-
Posts
120 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Kerbin Launch Coalition
-
Developer Insights #22 - Sky's the Limit
Kerbin Launch Coalition replied to Intercept Games's topic in Dev Diaries
Thanks for this blog, it's great that meaningful blogs have made a return and that communication as a whole has dramatically improved as of late. -
Maneuver Node Controller [0.8.0]
Kerbin Launch Coalition replied to XYZ3211's topic in KSP2 Mod Releases
This mod looks sweet, going to have to add this to game. I miss being able to do *precise* manoeuvres. -
Build or assemble in orbit ?
Kerbin Launch Coalition replied to MirabelleBenou's topic in KSP2 Discussion
Never tried in KSP2, it however was never an issue in KSP1. -
What is keeping you from starting your KSP2 Mod?
Kerbin Launch Coalition replied to LuxStice's topic in KSP2 Mod Discussions
Cheers, I will do just that. -
What is keeping you from starting your KSP2 Mod?
Kerbin Launch Coalition replied to LuxStice's topic in KSP2 Mod Discussions
For me, genuinely speaking I wouldn't have the faintest idea where to start. I have those two videos Lux shared a while back to watch when I'm back home, so I might have a mess about at some point. -
It works spot on, some nice tanks in here. Great to see a fledgling modding scene for KSP2, has huge potential.
-
Is there some sort of issue with this? When I downloaded it there's some sort of error attempting to open it. Some sort of error also occurs for me using CKAN.
-
Build or assemble in orbit ?
Kerbin Launch Coalition replied to MirabelleBenou's topic in KSP2 Discussion
You can absolutely 'assemble' ships in orbit, this is pretty much my *go to* when it comes to going somewhere outside of Kerbin's immediate SOI. The main issue with KSP2 is unfortunately the one that plagues the game and genuinely ruins the experience for a lot of people. Wobbliness! Docking ports are TERRIBLE in terms of providing a rigid connection between two objects, that may or may not have been fixed in the latest patch (and hotfixes) but I honestly haven't had time to test it. That said though, it can be mitigated through design choices, such as keeping thrust to weight on the low end (in vacuum) and minimising the turn/rotation rate of the vessel during manouvering. The last thing I built in KSP2 was similar to the vessel seen in the menu screen but it suffered a lot of flexing. -
What do you expect from the Science Update?
Kerbin Launch Coalition replied to GGG-GoodGuyGreg's topic in KSP2 Discussion
I sincerely hope it isn't that far off if I'm honest, but never know. I agree in principle, but nothing in nature is 'peaceful', death, struggle, is universal as far as the natural world is concerned. I'm not thinking of turning Kerbal Space Program into a single player, story driven affair but just bulking the 'lore' so to speak out with a bit of narrative. Things like space races, where you're competing with rival nations to reach some perceived strategic high ground, kinda like the Mercury - Apollo era. I'd love to see some substance added to the game rather than just do this, go here, all just for the sake of it. -
What do you expect from the Science Update?
Kerbin Launch Coalition replied to GGG-GoodGuyGreg's topic in KSP2 Discussion
That is absolute truth, the one thing Kerbal Space Program lacks in any real regard is a narrative. I'd much rather see politics involved than just assume Kerbals are this perfect utopian society. -
I would support the idea of automation with regards to docking being a baked in feature *however* not right off the bat. It should be unlocked through a progression system, full on manual being the first step. Then progressing to a limited autopilot system before progressing to full on hands-off docking. But I absolutely think learning to dock is one of the fundamental skills that needs to be encouraged rather than 'modded around'. It's how we did it in the real world, the guys on Gemini and what no didn't have the same automation as Crew Dragon for example. The game needs progression in that respect to reward players for learning.
-
Release KSP2 Release Notes - Update v0.1.3.0
Kerbin Launch Coalition replied to Intercept Games's topic in KSP2 Dev Updates
Yeah I'd be controlling said first stages. Kinda like how I used to do it on Xbox with recoverable first stages before being spoiled with stuff like FMRS. The engine plates have, to date been something to avoid. Have those been meaningfully improved? I haven't had a chance to test the game yet as I'm not at home right now (work). -
Release KSP2 Release Notes - Update v0.1.3.0
Kerbin Launch Coalition replied to Intercept Games's topic in KSP2 Dev Updates
That's a significant amount of fixes, shall download as soon as I'm home from work. Airbrakes are a welcome addition for me and I assume the fixed drag system means that my de-orbiting first stages will actually slow down now? -
It's amazing how much that pointless wobble could be fixed by just getting shot of the 'stack of tanks' and replacing them with procedural. But judging by some of the replies people will fight tooth and nail to just have a Kerbal Space Program 1 clone, complete with all the irritating 'Kerbal Physics' nonsense. I don't want an 'easy' game, hell I want something like Kerbalism to be stock, what I want is a game where I'm not penalised because of the half arsed physics/joint system for zero reason in flight. I mean really, who wants their rocket to just snap in half for no apparent reason? I doubt I'll see a particularly big show of hands here. Who wants their space station to just wobble itself to pieces for zero reason? Or for 'docking adaptors' to function as nothing more than a bit of Blue Tac.