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Johnster_Space_Program

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  • About me
    Long Time KSP Player, Watches Starship Development
  • Location
    Somewhere In New Milford, Connecticut
  • Interests
    Kerbal Space Program 1 & 2, Watching SpaceX Starship Development, Doing Challenges, and Friends...

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  1. Yeah, I just saw this, and the graphics definitely look impressive so far! Reminds me a lot of what Space Engine looks like in regards to the graphics quality. I have a new PC build I'm working on with a Ryzen 7 7700 CPU and a RTX 3060 GPU for gaming and my game development projects, so once there's a playable version out, I'll definitely test it out to see how well it runs on my build with low, medium, high settings, etc, compared to, say, KSP 1 and 2. Also, I found out they have a Discord server you can join here (https://discord.gg/kittenspaceagency), and they also posted this development video there (https://www.youtube.com/watch?v=PFZGFBjE3v8), which appears to be the same one you posted in the OP, but a YouTube video version. I actually first heard about this game a few days ago from ShadowZone (https://www.youtube.com/post/UgkxSzCWeZA_5UvtD6_fUWk5-fq3Wy98AA3d), who I'm sure some of you might remember for his KSP 2 development history videos. I really hope he'll do similar videos to that about this game's development, and in the community post he did, he already said he's going to do a video on the game, so hopefully more will follow after that as more is shared regarding KSA's development. Overall, I'm excited to see how this game will turn out, and I'm confident based on what the developers have shared that it won't have the same fate as Kerbal Space Program 2. I'm also excited about the modding capabilities the game will offer (since in addition to being a game developer myself, I also like creating mods like I've done for KSP 1 and 2), and I hope there will be a dedicated site or page (like on SpaceDock) where players like myself can easily share mods for the game. Although if an in-game mod browser is going to be included, maybe that won't be necessary. But it will be interesting to see where this game goes regardless of how the modding support is integrated, and the multiplayer will be nice to check out as well.
  2. I agree @ShadowZone. It is unfortunate to see this is the smallest update with the longest wait time, but not totally unexpected given the studio layoffs going into effect in only a few weeks from now at the end of June. A new addition in this update that I do like, however, is the ability to recover your vessel like you can do in KSP 1, which had been missing from this game since the first early access version. I'm so glad that they finally added this missing feature to the game. And you can also return to the VAB with it as well after recovering a vessel, which is another nice inclusion. And while I certainly hope this won't be the final patch for KSP 2, the future of the game still seems somewhat unclear. I guess we'll just have to wait until after the end of June to see if there is any more KSP 2 developments and news following this update's release. Also, for anyone unaware, I've been maintaining a version list of my own for KSP 2 updates, which I recently updated to account for the new update and also some previous updates that were not on the spreadsheet before. You can view it and make contributions here: https://docs.google.com/spreadsheets/d/1zAE-UF8ctzXRvM5sbWO3fU9D8a9TBIZYcPZ72mPi9GM/edit?usp=sharing. To end this post off, I'll just say that, I'm hoping for the best, but expecting the worst.
  3. Thanks so much for posting this summary of what @ShadowZone talked about in the video! Since it came out, I've watched it several times because I think it's great that we finally know a lot more about KSP 2's development history than we did before. For anyone who hasn't seen it yet and is interested, I've included a link to it below. Also, something interesting I found while watching the video was that SZ talked about seeing working builds of the game, and after hearing that, I decided to reach out to him to see if he could share screenshots of those builds or not, and this was his response. While I hope he will be able to find a workaround at some point in the future, I understand his concerns. I also asked him about when the multiplayer video he talked about in the video might come out. So yeah, I'm looking forward (and hopefully you as well) to when his video that goes more in-depth about the KSP 2 multiplayer comes out, and thanks again @The Space Peacock for creating a PDF of the timeline and also this forum post!
  4. For KSP 1 players, I'm working on a version of my Starship "Ship" recreation for the original Kerbal Space Program. Here's a WIP image of it. It will also be available for download from my KerbalX page.
  5. ABOUT THE RECREATION This is my recreation of SpaceX's Starship rocket in Kerbal Space Program 2. At the moment, the recreation only includes the ship portion of the full stack, but I might eventually add a recreation of the booster as well (although it won't have 33 engines). The ship has over 4.5k dV, and can reach LKO on its own without help from a booster underneath. It also has 6 landing legs, 4 retractable solar panels, and 3 sets of 4 vernier thrusters near the top of the vehicle. There are 2 variants of the ship that you can download: Uncrewed Variant Crewed Variant (Can hold up to 4 kerbals) Planned/upcoming variants: Uncrewed and Crewed variants without landing legs Uncrewed and Crewed variants with SpaceX colors (black and white) SCREENSHOTS
  6. So, today in Kerbal Space Program 2, I finally went to Minmus. After the first patch was released, it made going there and back a lot easier because of the bug fixes and also because I now have a laptop with an RTX 3050 Ti graphics card, which improved the game's performance. Here's some screenshots I took while I was on the surface with Jebediah Kerman. https://drive.google.com/file/d/1nhxvtACe6dA-Me9KoMmjUbhTaTIPT8a3/view?usp=sharing https://drive.google.com/file/d/1riza28DGtpnaV2vbRdiDQd2RNsnLt4z7/view?usp=sharing https://drive.google.com/file/d/1uMPvKJlvQzLTyn6nnxvV51IKA6T1RHiU/view?usp=sharing https://drive.google.com/file/d/1mp30rBrggA-pYypzBko8DUU1FFbMRqWy/view?usp=sharing However, after lifting off from Minmus, I decided to EVA Jebediah, which caused the capsule to explode. I'm pretty sure this is a bug, as it should have shown Jebediah on the ladder when I did the EVA instead of the capsule exploding. https://drive.google.com/file/d/1o9bLOrGNG3vsi-CIK4Tbg0WTf0oB5bac/view?usp=sharing After reloading a save and not doing the EVA however, I was able to return Jebediah Kerman safely to Kerbin after going to the surface of Minmus. https://drive.google.com/file/d/1oKpnLha_iRTzKvdtPLZKq6fo7DfDsPsl/view?usp=sharing Edit: And here's some gameplay I recorded that was from the mission.
  7. Hello. I'm trying to create a custom part mod for KSP 2 but I'm not 100% sure how to set everything up so that my custom part will show up in-game without any problems. The images below show what I have so far in Unity. I know there is a creating custom parts section on the SpaceWarp documentation, but some parts of it are a little hard to follow.
  8. Burn Controller 0.8.1 has been released. The update is available to download from Github and SpaceDock. Changelog Added an option in burn settings for setting the starting and ending throttle of a burn.
  9. If you have a feature request for Burn Controller, please submit it at https://github.com/JohnsterSpaceProgramOfficial/BurnController/issues. I can't guarantee I'll be able to add all of them though. It's also where you can see features I'm thinking about possibly adding in future updates, like the ability to set the starting and ending throttle of a burn.
  10. Burn Controller 0.8.0 has been released. The update is available to download from Github and SpaceDock. Changelog Added a requested feature. The ability to set up engine burns for maneuver nodes. (Thanks to @LameLefty for the suggestion)
  11. Sure, I should be able to add that as a feature, probably as soon as the next update (which will likely be 0.8.0).
  12. Burn Controller is a mod for Kerbal Space Program 2 that lets you set up engine burns, with the ability to set an amount of time to wait before starting a burn, the percentage of thrust, and the duration of the burn. The latest release is 0.8.1, which has been tested to work with 0.1.1.0 of KSP 2. Previous Releases: 0.7.0 | 0.8.0 Download Links SpaceDock: https://spacedock.info/mod/3330/Burn Controller Github: https://github.com/JohnsterSpaceProgramOfficial/BurnController/releases Installation Download and extract SpaceWarp + BepInEx into the root directory of your copy of KSP 2. Drag the contents of Burn Controller's zip file into the root directory of your KSP 2 installation. If you did everything correctly, when you run the game, Burn Controller should appear similar to what is shown in the screenshots below. Usage For a demonstration of how to use Burn Controller, you can watch a short video here. As of the 0.8.0 update, engine burns can also be set up for maneuver nodes. You can view a short video showing how to do this here. Requirements SpaceWarp 1.0.1 or greater and BepInEx. Screenshots License (MIT)
  13. Kalkulator 1.0.2 has been released. The update is available to download from Github and SpaceDock. Changelog Made the UI more compact. Moved the location of several buttons. Fixed the Clear Result button being offcenter. Changed the keybind for the Calculator Anywhere setting to Left CTRL + C.
  14. Kalkulator 1.0.1 has been released. The update is available to download from Github and SpaceDock. Changelog Fixed a bug. Added a setting that lets you show the calculator anywhere when pressing the C key. You can enable it from the title screen by going to Mods->Open Configuration Manager->Kalkulator.
  15. Kalkulator is a mod for Kerbal Space Program 2 that adds a basic calculator with addition, subtraction, multiplication, and division functionality. The latest release is 1.0.2, which has been tested to work with 0.1.1.0 of KSP 2. Previous Releases: 1.0.0 | 1.0.1 Download Links SpaceDock: https://spacedock.info/mod/3327/Kalkulator Github: https://github.com/JohnsterSpaceProgramOfficial/Kalkulator/releases Installation Download and extract SpaceWarp + BepInEx (https://spacedock.info/mod/3277/Space%20Warp%20+%20BepInEx) into the root directory of your copy of KSP 2. Drag the contents of the mod's zip file into the root directory of your KSP 2 installation. If you did everything correctly, when you run the game, the mod should appear similar to what is shown in the screenshots below. Screenshots License (CC BY-ND 4.0)
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