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Everything posted by Hyperspace Industries
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I think the solution is adding a version of the Trajectories mod, it gives you the aerobraking trajectory, and also a precise bullseye landing site, you can easily see where you are going to land, and where your correction burns put your landing, but it doesn't fly for you, it keeps the challenge, without making it too hard to learn.
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Show and Tell - Tutorial Shader Test
Hyperspace Industries replied to StarSlay3r's topic in Show and Tell
@Nate SimpsonI've been thinking, and I think the ideal location for the altimeter is bottom centre, because you will always look down when landing, so it would be pretty obvious, and I also recommend you make it a bit bigger. Anyways, great work, this show and tell had me bouncing off the walls!- 156 replies
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Show and Tell - Tutorial Shader Test
Hyperspace Industries replied to StarSlay3r's topic in Show and Tell
As far as I know, it's integrated into the launchpad, think less modular launch pads, more kerbal konstructs.- 156 replies
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Show and Tell - Tutorial Shader Test
Hyperspace Industries replied to StarSlay3r's topic in Show and Tell
Some notes on the staging interface: 1. Radial and linear decouplers have different symbols. 2. So do srbs and regular engines.- 156 replies
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Show and Tell - Tutorial Shader Test
Hyperspace Industries replied to StarSlay3r's topic in Show and Tell
Yup, it's part of the tutorials.- 156 replies
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Show and Tell - Tutorial Shader Test
Hyperspace Industries replied to StarSlay3r's topic in Show and Tell
If I may say something about the ui, the only problem I see that can't be overcome with a bit of adapting to it, is the altimeter, when you are landing that is crucial info, and making it hard to spot will make landing astoundingly hard.- 156 replies
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Show and Tell - Tutorial Shader Test
Hyperspace Industries replied to StarSlay3r's topic in Show and Tell
Look at the kerbal's hair, he has a mohawk, I'm not kidding, look!- 156 replies
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Show and Tell - Tutorial Shader Test
Hyperspace Industries replied to StarSlay3r's topic in Show and Tell
SO MUCH INFOOOO!!!!!!!! We now know what the ui looks like, the launchpad, tutorial simulation mode, general part shader, stagin', and sooooooo much more!!!! PS: Yayyyyyyyyyyyyyy!!!!!!!!- 156 replies
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I did a bunch of stuff: Still new to landing, so this was an accomplishment. Scientist Zes Von-Kerman, about to jump into a pool, to test if this water is also fake. Yup, pool is from ksc extended, first person, check the spoiler box. Ps: @Misguided KerbalWhat visual mods, (specifically Tufx configs) are you using?
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Changed the Kerbal renamer configs, tested, worked, put it in my main install, forgot to click "do not rename original four", Jeb, Bob, Bill, and Val got kidnapped and impersonated, used backup persistent save to bring them back, clicked "do not rename original four", And now it's working, I did this in my main save file, Luckily it never renames existing Kerbals, so Phogan, Katrina, and Billy-Bobsy, some of my favorite kerbals, weren't kidnapped. Anyways with it up and running, Jeb took some of our new recruits for a ride:
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Greatings, low temperature Earthling! @BuranAceThanks for liking my post on another thread, glad you enjoyed it.
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Things to do in KSP 2
Hyperspace Industries replied to Awfulwaffle's topic in Prelaunch KSP2 Discussion
If there is an atmospheric fusion engine, I think I have a design for a 4 (or 5) part interstellar ssto, I've never done a low anything challenge yet, but I think this could work. On a more serious note, first goal: orbital workshop, I hate launching to orbit, love landin' though. second: First colony has to be on Duna. Note: one of my ships will have to be called the red october, and another The Redneck -
No @Pluto_Is_A_Planet, Well, it is a dwarf planet, making it a partial planet. (But still not a planet!)
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Hello, just ate breakfast, gotta get ready. @HyperDracohow are you doing?
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To crew or not to crew?
Hyperspace Industries replied to Hyperspace Industries's topic in KSP1 Mod Releases
Yeah, I am aware of it, but I mainly created this for if people want to be able to choose between crewed and uncrewed from the start, hence the name. -
I haven't gotten to post here recently, so this includes multiple days:
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That is the question... Which you will have to ask from the start of a science or career mode playthrough if you download this mod, which puts the stayputnik probe core in the start tech node, so probe missions are possible from the start, but you won't have any batteries, and the stayputnik can only run for ten minutes on its own power (if probododyne is to be believed) My second mod, and my first module manager patch! I hope you guys enjoy it! Spacedock: To crew or not to crew on SpaceDock Install instructions in the read me file.
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Really Really Really Tall Building
Hyperspace Industries replied to The Jedi Master's topic in Forum Games!
2334: you find 42 glasses of old janx spirit, drink all of them, see a giant sign saying "Don't Panic", and quickly run to the next floor. -
Present!, was working on my shuttle 2 replica. @ColdJ do you know anyone else I could mention?
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Not yet, Sorry I'm late, printed a new picture of the korolev cross out. Maybe @ColdJ will be late this time?
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Favorite staging maneuver?
Hyperspace Industries replied to Hyperspace Industries's topic in Science & Spaceflight
Um? I'm not sure if it should, but I make (some of) the rules, and I say, Yes.