface. It will deploy a large radar antenna to study Duna in greater detail than we currently have, and bring along a resource scanner to study Duna's surface for refinable ore deposits. This knowledge will be critical in the future exploration of Duna.

    REDP3: Duna Weather Monitor and Surface Exploration Vehicle (DWM-SEV). The aim of the Weather Monitor-SEV is to study in great study one of the Points of Interest that the combined work of DICE and DASO will discover. It will be a dual mission, not a stranger to the Program, which will aim to land a lander and a rover at Point of Interest 1. The lander, the Weather Monitor, is intended to be more important and will do what its name suggests: monitor Duna's weather from its location. It will also take seismographic readings and atmospheric readings, all of which will go into our decision for picking a final landing site. The rover on the other hand, will sample the surface and test out surface conditions directly: is it rocky and filled with boulders that would make landing difficult? Is it sandy and will make our craft sink? Or is it nice and flat?

    REDP4: Duna High-Flying Glider. This mission, unique among the others, is a plan to use a propellor to power a glider on Duna. This will allow us to explore large swathes of the surface, but would be quite technically difficult to accomplish. However, the glider will be sent to analyze the second point of interest, and hopefully join our other probes at the other Point of Interest.

  6. On 9/29/2023 at 11:38 PM, TwoCalories said:

    This is a cool mission report but there's a lot to read so I just started reading from the last few chapters. Is there anything that I should know about the story/progression going forward?

    Sorry for the relatively late reply. Basically, in the short term my plan is to complete my outpost around Minmus. My station is mostly complete, and the final phase of my plan to colonize Minmus will be to finish Citadel base on the surface. I've already brought the core module and drill module.

    In the longer term I plan to build two more large motherships to explore Eve and Duna, perhaps build an outpost. But the main goal will be to eventually set up a colony in the Jool system, likely around Laythe and Pol.

  7. As this is the Dual Moon Study Mission, landing on the Mun was also a priority.


    The vessel designed by the Program is the Unmanned Sample Return Vehicle. It's mission, as suggested by the robotic arm, is to collect samples from the surface of the Mun. A question many asked is: why send a probe to collect samples if Kerbals can? Indeed, there was a heated debate in the bowels of the Program boardrooms. Kerbals haven't set foot on the Mun since Nova-E II, one side argued. However, a robotic mission was chosen for the main purpose of preparing for a future sample return mission: at Laythe. See, at Laythe, it will be quite some time before we are capable of sending a kerballed mission to Laythe, so our near-term solution is to send a robotic sample-return mission to the far-flung moon. As a result, it was imperative to test a robotic sample return mission much closer to Kerbin, at the Mun.



    An artist's conception of the USRV in action

    The robotic arm uses a unique sample-collection method. As opposed to a simple robotic arm to scoop up material, our arm instead is fitted with a small compartment. In order to collect the samples, the surface will be "stamped" by our arm, which will collect our material. There will be less than a proper arm, just a couple of grams, but this method is far cheaper and more reliable. Once the arm is finished with its work, the arm will transfer the regolith into the upper stage, which will then rendezvous with Azimov in orbit for return to Kerbin.


    Federation Geostationary Communication Network Satellite, 6 currently in service in Geostationary Orbit, placed by Merlin VII, Accipiter V, VI


    Minmus Total Coverage Project Satellite

    Another late addition to the Dual Moon Study Mission is the Minmus Total Coverage Project. The aim is to solve the problem of spotty coverage around Minmus, especially due to the fact we are now maintaining an 8 kerbal outpost. The people behind the MTCP had been pushing for the Program to approve a mission for years: and the response was "not enough money, tough luck." However, the MTCP was finally approved as two satellites to be brought along by Azimov, to be inserted into geostationary Minmus orbit. This will solve our communication problems, establish the first communications network beyond Kerbin, and at the lowest possible price.


    The result of these deliberations is that all these probes will be attatched in this configuration to a service hub, designed to maintain the onboard computers of the spacecraft until they reach their destination.


    However, the most ambitious part of the Dual Moon Study Mission is this: the Minmus Resource-to-Orbit Transfer System. Fully fueled, ROTS can transfer up to 4 orange tanks: 150 tons of fuel up to Foundation Station. It will operate as the workhorse of the Minmus colony. It will handle transfering fuel from Citadel to Foundation and transfer life support supplies and other essential cargo down to the surface. Plus, it is fully autonomous, allowing the tanker to operate without without direct kerbal control. Fully fueled, it can weigh nearly 200 tons. Its dry mass is 50 tons.


    In conclusion, the modules, probes, and landers that we will be sending on the Dual Moon Study Mission will be arranged in this configuration. We plan to have this completed in a year and a half, or even less. In the meantime however, we'll be stepping our robotic exploration of the nearby planets, and gearing up for our next objective beyond the Kerbin system.

  8. At the KSC, considerable thought was put into how exactly fuel would be transported and refined. The major debate was whether it was more economical to mine ore on the surface and transport it directly to Minmus orbit to refueled on orbit, or whether to refine ore on the surface and transport and store purely fuel on Foundation. The science team at the Program dedicated to study the matter after studying samples brought back from Citadel's landing site believe that the latter option is more efficient. In addition, there has already been consideration put in to IKS Azimov's next mission. After the gravity wheel debacle was revealed the Program began to push for splitting Phase III into two missions: the first with the secondary focus of bringing another engineer to deploy the gravity wheel, and the second mission to primarily fulfill Phase III's objectives.

    What the crew came up with was the Azimov Dual Moon Study Mission - the first mission ever to visit both Minmus and the Mun. Planned for roughly one year from now, it will take advantage of the gargantuan radar array installed on Azimov that has as of yet sat unused. We will use it to conduct the most in depth study of the Mun and Minmus ever attempted in history. It's even a propaganda boon: spaceflight to the Mun and Minmus has finally become routine!

    However, onto more practical concerns. This is the Azimov-Foundation Adapter Module, or AFAM. Seeking to alleviate the issue of the lack of clearance for Azimov when the gravity wheel is deployed that hindered us from discovering the fatal error in the gravity wheel, a new module will be installed that will add that clearance, as it were. It's not a waste of money, however, because it will serve two purposes: the first is to ease the transfer of crew and equipment from Foundation to Azimov by including a small module to add more storage space.


    Seen here is a clear demonstration of the clearance it will provide. The front node of Azimov is shown docked for reference. However, the second purpose of the module is to include a specialized receptacle for a new spacecraft: the Skipper. The skipper was intended to fill the role of a small craft to be ordered around wherever it didn't make sense to send the large, nuclear powered MGL. Its main purpose would be to help service our small satellite fleet in Minmus orbit that requires servicing every few years, especially the MASS 5 and MOCX probes, with the latter providing the "brains" of our entire Minmus operation. A secondary purpose would be to assist in extracting crew in an emergency, or to land at a small site of scientific intrest too far away from any base to study. Two designs were submitted to the program.

    Design 1 seen here. Design 1 has a unique spherical capsule design capable of holding two kerbonauts. It requires external RCS thrusters and is less responsive to controls, but it has the advantage of being able to use a standard docking port.


    Design 2's primary disadvantage is the need for a specialized docking port to be inserted aboard the AFAM. However, it has built-in RCS thrusters into the capsule and is somewhat smaller, while it can still hold two kerbonauts.


    Bill Kerman seen here evaluating a simulation of the interior of Design II, smiling wildly for the camera.

    To decide, a simulation of both designs were produced. Crews rated the performance of Design II much more highly over Design 1, complaining of cramped interiors and extremely poor visibility in the latter. In addition, based off of performance reviews, Design 2 was ultimately selected to act as the Skipper.


    Given our purpose is to study Minmus, it was decided that a complimentary probe would be brought aboard Azimov to Minmus orbit, and be released to continue the study after we've gone. Don't let the proportions fool you: this is the largest probe ever designed by the Program. Christened the Minmus Comprehensive Resource Study Orbiter (CRSO), it was designed primarily to showcase Azimov's ability to launch large spacecraft to places that it would be impractical to transport directly. It is outfitted with a large camera, an enormous multispectral and resource scanner to study Minmus, a kerbnet scanner, various smaller cameras, and a large radar dish.


    CRSO was also designed with future servicing in mind: an area to interface with the central computer has been provided so that future kerbonauts aboard the Skipper can service the vessel. Experimentally, it has the capability to be tied to a visiting spacecraft via a tether, ensuring that the Skipper does not waste precious fuel maintaining separation.


  9. Phase II: Final Operations and Return


    Rovin and Lobas construct a small unmanned science station next to Elysium base


    After staying for several hours, Rovin, Isapond, and Lemore are finally ready to leave Elysium. With Lobas and Isalin left to their work, and the new science stations brought by the MGL, the crew settles in for their flight to Foundation Station.


    Taking off a a high angle, we leave our first manned outpost on Elysium behind.



    Back in orbit, the crew have begun the final preparations for Azimov's departure for Kerbin. Onboard is the old crew of Foundation, Elysium, the Azimov Operations crew, and our drill specialist, all exhausted after years in cramped spaces and eager to return home to Kerbin. With our fuel tanks now at an acceptable capacity, thanks to the tireless efforts of Isapond and Shelvan Kerman, there is no longer any fear of not being able to get home.


    Remaining structural braces are ejected from the station, originally designed to stabilize the superstructure during launch, now useless in the vacuum of space.


    Seen here is one of the brand new science modules attatched to the station. Triburry Kerman, chief medical officer and cryologist, has already begun to conduct tests on the biological samples Azimov has brought.


    After finally transferring the new crew aboard Foundation, and the old back aboard Azimov, we depart. Foundation now has a six strong crew, 3 more than last, and we have set out what we wanted to do: expand Foundation into a proper outpost. It now is our largest station, has ample supply and fertilizer reserves, can sustain itself for years purely based on its own onboard agroponics, and it has the largest gravity wheel ever built.


    The station seen here: it is not yet complete at the moment. The last major addition will be completed during Phase III, when we will add an aft fuel storage area, capable of holding 4 Jumbo-64 tanks, equivalent to 80% of Azimov's fuel capacity.


    However, a major setback rears its ugly head: the deployment of the Gravity wheel was postponed till after Azimov had left, due to the fact that there wasn't enough clearance between Azimov and the gravity wheel when fully deployed. The gravity wheel was designed to be inflatable, allowing it to be deflated during flight, before inflating once in place. This meant that it could be easily launched, but meant that deploying the gravity wheel safely would be a major challenge. However, as an inflatable gravity wheel on a smaller scale had already been tested on Cornerstone, little difficulties were expected. As planned, Foundation chief engineer Vermund, the only qualified engineer onboard the station, planned to inflate the section, the crown jewel of Foundation Station, and containing most of the crew's living quarters. However: disaster struck. The wheel simply would not inflate. An external inspection by Vermund revealed that there was some design flaw in the wheel that meant that the locks meant to hold the gravity wheel in place were stuck, and to deploy the wheel one would have to manually interface on EVA and managing the controls inside. However, given the risks involved, including permanently damaging the wheel or even total loss of atmosphere for the vessel, it was decided that two qualified engineers would be necessary to deploy the module: one more than we had. Despite the program's leaders being furious that Azimov's crew was just there, it couldn't be helped: Azimov was already en route for Kerbin. Fixing the gravity wheel will have to wait for Phase III.


    Foundation Station as of Year 12 after completion of Phase II


    Final envisioned design approved year 9

    Despite this disappointment, the crew decide to complete their mission as planned. After two 3 minute orbital insertion burns, Azimov finally returns to LKO. It has been away for 45 days.


    The remaining crew onboard numbers 8: two more than the maximum passenger capacity of the A-19 SSTO. As a result, the A-19 will have to launch twice to recover the crew in stages. This can be done extremely cheaply and easily thanks to its SSTO design.



    Flown by Pilot Lemnand Kerman, the first launch brings home 5 crewman: our drill specialist Girick, the original Elysium crew, and the original Foundation crew brought by Phase I.



    The second crew finally departs Azimov only a day after the first crew. Flown by Lomal kerman, the last to leave are Agamin Kerman, Mission Commander of Phase I, and the Azimov Operations crew. The Operations crew spent the last day on Azimov hard at work at putting the station to sleep. After their last few hours in space, Azimov is left alone in space, devoid of crew. It is left in orbit until another mission may call it. Despite being cooped up on Azimov for over a month, the Operations crew still pays tribute to their time on Kerbalkind's first true spaceship.



    Returning on the second crew is Sherdon, Nelbro, Veteran Bill, and Agamin Kerman.

    In conclusion, Phase II was just as complicated, if not more so, than Phase I. We expanded our station in Minmus Orbit to the largest station ever built by the Program, we built our first fuel-mining outpost on Minmus' surface, we completed the first spacecraft refueling not on Kerbin in history, and we returned our long-suffering crew of Elysium to Kerbin. We now have an 8 strong contingent of crew left at Minmus, with more on the way. Most importantly, Phase II shows that refueling in space is in fact practical: an important condition for the next phase of the program: Phase III, where we will expand our orbital prescence yet again, establish our largest and first permanent manned facility on Minmus, and solidify the self-sufficency long envisioned by the Program. Then, we can move on to yet greater sights: the stars.

  10. 1 hour ago, Periple said:

    Communication is a lot of work! Especially when you have to be extra careful to make sure you don’t say anything that could be misconstrued.

    Developers have other things on their plate and if they have to make a presentation every week that’s bound to suffer!

    I understand that developers have to work a lot, but just like there are separate software engineering and art departments in development teams there would also be a PR manager, like @Dakota, for instance. It's not like the entire development team is stopping to work on a feature video. That's why all the "they can't communicate! It would take away valuable time from developing!" arguments doesn't hold water. To me it would not be incredibly difficult to hire an ordinary graphic designer/community manager to work on previews biweekly. However, I'm not ignoring the fact that developers oftentimes don't have the resources to actually have one. But for large team backed by a multi million dollar corporation that argument becomes much weaker.

    To me the communication strategy of the developers is not very good. Half the time things that attempt to build hype actually end up producing backlash, through no fault of their own. Building hype in this instance doesn't work because you first need a large, enthusiastic playerbase with high expectations for it to work. Now we have a dwindling playerbase with only a few hundred players maximum on KSP2, with more bleeding out every day. Generally there are two models for communication: constant, but useless updates (glorified advertisements), or longer-form, specific updates spaced out over a long time. KSP2's model is the worst of both worlds: spaced out and very vague. When you add in no consistent schedule into the mix, said updates spread out across multiple platforms, and various platforms feeling like others are receiving favoritism, you have a very salty playerbase. I can't believe that this is the intended strategy, and I don't blame the devs in any of this: I blame the fact they weren't given enough resources from the beginning.

  11. Phase II: Further Surface Operations




    Four times the MGL flew to Foundation, each time transferring most of its fuel into Azimov's tanks, with a meager remainder being just enough to return to Citadel to top off its fuel tanks. By the end, Azimov's fuel tanks were at 49.6% capacity. This well satisfied concerns that Azimov would not have enough fuel to complete another round trip. Once it returns for Phase III, we will have a tanker to refuel it properly. However, with just a few days left for Azimov to stay, our mission still is not completed. The final objective of Phase II is to transfer our crew at Elysium Base, left by the last crew in Phase I.



    The new crew, Isalin and Lobas, take a shot at Citadel base with lander pilot Isapond Kerman.

    Counterintuitively, our first destination on the way to Elysium is Citadel base. The sole purpose is for us here to refuel the MGL after we used it to refuel Azimov for the final time. One of the most frustrating things about Citadel is its apparent bugginess. I think it's linked to the fact that I had to arrange the landing gear the way I did in order to allow the bottom section of the core. The game must not like how they are not technically attached to the node, they are attached to the lander can and offsetted somewhat so that they appear attached to the core. For some strange reason, if I engaged the USI ground-tethers on the landing legs, the parts would simply explode, or the base would be dragged by the cable as if they're being towed by a truck. The solution is to turn off ground-tethers on the landing gear on both vessels, then dock them together. If you try to re-engage the described problem will occur. This mostly works but then it causes both vessels to jump when timewarp is stopped, causing Citadel to constantly change position. Honestly, I appreciate that USI has the ground-tether feature but it makes more problems than it solves.



    After a couple hours spent filling up the fuel tanks onboard the Minmus General Lander, Isapond, Isalin, and Lobas set out for Elysium. Elyisum, our original base on Minmus, is designed to be occupy two kerbals for a grueling two year term. It is intended to be shut down after Phase III is completed, after having operated for 4 years. It currently has operated for a year and a half. Acting as our base of operations on Minmus' surface, it has living quarters for two kerbals, enough supplies to last them four years, various sample collection and analyzation experiments, a small science lab, and a rover to explore the nearby areas around the site. It's based in Flat Grande, not far from the very first manned landing on Minmus, Nova-E IV. Even though there is very poor ore content here, it was never intended to be a refinery base like Citadel, it is instead dedicated to analyzing the flats of Minmus: what they are, what they're made of, why they're perfectly smooth, and why they're here. Isalin and Lobas are here to replace our original crew at the site, Rovin and Lemore kerman.


    The crew stand for a portrait: the largest gathering of kerbals ever on Minmus' surface. Seen here, from left to right, is Lemore, Rovin, Lobas, Isapond and Isalin. Behind is the Wanderer, the first pressurized rover.

    Both of the new crew are veterans: Isalin was the first kerbal ever to set foot on the Mun, together with the legendary Jebediah Kerman in the Nova-E I mission. The new scientist and part-time geologist, is Lobas Kerman, one of the very few kerbonauts who flew on the original Merlin missions, and a veteran of the first crew onboard Cornerstone. Both were picked for their experience, and Lobas' experience in long-term isolation in a cramped space. Elysium, however, is far more remote than even Cornerstone is.


    As the crew explore their new surroundings (seen here is Lobas checking out Elysium's famous sky cupola), preparations are being made to transfer Lobas and Rovin onboard the MGL. We'll take the MGL to orbit, and not long after that, bring them back onboard IKS Azimov, and then bring them back to Kerbin for a well-deserved rest. With them goes various samples, equipment, data, and items they collected over their 18 month long stay at Elysium. Before we leave, we'll set up a couple of ground experiments (including a seismometer to monitor seismic activity even long after we abandon Elysium), say our goodbyes, and return to Foundation Station, where we'll finally be ready to leave Minmus and commence our long-awaited return to Kerbin.

  12. I disagree that radio silence is the best approach. It could've worked if the launch wasn't a disaster, and it may have worked in the past when expectations were sky-high, but all that would do now is just make people believe that they aren't communicating because they have nothing to show. So it wouldn't improve the attitude that the devs are incompetent and/or are making no progress or make it go away, it would just make it worse.

    Also, I do find it somewhat saddening that these days, a lot of defenses of KSP2 are by people who don't play it often, and are some variation of "you were stupid if you expected anything out of EA lol." I mean, if both sides agree that the game was a disaster, what are we arguing about?

  13. 12 hours ago, Spicat said:

    What Snips linked wasn't a message posted on the IG server but on the ksp2 Modding server.

    Also, they did post about it on the forums, but the same as for discord, it's in the mods section:


    Ah, my apologies. I suppose I was mistaken but I think the broad point is still correct. But it also shows that there is another problem: a lot of information that is shared on both discord and the KSP forums just ends up getting buried. Even that nertea follow up, even though I appreciate it, was buried somewhat in the AMA and some could've easily missed it.

  14. 23 minutes ago, Spicat said:

    Dircord dev tracker is present on the forums at the right of the home page (or at the far bottom if you're on mobile). No need to go on discord.

    That's a step in the right direction, but it isn't a panacea. It's good that some stuff ends up on there, but there's also a lot of important information that's left out: like that post @Snips linked. Ultimately it isn't really a substitute to the amount of dev engagement that discord gets as opposed to the forums.

  15. Phase II: Citadel Operations


    The final component of Phase II launches from Kerbin directly to minmus, left to find its own way to Minmus. Above is the Citadel Drilling Unit. This contains most of our power production, a low-gain antenna for routine computer commands, a radiator, and most importantly, a large drill. This drill will bore directly into the surface of Minmus to extract material, which will eventually be refined into liquid fuel to propel our Minmus operations.




    Once at Minmus the CDU rendezvous with Foundation-Azimov, still in Minmus orbit, for delivery to the surface via the Minmus General Lander. The crew supervising the deployment is Shelvan, chief scientist at Azimov, Isapond, our new dedicated lander pilot, and Jerry Kerman. Now the question you may be asking is this: what is Jerry doing here? Didn't I say I was going to bring down our dedicated drill specialist to supervise its deployment?


    Basically I misclicked and accidentally transferred Jerry into the pod instead of an engineer, Girick. Now I have to write some reason why Jerry was there instead of Girick.


    Girick Kerman, just hours from when the Citadel team was preparing to make its excursion to the surface, developed an illness known as the "Orbit Sickness," as dubbed by the very first crews of our first station in LKO. Without warning, severe motion sickness would afflict the patient. Aside from dehydration, it's harmless and fades away within several days. However, as the unexperienced Girick Kerman (IKS Azimov Mission 2 is her very first flight) had developed the Orbit Sickness and the CDU couldn't be "put on hold" as it were, it was declared that Girick would be in no condition to attempt a complicated Minmus landing. Instead, it was decided that Jerry Kerman, a scientist, would take Girick's place due to his specialty in spacewalks and vacuum experiments.





    Although the CDU-BAV had landed succcessfully, it didn't take long for the team to notice an alarming lean of the Citadel Core. Upon closer inspection it appears that some sort of Minmus seismographic event had caused it to lean over, coming close to completely falling over. It highlighted the need for more seismographic coverage on Minmus. However, the apparent seismic event that  the Core had suffered must have been much larger than even the largest ones recorded by various unmanned seismometer stations and the crew at Elysium base. Could it be that for whatever reason, seismic events are more severe in the Minmus highlands as opposed to the flats. It would certainly explain why the flats had never cracked and broken due to seismic stresses and instead remained perfectly smooth.


    The team poses to commemorate the occasion next to the CDU-BAV.



    Under the careful supervision of the crew, the BAV drives the CDU to the appropriate docking port using its wheels. After several minutes, docking is achieved. The second base assembly has just occurred on another world.


    Jerry and Shelvan Kerman test the enormous drill unit for the first time,yielding over 100 kilograms of fuel-containing regolith in just a few minutes time.


    The crew maneuvers the MGL closer to Citadel to facillitate the first refueling to ever occur on another world. Although Citadel may consist of just the barebones at the moment, it does have all the components necessary to attempt a refueling operation for the MGL. It has a drill facility, power, radiators, a small pressurized cabin, and even a state-of-the-art ISRU unit, which will be able to sift out the rocks to access the fuel-containing compounds, purify them, and chemically synthesize liquid hydrogen, which our nuclear-powered MGL will be able to use. One of the most advanced machines ever built, it requires two kerbonauts to operate it, forcing them to sit in the tiny lander can no bigger than the crew cabins of the Nova-E missions, which brought the first kerbals to the Mun and Minmus 10 years ago. Also important is the fuel hose receptacle installed on both Citadel and the MGL to allow a transference of fuel.


    After several days, the team takes off to Foundation-Azimov. Jerry returns to the station, while Shelvan is left on the surface to monitor Citadel as well as watch for any potential seismographic disturbances. Unfortunately, this means he was left for several days on the surface alone, until the MGL can return with Girick and Isapond. However, a major concern remains on the organizers of the Program's minds: how much fuel the IKS Azimov has. It was originally planned that the IKS Azimov would have enough delta-v to conduct two round trips and a third trip to Minmus. Yet as of now fuel levels are looking dangerously low: at just 18.6%. With that much, it's below the margin of safety for a return mission, let alone another trip to Minmus fully-laden. Of course there is always the option of sending up more fuel to Azimov in LKO, but this was viewed as the absolute last resort. The entire Minmus Colonization Initiative was created with the promise that fuel would never have to be launched from Kerbin in large quantities, and all of it would come from self sufficient mining operations on Minmus. Along with more and more thorny questions about whether the entire program was worth the cost and whether IKS Azimov's duties could just be filled by advanced Kerbin-Minmus SSTOs, it was critical that the Program not renege on its promise of self sufficiency. As a result, the MGL was used for a purpose it was never intended to act as: a fuel tanker for IKS Azimov. Even though MGL's fuel is just a drop in the bucket for Azimov: just 8% of Azimov's total tank volume, if the MGL makes 4 round trips to Minmus' surface it will be able to fill the tanks of IKS Azimov to roughly 50%, more than enough for another trip to Minmus. Once Phase III is delivered to Minmus we will complete Citadel and bring along a tanker to refuel Azimov much more efficently.




    The first refueling mission brings along our recovered drill specialist Girick Kerman, and Isapond kerman to recover poor Shelvan Kerman at Citadel. One of the most important orders of business is to set up a small science station at Citadel to monitor surface conditions and seismic activity in the area. Due to the astonishingly rich concentration of the regolith in refinable compounds, refueling the entire MGL will take just a couple of Kerbin days. In the meantime, the crew settles in for the long Minmus night, waiting for the orbits to allign and we can bring our precious fuel to IKS Azimov. The first fuel-mining facility has been established on Minmus' surface, and in a few short years when we return, it will be expanded into a proper 4-kerbal center of surface exploration.

  16. Really there is quite a spectrum on the forums. Ranging from "their communication strategy is the best, I recommend this to people who want to know what good communication looks like" to "they've completely botched it!"

    Frankly I lean to the latter. It just doesn't make since to me to post certain things on discord, or Twitter, and just expect people to sign up to look at them (since now both require an account to view). And the vibe I get from a lot of these promos they do release (especially the devchat recently), is just very corporate. It's like they're trying to act like an indie team when in reality they're backed by an enormous conglomerate.


  17. Phase II: Foundation Operations

    Setting out from Minmus is the IKS Azimov, for its second mission to Minmus. It carries 9 modules in total: all to expand our little "Mir-esque" outpost into a proper gateway.




    Learning from the mistakes of the chaotic Phase I burn, the ejection time was planned in advance, and our Aquilae SSTO was able to quickly transport all 12 crew of IKS Azimov Mission 2 within a few days. After an arrival time of 9 days, IKS Azimov arrives at Minmus and successfully rendezvous with Foundation Station in Minmus Orbit. Foundation Station, originally set up by Phase I, will be the primary focus of Phase II.



    First to be undocked is the long, spindly truss module that will form the backbone of our station. It is quite long: nearly the same length as the already enormous IKS Azimov. However, several modules of IKS Azimov will be unloaded before it is able to dock with Foundation to simplify the reconfiguration process. In the meantime, the IKS Azimov will stay within a few hundred meters of Foundation.



    Now for the docking of the Autonomous node section: Which is quite difficult to attempt. Because the MROM module has no bottom node, it will be undocked and moved away to create a space for the autonomous node module, and then be reinserted to the station. As expected, a mission this complicated will always have a few small mistakes: I forgot to put reaction wheels on the two avionics pods. I could still steer with RCS thrusters but now it was going to be much harder to dock. After several minutes going back and forth, the Autonomous node was able to dock to Foundation, meaning that we can now insert the two extra science modules onto Foundation.


    Next up is the Agroponics module. It will carry a large avionics bay, which unlike the others, is not intended purely for science: it will feed the crew of 6 and supplement their rations. This will be critical for long duration space travel. It also contains the much-anticipated cryology lab, which will be able to study suspended animation technology.



    Not long after, the IKS Azimov is docked to the station via its main docking port, and the Utility module is maneuvered to its prescribed spot.



    After that, the tug is deployed to maneuver the three logistics modules to their designated locations on Foundation's truss module.



    Finally, the expanded science array and the rest of the station has been completed. Now for the ancillary operations: the autonomous avionics packages will be jettisoned as well as the remaining OMMs, the Minmus General Lander will be moved to its new permanent spot, various RCS thrusters, and remaining structural braces. After that, the new solar panels will be deployed and supply most of Foundation's power, and Azimov itself will be maneuvered to its new port.


    The dance of the two vessels is a long and complicated dance: the 70 meter long Azimov and 50 meter long Foundation slowly maneuvering into position.


    And with that, they ahve been docked. Foundation operations involving spacecraft are now mostly complete, all thats left is to start moving the new crew to their new stations, transferring new supplies to Foundation, removing samples collected by the MGL crew of Minmus' surface, and packing up the old crew and their belongings.

    The next part of the mission is two-fold: we will set up the new Citadel  Minmus Surface Operations Center (M-SOC), and extracting the beleagured Rovin and Lenmore Kerman from Elysium surface base, and replace them with a new crew of two. Afterward, Phase II will be completed, and all that will be left is to bring the returning crew home.

  18. Phase II Overview

    The objectives of Phase II are simple. We expand Foundation Station in Minmus orbit. We set up the first two modules of our new surface base in the highlands of Minmus, Citadel. We relieve the current crew of Elysium Surface base and Foundation. We will replace Accipiter with our A-19 Aquilae SSTO as our primary method of conducting crew transfers.


    IKS Azimov Crew Manifest:
    IKS Azimov Operators:
    Mission Commander: Sherdon Kerman
    Senior Azimov Helmsman: Nelbro Kerman
    Azimov Engineering Specialist: Bill Kerman

    Foundation Crew II
    Minmus General Lander Operator: Isapond Kerman
    Foundation Engineer: Vermund Kerman
    Foundation Scientist: Dundock Kerman
    Foundation Scientist: Claugel Kerman
    Foundation Exobiologist and Agroponics Specialist: Jerry Kerman
    Chief Cryologist: Triburry Kerman

    Elysium Crew II
    Base Commander and Engineering Specialist: Isalin Kerman
    Science and Geology Specialist: Lobas Kerman

    Surface Operation Specialists:
    Drill Specialist: Girick Kerman

    Returning Crew

    Elysium Crew 1: Lemore Kerman
    Elysium Crew 2: Rovin Kerman
    Foundation Crew 1: Agamin Kerman

    Foundation Crew 2: Newory Kerman
    Foundation Crew 3: Shelvan Kerman




    Seen here is the final design for Foundation Station in Minmus orbit. A separated view shows its true complexity. The core module, delivered by the final mission in the Nova-E program (tasked with landing the first kerbonauts on the Mun and Minmus) and the MROM, Logistics, Fuel Storage module, Science Array, and General Quarters are already in place. Phase II is tasked with delivering most of the remaining modules, and laying down the groundwork for a self-sufficient fuel operation here at Minmus. To do this we will be fitting Foundation with the largest gravity wheel ever constructed to function as sleeping quarters, providing numerous docking receptacles, expanding the science array, and nearly doubling its crew capacity. The remaining modules, namely the 4 orange tanks, will be delivered during Phase III.


    What is the science array? The bottom port where the Minmus Reconnaissance Observation Module, containing most of our Minmus study array, will be occupied by a node, and the MROM itself beneath it. Since we have no bottom docking port on MROM we’ll have to do a complicated operation where the node inserts itself between the two modules, via two avionics and monopropellant packages attached to the sides. These will be ejected once the array is completed. Here, we will mount the Agroponics module, containing crops which will be grown in situ to supplement the crew’s rations, as well as a third science lab, containing a smaller Agroponics module, a larger scientific observatory, and most importantly: a cryo bay. This is where Triburry Kerman will test our cryogenic bay, allowing her to effectively place in suspended animation biological samples, small animals, even a kerbal.

    The second major component of Phase II is setting up the core modules of Citadel Base. In Phase III, it will be expanded even further.


    Although the core module has already been launched, the drill unit will be launched after Foundation finishes construction in Minmus orbit. This is where our drill specialist, Girick, will come in handy: she will help the drill unit be attached to the core module, and engage the drill for the first time.




    Last but not least, the final preparations. The last rocket launch is that of the Agroponics Module, as well as the science array node.




    Also necessary will be two SSTO flights, each carrying 6 kerbals to Azimov. This will be the first time our first full SSTO, the A-19 Aquilae will be used in an official capacity: including a crew transfer to our LKO station Cornerstone, it will make three flights in the next few days.

  19. hdBIhla.png

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    After some more time spent among the inner Joolian moons, JMC prepares to head out into far reaches of the Joolian system to get a glance at the last unexplored moon of Jool: the mysterious Bop. Several highlights are shown here: top image is an exceptional image of Laythe. JMC's mangetometer reports that Laythe does indeed have a signifcant magnetic field. The powerful aurorae are not caused by the solar wind, rather, by Laythe's magnetic field interacting with the charged particles captured by Jool's much more powerful magnetic field. Despite most of the inner regions being part of Jool's massive radiation belts, Laythe's magnetosphere creates a "safe harbor," screening out the charged particles absorbed by Jool. Combined with the atmosphere and possibly an ozone layer, radiation levels on Laythe's surface would not be extreme, and life may lurk in the deep oceans. Exemplary here is Laythe's clouds, their wispy effect being caused by extremely fast winds in the upper troposphere, a large extinct volcano, its mysterious glowing clouds, and its poles, which appear to be frozen water ice, not unlike Kerbin. Both bottom images are taken from Tylo, clear evidence of the age of Tylo's surface: craters identified here are Ida Planitia and Grissom Crater, respectively. Don't let the small size of the images confuse you, Grissom Crater alone is tens of kilometers wide!


    Bop, like Pol, is strangely colored and shaped for its size. Despite being larger than Pol, and indeed Minmus, since it is less dense it also sits at a similar point to Pol, right at the point where gravity is enough to coalesce the body into a sphere.


    Its surface appears to be quite featureless, and its apparently icy density doesn't explain its dark, almost charcoallike texture. Bop appears to be a large chondritic, rubble-pile asteroid: a term for a body composed of smaller boulders held together by their mutual gravity, and covered with a thin layer of dust. Its chondritic nature would appear to explain both its color and featureless terrain: this is merely a layer of dust. Hints of brighter ejecta seen in some images would appear to support this idea. Only one flaw: chondritic asteroids do not appear this far out in the solar system! How then, could Bop have reached the Joolian sytem?



    Back around Kerbin, Accipiter XIV has launched another Eve probe. The mission will deploy a lander to Eve's surface, rather than the ocean we sampled by EASO. The aim is to determine what Eve's surface is actually like: is it muddy or sandy, meaning we have to make sure our landing gear will not sink into the ground? Or is it rocky, and our chief worry will be whether our landing gear will be smashed by sharp rocks on touch down? It is the aim of the probe to find out. We intend to operate it on the surface for approximately a week, before the lander shuts down from our fuel cells running out.


    As for Phase II: I have not forgotten about it. A time table has been set for 45 days, which will be when the IKS Azimov will be the in the best position to leave. Crewing Azimov will be a coordinated affair: two SSTO flights carrying 6 kerbonauts each, full capacity for the A-19 Aquilae. Two launches remain before Phase II will be completed, and when our Minmus colony gains its first expansion. The next post will have more details.


  20. I'm really happy that we got this video; it definitely does inspire hope that the game will eventually get what it was promised.



    These effects definitely are better than the ones we saw last. Nice that it distinguishes itself from KSP1. However, I'm somewhat concerned that this doesn't appear to be in-game and the solar panels are not breaking. It looks like it'll be a couple of months before it'll be finished. It's a start, though, and glad to see we have something. Not sold on the whole "different atmospheres have different color effects" idea.


    I really like the detail that went into this part! If this is implemented I would love to use it on my crafts. Only one question... how will it be deployed! I would imagine that it would unfold somehow, probably not inflate due to the metallic appearance and the metal braces around it.


    Honestly this looks disturbingly like the KSP1 contract / science system. Perhaps this will be more of a suggestion rather than a necessity?


    This looks pretty nice, but again with the brightness! Unless it's designed to look like it has flashy crystals in the walls (which isn't something I'm opposed to), it is just way too high. Not a huge fan of the colors or the general texture either, combined with the incredibly bright specularity it looks like it's dirt that's been drenched in water.

  21. In the Kerbin system, Azimov has recieved the launch of two more components of Foundation Station.







    Beginning implementation is Citadel Base on Minmus, the first two being launched directly to Minmus via Harrier II rocket, and the other 5 modules being transported aboard Azimov during Phase III. The plan, as I have already stated, is for the core module to rendezvous with Foundation Station, detach the Minmus General Lander, and use it to transport the module to the surface in the proper location.



    However, when we attempted to dock the Citadel core module with the MGL, for whatever reason it couldn't fit inside. I had tested this and it had worked in testing. Whether I was wrong, or circumstances were bad, or the kraken insidiously altering my designs, I don't know. No matter how hard I tried, it seemed like the communications dish was just large enough to wedge the module with the fuel tanks. With really no other options, I had to send Agamin kerman on EVA to use Kerbal Inventory System to manually move the communications dish so that it could be docked. Not the height of realism, but I decided that it was better than simply giving up.



    Agamin and Shelvan pose in front of Citadel's core module. It contains the primary ISRU unit, secondary power, primary communciations, a small pressurized space, and will function as the center of Citadel.

    However, the hiccups weren't completely over. Once we arrived at the site and deployed our cargo, it was time to move the dish back to where it was before. This took a number of times because kerbals can only move things within a 3 meter radius, and repeatedly, trying to put the dish in place caused the explosion of the craft (Giving me flashbacks to when a single misplaced part via KIS destroyed an entire space station, killing its crew and taking out a long-range SSTO with it). But after everything was said and done, there is nagging problem. It appears that the base is oscillating ever-so-slightly from one side to the other, or perhaps sliding down the 0.6 degreee slope. It's not huge but it might be a source of general annoyance down the line.




    Meanwhile, JMC has relayed its first closeup images of Pol. After being swung into the far reaches of the Joolian system by a close encounter with Tylo, JMC was able to pass within 40 kilometers of Pol and map 8% of its surface in detail. Its colors appear to be predominantly yellow, with some darker orange areas and pale green mountain ranges. These colors are highly unusual: there are not many known chemicals that could be present past the snowline that could be capable of producing this coloration. The moon itself is unique, for it teeters right on the point of which gravity is enough to pull the moon together into a sphere rather than an irregular lump. As a result, the terrain on the moon is quite extreme, with enormous mountain ranges towering above the surface. A similar analogue would be Miranda in our own system, and perhaps a similar event happened to this moon that happened to Miranda in our own solar system, causing it to have some of the most extreme terrain in the Kerbol system.

  22. 1 hour ago, cocoscacao said:

    I'm curious, what do you mean by that? 

    Of course, these are my general opinions, I am by no means trying to project this on everyone, but the reason why I call it style over substance is  because of the overall art style of the game. I do think it's an improvement over the base game KSP1, but I don't like a lot of the aesthetics of the game.

    For instance, Eve's clouds: I've seen praise for them, but honestly I can't understand it. Its oversaturated, bright color and cotton-candy like texture make it look so... fake. Kerbin's clouds look better, but they still look like a caricature of clouds, like cotton balls in a fairy tale sort of clouds. The brightness on everything, the parts and the surfaces is just crazy high, like its made of glass. All the colors in general are very saturated, which looks good in some conditions but not all the time. The bright colors of spacecraft combined with the solar panels look...wrong to me. It's hard to really explain why.

    All this would be great if we had more content, but we don't have it right now and we probably won't for a while. It seems like more effort was put into making it look as bright and colorful as possible to draw in the sort of "fool around a couple times and never touch it again" buyers rather than the game mechanics itself. Even the engines we have right now are unbalanced: capsule + large spherical tank + swerv is capable of reaching most parts of the solar system and is easy to launch, which wasn't really the case in KSP1, unless you were willing to put up with 10 minute burn times.

  23. 10 hours ago, Pthigrivi said:

    I think the tone and graphics are pretty fantastic. This is a game about bug-eyed frogs who go to space. Planetary surfaces need work but thats part and parcel with performance issues. The conceptual basis remains really smart and a lot of the fundamental changes like acceleration under warp are absolutely critical to this game moving forward. The problem from release has been and continues to be an underbaked game with too many bugs to be easily enjoyable. The decision to force the release when they did wasn’t up to any of the individual artists or programmers or even Nate. That was a decision that could only be made by middle and upper managers at T2 and the dev team are victims of their lack of foresight as much as we are. 

    Honestly yall is this not utterly obvious?

    I agree with a lot of points here. However, I do have some objections.

    I know this is subjective, but I disagree on the tone and graphics. The graphics really grate on me because everything looks like it's style over substance. I think it could be improved, but that's issue number 137 on Intercept's list. What I like about KSP1 (and this isn't criticizing KSP2, I know it needs time to form a mod scene) is that the variety of mods allow everyone to play. The people who buy the game and smash stuff for 2 hours and never touch it again can buy the base game and leave it at that. For people who desire a more realistic style there's visual and parts mods. Even people who want an ultra-realistic experience can download RSS and RO. KSP2, on the other hand, is really not able to accommodate the way I like to play KSP1 until a similar mod scene exists or colonies get added.

    Also with the new graphics I almost feel like we've lost a bit of the KSP1 experience. Not everyone has graphics cards worth hundreds of dollars. Even on the worst Potato KSP1 could run, but KSP2 can't really do the same. I'm not intending this as a criticism, but I feel we've lost part of the culture of KSP1, but that was arguably unavoidable.

    10 hours ago, Pthigrivi said:

    The problem from release has been and continues to be an underbaked game with too many bugs to be easily enjoyable. The decision to force the release when they did wasn’t up to any of the individual artists or programmers or even Nate.

    I would agree that this is the case. But how do we know this is really the case? Do we actually have any material proof of this? If we do, great, but if not it's just a hypothesis.

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