stephensmat
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KSP2 Release Notes
Everything posted by stephensmat
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...14th May 2021?
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Part of the reason we're all up in arms is because the gaming community in general has been thrown out of whack since 2019. E3 just doesn't happen anymore, neither does a lot of the 'exhibitions' where they usually announce these things. KSP is not exclusive to any platform. Next big 'games event' is Gamescom, in late August. I figure if we don't hear anything by then, assume a 2023 delay.
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What does 1H mean in this context? First Quarter?
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Well, it's something. If the 'earnings call' means we're expecting news, then adding a countdown to the website is as clear an indication as we can get of a release date. An update to the website is probably a good sign too. You want to roll out a new product, you polish up the 'showroom' first.
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Also, I recall hearing Financial Year, 2022, which could take us halfway into next year. Even if it's this year, we've still got more than six months left.
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I'm playing Science Mode, and about to build my second interplanetary craft. Thanks to my first one's flight to Duna, I have several new parts unlocked. Including the Mining/Converting parts. What's more efficient to refuel on-mission? 1) Build a Lander that can mine and convert ore into more fuel, and launch it up. 2) Build a large converter into my 'Mothership' and fly the ore up via the Lander, convert it in space. The first option makes my lander heavier, but makes the return flight cheaper, assuming I can carry enough fuel tanks. The second option depends on getting enough ore up to my Mothership, or else I have to make multiple trips. Which is more efficient? Because my Mothership option includes the Engineers, and lets me carry more radial tanks, but if the Lander is all I need to fuel up, then I can keep feeding ore from a small storage, into a larger fuel tank.
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Is there an actual schedule, or just 'Maybe this week'? I've never seen an official timetable for updates.
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My only real argument for making KSP2 Linux-native is that I use Linux, and prefer it to Windows. Probably most of us who play KSP1 on Linux would say the same. It's just... faster than what Windows can offer, no matter the specs. To be totally honest, this is what I was afraid of when I found out a different studio had taken over development.
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Agreed. And if I'm honest, I wish more games had this option. Red Dead Redemption split Single and Online Play into two totally different games years after release, because they were totally different experiences for mostly different audiences.
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I think I'm going to, but I haven't left yet. The return window is still 400 days away, and I'm transmitting science in blocks of 40. By the time she makes it back, I'll probably have an upgraded one ready, with the newly unlocked tech. This mission alone might be enough to open up the entire tech tree. Thought I might add a few extra comms, and IR scanners, and refuel the Lewis to orbit Kerbol, watching for asteroids and such, let her live, unmanned, as a relay point for the rest of my game.
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None. I emptied the tanks into my drive section before I detached. If you mean how much I had left upon docking, it was about 500 Delta-V, give or take. Waste not, want not.
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Any good KSP tutorials that apply to today?
stephensmat replied to Chevronie's topic in KSP1 Gameplay Questions and Tutorials
This is the one that got me playing. Can't guarantee that it's for the most up to date version, but I'm running the current version, and never had a conflict. -
Today, for the first time, I put footprints on Duna. The ship is the one I mentioned yesterday. (The one that used to Be a Space Station. ) Took three cargo flights to fully reload up the fuel tanks, but I got there. I named her the Lewis, after the Commander of Mark Watney's mission. When I build an upgraded Mothership for a second flight, I think I'll call her the Waterman; after the hero in Ben Bova's Mars Trilogy. Duna orbit. My next step, a Landing. The Lander has half a dozen experiments mounted on the underside, and I was able to collect results twice, once during descent, and once again after landing. I saved a lot of Delta-V by barely using my engines for the landing. Parachutes did the job of straightening me out. The trade off for that was, of course, that I had to trust to luck and Duna winds to find me a level landing spot. It wasn't perfect, but it was close enough. Better than I had on the Mun anyway. You'll note that I left all the experiments I could on the surface. The Surveyor probe that I built a while ago is still orbiting Ike, and it has a transmitter powerful enough to relay everything from Duna to Kerbin. I'm doing a little dance in my chair, because this is my first interplanetary flight in KSP. I made it back up to orbit and docked. I did a third loop with the experiments I had, and stored them in the advanced probe cores that are still on top of my three engines. I used the orbital boosters for a 'drive section' on the Lewis, and as a result, they still have Probe Cores mounted on top. A good place to store experiments as the data works its way through my ship's science lab; waiting for a top up. I currently have 610 Data stored in my Lab, ready to process into science, with enough solar and batteries to let it run around the clock. I'm doing a little dance in my chair, because this is my first interplanetary flight in KSP. My question is, do I leave the Lewis there, churning out science, and build something new at Kerbin, or do I bring it home, just to make sure I can? The Surveyor around Ike should keep those ground experiments transmitting for a while now. If I go back, then I'll cut the Lander loose, and just let it float around Duna until I return. I'm almost sure I have enough Delta-V to return to Kerbin orbit. (One question: Will the Lab still run the same numbers during a return flight?) I was going to use the science to unlock mining/refuelling tech and build another module that I could take with me for the Lewis' next flight. But if I can send all the science, then I could build that module, send it to Duna, and have them dock. Start refuelling, and keep the mission going from here...
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Today, I finalised construction of my Duna Mission. It's the first interplanetary craft I've ever made, and the first large ship I've built in Orbit. You can probably guess that I've repurposed some of my orbital boosters as the engines. I've been putting docking clamps on all my LKO craft for a while now, in prep for this. I've also built a cargo craft that allows me to refuel the tanks. I haven't unlocked the 'mining' aspect yet, but that's my next goal. You can see the Lander mounted on the front. It is... Not Pretty, and the central 'spire' is off by about 15 degrees, but this is my first time constructing a 'Mothership'. The Ship has a science lab, plenty of battery, large solar arrays, and a combined Delta-V of almost 4000, (not counting the Lander). That should get me to Duna Orbit and Back. There's a 'hitchhiker' storage unit with two 'fuel cells' in it, which I can install mid-flight if I miscalculated the solar. Note that it also has two more docking ports. That was because I was hoping to build a craft that could land, generate fuel, launch, and dock, to refuel. If I can take a refueller or two with me, this craft is reusable for future missions. The engines are also symmetrical, which means I can add more engines to the 'drive section' and build up extra Delta-V for my next flight. Also, I've never tried to 'rename' a craft before. If I can do that, any suggestions?
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100% I'm speaking as a guy who pre-ordered No Man's Sky. here In a way, I think that's the problem. It's been a long time since they said 'Release 2022', and we've had multiple videos and Dev Diaries since then, which haven't mentioned release at all. It's making us nervous that they aren't repeating themselves about Release Date. In the real world, no news is good news. For the expectant, it's good or terrible.
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My criteria aren't on the list: Buy it on Linux? Release Day. (Assuming I can match the specs) Buy it on PS5? When I know for sure it has full Keyboard and Mouse Support.
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Deceleration Engines?
stephensmat replied to stephensmat's topic in KSP1 Gameplay Questions and Tutorials
Well, I'm new at this. All my landings have been single craft, jettisoning rockets and tanks as we go. I'm still learning the rules of space-only motherships. Some of my 'modules' have a real 'flex' problem when I boost them up into orbits. A huge ship I don't have to flip around feels more stable. I can fly up landing struts, and I've successfully attached a few parts in EVA, but I'm still learning. -
I'm currently putting together my first 'Large Interplanetary Craft'. I'm sending up boosters, planning to dock them in a row. My question is this: When you transit to another planet, you have to slow down to enter orbit. If I attach smaller engines to the 'front' end of the booster/Fuel Tank, can I then decelerate without having to 'flip' the entire spacecraft? Are there different controls I need to use?
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The thing I hold onto is that KSP isn't meant to be a famous game. It's a cult game. For the people on this board, it's endlessly interesting. The complexity weeds out the Star Wars fans, and leaves the guys with Delta-V Maps pinned to the wall beside our computers. But the learning curve and the 'hard sci-fi' angle make it less widespread. They aren't going to hype it like Horizon Zero Dawn or Elden Ring. And for the people waiting for it, we'll know in thirty seconds, because what we lack in numbers, we make up for in passion. Advertising isn't going to be done with a billboard, it'll be done here on this forum.
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Today, two achievements. First, I completed my first docking manoeuvre. I'm building a Space Station in LKO. I plan to put one over every planet and moon. It's a long term project, but if I was running a cost-free Space Program, it's what I would do. You may notice the long boosters on the end of each section. I've taken to adding docking ports and probe controls to every orbital booster now. I was able to transfer the leftover fuel from one to the other, leaving enough for it to disconnect and burn itself up clean on re-entry. Next docked section will be for solar power generation. 2) I sent a survey probe to Duna. I'm glad I play Science mode. I warped almost two years of game time to get this right. The ground experiments I left behind on Minmus and Mun have been trickling science my way, especially during 'transit-to-Duna' time warps. The surveyor Probe I built for Duna has the Delta-V to make it to Eve and Moho too, so I can probably unlock the rest of the tech tree soon. I'm glad I played Science mode. The 'progressive unlocks' helped me learn as I go. Also, full disclosure, after a few Mun/Minmus landings, I started using MechJeb to plot my transfers.
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I'm just getting started with more complex construction now. I'm looking at tutorials, and I'm not sure if the 'order' of parts matters. If I put RCS thrusters in places other than a fuel tank, does it matter? If I put a fuel tank between a Lab and a segment with several solar panels, does it matter to the flow of electricity? Can I put the batteries anywhere without it affecting anything? Can I put docking clamps or crew-capable modules at any end? Am I overthinking this, or dramatically underthinking it?
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Gather round y'all, as I tell you the tale of luck and survival. As I've broadcast to the world on this Forum, I only recently managed to pull of a Mun Landing and return. Still too wussy to attempt docking manoeuvres, I've tried my luck instead with rovers, creating a Lander than carries a decent Rover underneath, dropping it upon landing. Having succeeded in landing a rover on Minmus, I tried for the higher gravity (and better traction) of the Mun. And it worked, except I can't, for the life of me, find a totally flat place to land. Which is why, after landing and deploying the Rover... My lander tipped over. Thought that incline was slight enough, but apparently it wasn't. I replayed the landing twice, and both times, I tipped again before I landed. It's really getting annoying. I reach for the F9 Key, when muscle memory fails me, and I accidentally hit F5. I now reload at the scene above, more or less. So here I am, with my third stranded crew. I landed slow enough in a low-gravity environment, so the lander is intact, but for the sake of the Rover, it's too tall to stand back up. But as luck would have it, this is my first mission with a Magnetometer Boom. It's up on the capsule, so I can take readings in different areas around Kerbin. Wondering if it'd work, I extend the boom, and it starts pushing my Lander upright! I mess around with the spring strength of my landing legs, but it just won't stay upright. Plus, the things so turned around that I don't know if I'm pushing the controls to point me up, or down or sideways until the Cockpit gets moving again. And that's when I have a brainwave. For communications, I have an orbiting relay satellite over the Mun. And for simplicity's sake, my Landing site is along the equatorial line... So finally I get the idea of setting the orbiter as my target. I Warp ahead to when the Orbiter is directly over my landing site, I use the boom to push my nose up a bit, and I gun the return boosters for just a second. It's enough to get me off the ground. Takes me four tries, but I managed to land soft, and upright. My Rover's first task is to take the rest of my crew to the new landing site. That extra take off and landing nearly sunk me anyway. When I got back on course for Re-Entry to land on Kerbin I had 4 Delta-V left. But I made it. When I saw I was on course to land, I felt like I was watching the end of Apollo 13.