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KSP2 Release Notes
Everything posted by Zorg
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J1A (also known as J1U ie J1 Upgrade, or even J2) was then spiritually succeeded by Galaxy Express. J1 was a NASDA project I think while Galaxy Express was a private venture. I havent fully untangled the lineage though. Galaxy Express is literally an Atlas III first stage with the same or similar methalox upper stage as J1A.
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BDB is balanced against stock. The thing is the stock balance is itself an overpowered balance in order to make the game easy to get into. Consider the size of a rocket made using entirely stock parts to send a 3 person capsule to the moon in the default size stock system. Then compare with a real rocket required to do the same mission. to put it another way balancing against stock and balancing for 2.5x means the same thing. If you play with BDB with the default system it will be overpowered. Just like stock parts. If you use 2.5x scale it will be quite realistic. Just like stock parts. if you don’t want to use a larger system just build smaller rockets. We’re not going to to rebalance 1300 parts in a way no one else does. This is planned (I need to copy the bottom from the atlas A skirt). As for the decoupling you should be able to disable staging in the part action window. If that’s not there I’ll add the toggle when I can check on it.
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There is an RO user by the name of Skyphoenix (not sure if they’re in the forums) who is currently undertaking a massive effort to update BDB configs for RO (idk about RP1). Even a lot of the dev stuff are being integrated. Not sure if that work has been merged into RO yet and I would guess not for our dev stuff until it’s released anyway.
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I just want to point out that the first stage crossing the Karman line during its burn is not unusual for rockets optimised for high energy orbits. Just about every typical mission profile detailed in the Atlas V users guide (on ULAs website) show stage sep well above the Karman line. Compare with Falcon 9 which usually separates around 65-75km. This would be less prevalent in KSP though due to scaling issues.
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We took the stance of wait and see in the sense that we wouldn’t start work for KSP2 until a decent modding pipeline and support for key functionality like part switching (whether through official or modded options) was available. We never stopped working on KSP1. There was a bit of a months long dip that at least for my part didn’t have much to do with KSP2. And the resumption of the current fast pace of dev on Atlas and X15 happened before all the KSP2 news broke. as we’ve said before we’re disappointed with what happened with KSP2. It was a massive missed opportunity. But we also now have the relief coming from having clarity about what’s ahead now.
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F1 was always open cycle. Dumping the exhaust into the nozzle for film cooling as the original did doesn't really count as closed cycle. The entire F-1B redesign was based around adapting the F-1 to modern production methods. In fact it would been difficult to remake the original as it was from what I understand.
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yeah given that we work on this in our free time, actual contributions come in fits and starts depending on what else we have going on. And the current projects are quite extensive and complex. Even internally we tend to find out ourselves when a release is feasible quite late once most things have come together. You can keep an eye on the todo lists in the github issues if you wish to track progress. But just dont consider it any sort of indicator of a time line.
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Coming hopefully tomorrow. Finished the alternate variants for the new Atlas V. incl 4 levels of oxidation and 3 fictional paints Tanks, raceway, avionics pod & lox tank all independent switches, so you can mix & match A grey switch for the engine mount also coming This is my favourite thing As is traditional now the Atlas life cycle. Every atlas seems unique when you look at pics. Took some inspiration from various models and colours ofc adjusted to a KSP palette.