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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. 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.
  2. 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
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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)
  8. 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).
  9. 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)
  10. 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.
  11. 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.
  12. 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)
  13. Hello. I have Unity 2020.3.23f1. Do you think that Unity version would work with it, even though it's a slightly older version? If not, would Unity 2021.1.9f1 work with it instead? Since I also have that version of Unity as well.
  14. Well, the idea was worth a shot, but I guess I'll just have to recreate my KSP 1 rockets in KSP 2 for now as it probably would not end up working without a lot of changes being done to the parts system in the game...
  15. Dear KSP 2 Developers (including Creative Director @Nate Simpson), I have a feature suggestion. You should add a craft file converter to the game, so players who created vehicles in KSP 1 would be able to use them in Kerbal Space Program 2. I have previously suggested this feature as a mod for the game, but now I think it might work better if it was a standalone feature included in stock KSP 2. As for how you could implement it, I gave an idea in this post along with some UI concept art: https://forum.kerbalspaceprogram.com/index.php?/topic/214938-idea-ksp-1-craft-file-converter/#comment-4259514. A feature like this would be useful for players coming from KSP 1 who want to use vehicles that they spent a lot of time making or have a high part count in the original game and don't want to waste time trying to recreate the vehicle part for part in KSP 2. From my many hours of experience in KSP 1 (over 600!), I know how tedious it can sometimes be to create a vehicle that works and functions the way that you want it to, so having something like this in the game would be very much appreciated... Thanks, @Johnster_Space_Program
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