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KSP2 Release Notes
Everything posted by AaronDoesSpace
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Actually excited about the future of KSP 2
AaronDoesSpace replied to Vl3d's topic in KSP2 Discussion
any sane person can see that KSP2 is dead the dev team doesn't exist the community team don't exist the dude heading the whole thing was laid off they have been trying to get rid of the IP since the closure and there are no buyers Unless you yourself intend to fund development, you will never get KSP2 -
Release KSP2 Release Notes - Update v0.2.2.0
AaronDoesSpace replied to Intercept Games's topic in KSP2 Dev Updates
removal of the launcher, editing the credits, and patching a lot of stuff really does indicate this is the final update. Rest in Pieces KSP2, you didn't need to exist but you did anyway -
I would love to see proof that you have supposedly copyrighted this mod. I checked your github and it lists your location as Belgium. I checked the Benelux Office of Intellectual Properties and "Kerbal Star Systems", "Kerbal Star Systems 2" and each of them minus the word "Kerbal". There are zero results. Due to this, you are not able to actually use the All Rights Reserved license and should change it also you can't just edit the post to say Some Rights Reserved, that still has the prerequisite of you being the copyright owner, which you are not
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Chasing Dreams Redux: A Space Shuttle Alternate History
AaronDoesSpace replied to Talverd's topic in KSP1 Mission Reports
peak...- 46 replies
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- alternate history
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Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 7 5800X3D | GPU: GeForce RTX 3070 | RAM: 32GB 3200MHz DDR4 I have built a simple two stage rocket, which should not really have any structural problems. however there is a huge amount of flexing and wobble in the parts when doing something as simple as turning the rocket Included Attachments: 2023-06-22_17-47-51.mp4
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Calvinball? More like Spherical Hydrogen Tank-Ball!
AaronDoesSpace replied to Nate Simpson's topic in KSP2 Dev Updates
please for the love of god listen to your community, especially on twitter. Wobbly rockets should NOT be a feature, it shouldn't be lessened, or togglable, it should be REMOVED ENTIRELY. Nobody enjoys it, it ruins big builds, and just makes the game unplayable with anything other than a tiny little moon rocket. There are detailed tutorials online on how to manually fix the games code to make it even playable. Please just listen -
3/24 Discord AMA - Nate Simpson - SUBMIT QUESTIONS HERE
AaronDoesSpace replied to Dakota's topic in KSP2 Discussion
Regarding the big roadmap features development (science, interstellar, etc), are the dev team working on those alongside regular patches and bug fixes, or are the big ticket items the sort of thing you've put on hold while stabilising the game with smaller patches? -
Today is Friday, but one day it'll be Fry(your ship)day
AaronDoesSpace replied to Nate Simpson's topic in KSP2 Dev Updates
Those reentry effects are certainly complex and interesting. Can we expect something similar in terms of Shock Cones? -
Developer Insights #18 - Graphics of Early Access KSP2
AaronDoesSpace replied to Intercept Games's topic in Dev Diaries
can this be expected to be patch news? -
Developer Insights #18 - Graphics of Early Access KSP2
AaronDoesSpace replied to Intercept Games's topic in Dev Diaries
Nice news that you are going with concurrent binary trees. I have just quickly skimmed through some papers and videos (you've likely already watched them lmao) and it does appear to be a very interesting and very exciting system. Good work and good luck, I cannot wait -
the update on progress is nice but having to wait multiple more weeks for the game to even begin to be playable isn't fun. What is stopping you from just pushing the current fixes now? and then work on more later
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I can't wait to finally have better modding tools and better modding file formats it's gonna speed up my workflow so much
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this vehicle is tremendously heavy, on the order of 10,000 metric tons in KSP. It sounds like you aren't using autostrut and rigid attachments
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yeah something dodgy is going on with the model, I'll try to figure it out this week
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im still in the process of balancing the propellant amounts so it may behave a bit strangely
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Stock Scale refers to the fact that the parts are balanced and scaled against the stock parts, which it turns out, are actually balanced for a solar system that is 2.7x larger, or a quarter of real life
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thanks man, yours and cobalt's help on discord was instrumental in getting this out
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I am looking at that! It's a low priority feature but I shall try my best
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Hey all! I have dropped a little patch onto GitHub and SpaceDock fixing some balancing issues! Let me know how it goes!
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If you like the mods I make feel free to support me on Patreon or Ko-fi Any donations help fund new tools for better mods! DOWNLOADS Github | SpaceDock License: MIT Credits: Thanks to @CobaltWolf and @Zorg for constantly helping me while making this mod, couldn't have done it without you! Dependencies (Not Included! Make sure to download): Bluedog Design Bureau - This mod makes use of a lot of custom configs from BDB as well as using the J-2 for its TVC Engines (Honestly if you don't have this are you even playing KSP?) Simple Adjustable Fairings - Allows for the very huge, solid and 8 Segmented fairing that sits on top of this rocket. Waterfall - These huge and beautiful engine plumes are thanks to this mod, make sure to grab it! FAQ What is this mod? Why did you make it? I wanted my fellow Sea Dragon fans to have a mod to play with that didn't require the usage of a RSS scaled solar system, was up to date in terms of artstyle, and also was more accurate to the original design study documents published in the 60s. Mods that original added Sea Dragon, most notably, RSSeaDragon, have quite an out dated art style and haven't been maintained for quite a while. I am also the first one to implement the correct expanding nozzle design! Why is this so powerful?! I managed to get to the outer solar system easily! Stock Scale Sea Dragon is designed for usage on a 2.5x / 2.7x Scale Solar System Only. You can choose to use a rescaled stock system, or KSRSS Reborn, or anything of that scale if you choose, as those are what this mod is designed for. How much payload is this rocket able to lift? This mods rocket is designed to lift about 220 in-game tons into an orbit of about 120km in KSRSS or similar scale systems.
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[1.12.5] H-II (H3) Transfer Vehicle 1.0.1
AaronDoesSpace replied to MATVEICH_YT's topic in KSP1 Mod Releases
REAL!!!!!!! -
[1.12.x] ARCAspace EcoRocket for KSP
AaronDoesSpace replied to AaronDoesSpace's topic in KSP1 Mod Releases
Tried that, didn't work. LqdWater in the CRP is set us a Resource, not a Fuel, so it drains evenly across the entire vessel at once. This meant that the first stage engine would drain the second stage tank. I couldn't fix this without changing the drain rules in CRP from ALL_VESSEL to Stage Priority. Hence I made the custom fuel