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stephensmat
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KSP2 Release Notes
Everything posted by stephensmat
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I'm trying to set up to dock two craft in orbit at Duna, but they're close enough together that I can't find both of them in map mode. When I point my mouse at them and clock, left or right button, the 'Target' menu doesn't come up. I've restarted the game twice. One time, it let me target from the mouse, (but I couldn't do the same from the other ship when I tried to orient them), the second time, same problem.
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KSP2 gameplay experience as a whole - how do you play it?
stephensmat replied to Siska's topic in KSP2 Discussion
Right now, I'm trying to handle docking. I've got two ships close to each other, and I can't for the life of me select the other one as a target. I've had to restart the game at each step. -
There's always a disconnect between 'science points' and 'actual science'. Speaking for myself, science points were helpful, even after I unlocked everything, because they gave me something to aim for. If the new game has different 'unlockables', I can live with that. A certain experiment in a particular biome unlocks one mission, while not taking that instrument along means mission failure? I can see that. They've already got several easter eggs in the game.
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EVA Construction was a big help, especially for my interplanetary craft. I was able to take up science experiments, add docking ports, increase power generation... Essentially, it was a way to 'revert to VAB' without having to revert anything. Is it essential? No. But I look forward to getting it back. But I look forward to the Orbital VAB's more. All my larger ship designs are based around the idea of not wasting orbital boosters. I would put a Probe, small solar panels, and multiple docking ports on every booster. After three or four Orbital launches, I would spend an hour guiding them to each other and linking them up to create a 'drive section' to get something to other planets. An Orbital VAB means I can build a ship that's not based around the leftovers of things getting launched first. That's going to be my favorite way to spend time, I believe.
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Lazy Orbit v0.4.0 - Set a vessel's orbit via a simple menu
stephensmat replied to Halban's topic in KSP2 Mod Releases
Ah! There's the mixup! I was dragging the mod folders into the wrong place. Working now! Thank you! -
Lazy Orbit v0.4.0 - Set a vessel's orbit via a simple menu
stephensmat replied to Halban's topic in KSP2 Mod Releases
I admit, I have no idea how to install a Mod for KSP2, because I haven't done so before now; but I can't seem to figure it out either. Version conflict, or am I being particularly stupid? -
It's not boredom, so much as... ennui. I admit, I would do way better in science mode. My first KSP1 game was sandbox, and it was a disaster. Science mode gave me a structure. "These kinds of engines can lift this sized craft", and "You can now reach this far with what you've unlocked", etc. Science mode will be revolutionary for me. Colonies will be a million times more. Right now, I'm just improvising, and not really succeeding. If the devs are reading this, please don't equate my interest in this game and my 'hours played'. They aren't even close to the same thing.
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I feel seen, and reassured. I watch this video at least once a week. I know it by heart. KSP is definitely a game made for people like me. Or at least, who dream of what I do.
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Yeah. The only thing I used MJ for after a while was rendezvous. I handled the docking on my own. Orbital transfers... I used it for take off and landing, but really that was just to save time. Rendezvous were the bane of my existence, but without assembling orbital craft, there's a limit to how far you can go. I'd be willing to take a mod that handles 'get to 200m and match speed'.
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totm nov 2023 SpaceX Discussion Thread
stephensmat replied to Skylon's topic in Science & Spaceflight
Looks like they've attached the Flight Termination System to Starship. Traditionally one of the final steps before launch. My dad was half my age when Armstrong walked on the moon. He raised me to be a space nut. (Just like him) I told him about this, and he said "Believe it when I see it." That's out of character for my dad, but after a lifetime of watching the shuttle fleet get mothballed, and the 'chicken wire and tinfoil' Lunar flights end before they really got anywhere, the idea of a Hundred Ton Lift, fully reusable? To him, it's 'reaching a bit too far'. This, from the guy who watches every F9 launch and landing with me. Fully reusable, and a hundred tons per launch? It's actually making me tear up, just thinking about the possibilities. I really, REALLY want to see this happen. -
totm nov 2023 SpaceX Discussion Thread
stephensmat replied to Skylon's topic in Science & Spaceflight
Never, ever get tired of the landings. -
Release KSP2 Release Notes - Update v0.1.1.0
stephensmat replied to Intercept Games's topic in KSP2 Dev Updates
That was the stated reason for having an EA period in the first place. The fact that they're following through is a major point in their favor. -
I never go near Discord either, but the community is such that it takes less than ten minutes for me to hear anything relevant.
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Yup. I've had the same problem.
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I admit, I'm not playing as much as I did with KSP1. That's not because of a lack of interest. It's purely because I'm lacking in direction. Career mode and science mode gave me a framework to shoot for. You build small craft to save costs and science points, you work your way up. Sandbox, you start at the top. In my case, it's like giving a first-time driver a Ferrari. While navigating the bugs and glitches, that's hard. I haven't really gone beyond the Mun yet. And I can't save up too many pre-built ships for later versions, because sooner or later the science parts get unlocked, and I start again. If the Devs are reading this, don't compare my 'hours played' with my interest and loyalty to the game. I'm raring to go, and trying to learn how to dock all over again.
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That's the hope. All the comments about how future elements are already in the code, as a 'foundation' make me think so. Sandbox mode is for making ships. Science mode is for unlocking parts. The progression is a semi-career mode. The first time I played KSP1, I played science mode until I knew what I was doing, and when I restarted in career mode, I had a fleet early craft in my saved folder. I don't know what the Resources mode is going to hold for us, but I'm betting it'll make sure we have to inch our way from one planet to the next, using the earliest tech we've got as we go.
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Quick update for you, on my Mun landing. I restarted the game, and EVA controls worked fine, the Plaque wasn't a problem, the animations lined up. I didn't get a screenshot, but I successfully returned him to Kerbin, too. Interesting thing about the new Map view, alI did was point my nose at Kerbin and burn hard until my ap was 'outside the sphere' around the Mun, and then I was back in Kerbin's SOI. It made calculating a return trajectory surprisingly easy. Used the leftover Delta-V to slow down for reentry. No thermal worries yet, but always good to stay in practice.
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My first Mun Landing in KSP2. Mindful of some of the bugs mentioned here, I tried a few things. I used the parts menu to stage, instead of the spacebar. Decoupling, and activating engines happened by the menu instead of the stages. I also used up all the Delta-V I could from the booster stage, to save my Lander fuel for the return voyage. ...which had the added effect of soft-landing my second stage, but I was able to time the disconnect well enough at an altitude of 50m; so that I didn't land on it. The bugs didn't bother me until after I landed. When I planted the flag, the animation didn't line up between the flagpole and the Kerbal. When the 'Plaque' got filled out, the game paused whenever I hit the 'p' key. And worst of all, once the flag was planted, I had no control over the Kerbal any more. he just... stood there, while I hit the buttons over and over. I had to revert the save after I had planted the flag. Still, it's my first landing in KSP2. You always gotta earn the view.
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Today: My first flight in KSP2. I had no trouble on launch, or staging. It's a pretty powerful PC, so I may be lucky, but so far no problems. First launch, first orbit. The lighting in this game is awesome. One small problem: (but I only started playing today, so this may be my fault) This launch was meant to be the first section of a station, with the second stage booster held on by docking ports. Except now that I'm in orbit, I can't seem to uncouple. Any suggestions?
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Feedback after a full Mun mission
stephensmat replied to ethernet's topic in KSP2 Suggestions and Development Discussion
I would pay extra for this. -
(EDIT: Apologies if this has been posted before. it's the first time I saw it.)
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Kerbal Space Program 2 - Pre-Release Notes
stephensmat replied to Intercept Games's topic in KSP2 Dev Updates
Alright, first one to the Mun Arch brings snacks. Actually, now that I think about it, if Multiplayer is possible, does that mean the Arch becomes something like a 'Hub'? Assuming we pick which 'other' games we can link up to, it means a lot of us could conceivably meet somewhere in a 'common' game... -
I will admit Mechjeb became indispensable for me; and I hope to see it in KSP2. With some of the 'automatic missions' we keep hearing about, I doubt it'll be as necessary, but still...
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I feel like now is the time to put this up: I know people are ticked about EA, and the System Specs; but speaking for myself: I didn't start playing this game seriously until I saw this trailer. I learned how to play from YouTube channels; and got my questions answered by you fine people, and now I play every day. It's been a long, exciting journey. Far longer for almost everyone else here, I know. But this forum made me feel welcome, taught me to be patient, and celebrated with me when I finally started to find my feet. Don't let perfect become the enemy of awesome; and don't forget that all of us are here because we dream of the day when all of this is real life, and not a computer game. KSP1 raised and inspired a generation of NASA and SpaceX engineers, and those guys are finally getting somewhere. My father was less than half my age when Armstrong put footprints on the moon. Starship will be taking it's first orbital flight as soon as next month. We were born decades too late for Apollo, and a decade too soon for Artemis; let alone Mars. For us, there is dreaming, inspiring, imagining, and creating. If it takes another year to get what we were expecting, it'll be a year spent among fellow fans, space enthusiasts, content creators, YouTube teachers, modders; and people who wish they could live on their favorite starships. A year spent watching as things get corrected, suggested, innovated; patched, expanded, and everyone races to find out where we can go, and what we can see with every new option. We are Wanderers with nowhere to go... yet. Those of you who start playing tomorrow? You're the ones helping prepare the way for the rest of us. The ones who are waiting to make upgrades to our machines, or cannot be there on day one due to cost, or those waiting for EA to pass. We appreciate it. This game has been the full time jobs of many people we've not met. And if any of those people are reading this, let me say thanks for all the time you've invested into this already. Until something better than this world arrives, you're keeping the flame alive.
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Now I need to see this over the old Thunderbirds intro. 5... 4... 3... 2... 1. Thunderbirds are go! (Launch roar)