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Everything posted by minerbat
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the englist name is "once upon a time: space". most episodes are on youtube with english dubbing by the official channel of the original maker https://www.youtube.com/@onceuponatimechannel/videos, although those dont have the original intro and poor audio mixing (loud music compared to the voices). they also have not yet uploaded all episodes yet and for some reason they are uploading them in the wrong order. they are available with better audio and the original intro elsewhere. it is an animated series with 26 total episodes, the earlier episodes are mostly standalone random planet visiting episodes, later it becomes a larger story. as a child i often watched some of the other series in the franchise, with stories about human history and biology, but i found the space series much later but it still gets me nostalgic since it has the same music, animation style and characters as the other series. thanks. i have noticed the outages. for a while i thought the forum had entirely ended but im glad it didnt
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http:// I have decided to continue making untitled kerbal story. Working on episode 2 now. I have also created a map of kerbin. This is the canon map right now, but it will probably expand later (and maybe expand to other celestial objects as well if the series gets far enough for large scale colonisation to happen). I am also open to name and flag suggestions.
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This is the pilot episode for a KSP series i am thinking of making. This series will follow kerbalkind from the very beginning all the way to being an interstellar empire. Along the way there will be stories of adventure and exploration, but also of war and destruction. There will also be humor, snacks and explosions from time to time, it is still KSP after all. The story is inspired by the expanse, VAOS's solar nation series, and Matt Lowne's KSP movies. The story will start out with the 4 starter kerbals, but the amount of characters will expand and change as the series goes on. Episodes will likely have a lot of time between them, since i do not have much time to make them because i am busy with university. Because of that, the series will take years to finish and may not finish at all if KSP loses its popularity now that no version of KSP is in development anymore...
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laughs in cube-kerbin
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KSP theme but made using just jet engine noise
minerbat replied to minerbat's topic in KSP Fan Works
yeah you can hear it if you know what it is supposed to sound like, but i think it probably sounds like random noises if you dont know the theme very well -
and i have basically 0 knowledge about music/music theory so it isnt great lol, but it is really funny
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This is what happens when you clip through the bottom of the Vall canyon
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totm feb 2024 Threads of the month: February 2024
minerbat replied to adsii1970's topic in Threads of the Month
weird, for some reason it didnt notify me of this thread, despite @minerbat being used and i have set my settings to notify me of mentions... -
yes i have an account here but somehow the mention didnt notify me so i just randomly found this when looking up myself in the forum's search function so hi, i might be like a year late but i am here anyway
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I am not sure where to ask this. I want to change the textures on a stock part for a video (specifically the making history structural panels). is there an (easy) way to do this? It shouldnt change the part in any other way so that i can load an already existing build with the new texture (in the same way that stock builds can be loaded with restock). I have used custom flags for similar purposes in the past, but that isnt sufficient this time
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[1.12.x] Through The Eyes of a Kerbal
minerbat replied to linuxgurugamer's topic in KSP1 Mod Releases
suggestion: could swimming be improved? right now when you swim with a helmet on the camera goes through the back of the helmet -
how do i turn down the size of ocean waves? online i find some mentions of a "wind speed" setting but i cant find it in the alt-f11 menu, and also no other wave size related setting edit: never mind i found it, the alt-f11 screen that opens in the space center view is different from the one in flight view so that is why i didnt find it
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that was a fun one
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Parts & Vessels Relay antenna not working [Cannot transmit science data using Relays]
minerbat replied to NoobAlike's question in Parts & Vessels
same issue with rover at the tylo monument. can control the rover via relay, but not transmit science even though i could from low tylo orbit -
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i have the same issue. i also noticed that jool goes invisible when in high orbit and only becomes visible when getting closer, i dont know if this is related but it is something i noticed.
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One of the first disney cartoons, steamboat willie, is now copyright free! so, naturally, i decided to send it to space
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My first interplanetary ship in KSP 2 exploration mode (at 50% science gain). First mission: Duna landing and return. It is named Bertje aap 2 (Bertje aap was the name of my first ever interplanetary ship in ksp 1 which did a mission to Eve orbit. dont ask what it means, its a long story). It is meant to be expanded for more missions to other places as the playthrough progresses
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only if you land at night
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I used flags to make a minecraft looking saturn V
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I sent a probe to Eve with what i thought was enough communications (has the com system been changed? i thought 2 HG-5 high gain antennas were enough to communicate from Eve in KSP 1? or maybe i am just misremembering). But it is out of range. Have relays/comnet been implemented yet? I cant find any reference to them in the game or antenna names (in KSP 1 certain antennas were named relay antennas). if not, what is the weakest antenna that can communicate with Eve? I am doing a 50% science playthrough so i am not very far into the tech tree yet
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my kerbals will celebrate christmas... in about 10 years, they have to get to eeloo first so they can have a white christmas
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: AMD ryzen 7 3800X 8-core processor | GPU: NVIDIA GeForce GTX 1050 Ti | RAM: 32 GB Severity: med Frequency: high Description: when you put wings on a vehicle and rotate the vehicle the wings will not produce lift, but they will if they get separated into separate crafts that are contained in a kind of cage like structure (though this is not very useful since they often glitch through it after a while anyway). look at the craft at 4:30 in the video in the post, or in the video in the attachment to get an idea of what i mean (video in the post made in the first ksp 2 version but still works the same way in 1.0.5). they only fly after separating the wings (this is not because of the wings pointing down on this specific craft before separating, it also happens on other crafts with wings in the same place before and after detaching), though logically this should not be needed and it works without needing separate crafts as wings in ksp 1 (robotics propellors also work there). I included a version of the craft as an attachment (though the same issue happened on multiple independently designed crafts). it was meant for jool but can also work on kerbin, just give it enough time to spin up. the same issue will happen on any craft trying to use rotating wings as a source of lift. Included Attachments: KerbalSpaceProgram22023-12-0322-06-38.mp4 JAVprototype.json .ipsImage { width: 900px !important; }