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Forgot the heat shield
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ConsoleCoder changed their profile photo
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Landed on Duna and returned for the first time ever, and it was in Exploration mode. This is the first manned two-way trip to another planet I've ever done. Not even in KSP1 have I done a manned interplanetary mission that doesn't involve stranding Kerbals.
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: 64-bit Windows 11 Home | CPU: 11th Ge Intel(R) Core(TM) i5-11400f | GPU: NVIDIA GeForce RTX 3060 | RAM: 16.0 GB Title: (a sentence that summarizes the issue) Processor: 11th Gen Intel(R) Core(TM) i5-11400F @ 2.60GHz 2.59 GHz Severity: Med Frequency: Low Description: When flying my rocket over kerbin, I noticed the water was missing. The LOD of the surface underwater works fine, but the water just doesn't display. Furthermore, the atmosphere lacks any scattering or distance tint. Sunsets do still appear the right color, but only the sky is visible, not distance scatter. This does not appear in map view. Included Attachments: .ipsImage { width: 900px !important; }
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List of Science Regions
ConsoleCoder replied to Deadly_Laser's topic in KSP2 Gameplay Questions and Tutorials
From what I can tell, the celestial bodies in KSP2 have much fewer biomes than in KSP1, often around just 4 or 5. Additionally, the biomes don't seem to give new science when doing anything besides a surface sample (And possibly a crew observation). I can't find any lists of biomes for KSP2, but honestly, it's not really worth it unless you want to absolutely maximize science. Il just say that if it looks a lot different, it's probably a different biome. It's much harder to science spam in KSP2. -
For anyone who likes to eyeball the transfer windows, here you go. These transfer windows are to scale with the orbits of the planets in Kerbal Space Program 2, aside from the eccentricity. I have a version where Kerbin is on top, and a version where Kerbin is on the side. Feel free to use it.
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- Transfer
- Transfer window
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: 64-bit Windows 11 Home | CPU: 11th Ge Intel(R) Core(TM) i5-11400f | GPU: NVIDIA GeForce RTX 3060 | RAM: 16.0 GB When below a specific elevation on Kerbin, approximately within the upper atmosphere, the sky the skybox appears static, failing to reflect the rotational movement of Kerbin. Despite Kerbin's rotation, stars remain stationary, suggesting that the skybox is somehow fixed to the celestial body's rotation. Additionally, when below this designated elevation, the skybox appears to be offset, with stars and celestial objects positioned incorrectly compared to their actual locations. Included Attachments: 2023-December-2115-22-25.mov .ipsImage { width: 900px !important; }
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I made it to the Mun and Minmus for the first time in an exploitation mode save! I’m loving the update. Edit: Wrong Topic...
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I was heavily inspired by New Mexico’s flag, those 3 planets just reminded me of the state.
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5 days! Can't wait!
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Ive docked with the Kerbin Orbital Station twice before to add new modules, once to raise its height, and one more time just recently to bring some of the kerbals back to Kerbin. The sheer amount of reaction wheels in my space station really helps with the docking process, cause I can just set whatever rocket planning to dock to it as a target, and then it will always face the rocket. Oh, also, I plan to add more modules once "For Science!" is out, so that will be exciting!
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UI/UX KSC/Tracking Station UI overlapping on Map view (M) keypress
ConsoleCoder replied to The Aziz's topic in v0.1.5
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: 64-bit Windows 11 Home | CPU: 11th Ge Intel(R) Core(TM) i5-11400f | GPU: NVIDIA GeForce RTX 3060 | RAM: 16.0 GB (15.8 GB usable) When entering some buildings in the Kerbal Space Center, sometimes the KSC side menu stays on-screen, interfering with certain actions. I couldn't get a screenshot of it, it seems to happen at random, so I've attached a representation of what it looked like from memory, attached in the "Other Attachment" section below. Again, the image attached is edited, showing what it kind of looked like. Included Attachments: -
So, I've been KSP2 for a while now, so I went to check up on my KSP1 oldest save. To see space stations without docking ports, useless satellites, and horribly built rockets was very funny to me knowing what I know now,
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: 64-bit Windows 11 Home | CPU: 11th Ge Intel(R) Core(TM) i5-11400f | GPU: NVIDIA GeForce GTX 1660 ti | RAM: 16.0 GB (15.8 GB usable) When my camera goes below 0m sea level on Duna within a large Dunian crater (Image attached) the atmosphere behaves in the same way it would when underground, what I imagine is the atmosphere's intended bounds. When looking down while at this altitude, a black void of atmosphere can be seen below the camera towards the center of Duna. The atmosphere's opacity is abruptly increased below the horizon line. This is not specific to EVA view, it happened while I was descending in the rocket as well, only happening after going below 0m above sea level. Included Attachments: .ipsImage { width: 900px !important; }
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1. Mobile compatibility 2. VR compatibility 3. Three-dimensional terrain like caves or cliffs 4. Fix the ring particles (In a circular orbit in the rings, the ring particles should appear nearly stationary, as the ring particles should have orbital velocities like any other body in orbit.) 5. Bring back Gene Kerman in some form, even if just for an easter egg. 6. Visualised transfer window & delta-v guides (Like a display of a planet's current orbits and the optimal trajectory at what time and place on a celestial map) 7. Weather effects, mainly rain, snow, wind, storms, and vortexes. 7.5. If adding weather such as wind or vortexes, I recommend adding some weather visualization, like a forecast map for the present and future (Maybe the future could have a slight error in predicted weather), and a toggle for weather. 8. Jool intense atmospheric effects (Lightning, intense wind vortexes, giant storms, clouds that look more swirly, etc.) 9. More realistic clouds for Kerbin, Eve, Laythe, Jool, and possibly Duna, featuring multiple different types of clouds in different layers of the atmosphere, along with different shapes, affected by weather if it gets added. 10. More scatter on all planets, along with a toggle for scatter collectibility.
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Just the other day, I made this space station! I call it the "Kerbin Orbital Station", and it's a modular space station in low Kerbin orbit. I plan to add more modules to it, especially after the "For science!" update comes out. I did have a modular station before this, but I accidentally deleted the save file. This makes the Kerbin Orbital Station the first mission ever launched in my new save. I also may or may not have stranded Jeb in a would-be space station module, if I remembered to add RCS. Now there's a module floating around, slowly getting farther from the space station. Planning a mission to recover Jeb, or I can just load a previous save. Name: Kerbin Orbital Station Orbital period: 43 minutes and 45 seconds Periapsis altitude: 250,045 meters Apoapsis altitude: 252,299 meters Average altitude: 251,172 meters Periapsis speed: 2,039 m/s Apoapsis speed: 2,034 m/s Average speed: 2,036.5 m/s Circumference of orbit: 5,348,071 meters Orbit: Prograde relative to Kerbin’s rotation Monopropellant: 36 tons out of 36.3 tons left Xenon: 0.12 tons out of 0.12 tons left Electric charge: Max charge of 63633 Crew: 23 kerbals Max crew: 39 (39 seats in the station) Direction: Orbiting eastward Motion across Kerbin’s sky: West to east when viewed from the surface Inclination: -1° Highest G force ever experienced: 7g (Experienced during an altitude-raising mission) Highest altitude ever achieved: 252 km Main color: Light blue Accent color: Dark blue Docking ports: 19 docking ports total, 3 exterior docking ports available, 2 cargo bay docking ports available, 14 docking ports occupied, 4 exterior docking ports available but unreachable due to obstruction Features: Large cargo bay with small and medium docking ports, 4 "Colossus" solar panels, 16 "Gigantor" solar panels, 8 communotron-16's, 4 communotron DTS-M1's, an RA-100 static communication dish, communotron-16-S's, 2 Clamp-O-Tron Jr's, 9 Clamp-O-Tron's, 8 Clamp-O-Tron Sr's Modules: KOS main hub, KOS cargo bay, KOS crew expansion. Location: Low Kerbin orbit Update: I added a new module to the Kerbin Orbital Station. This module includes some crew capsules, along with a cargo bay. I sent Jebediah with the space station by shoving a tiny rocket in the cargo bay so he could see the station, and then I de-orbited him to return back to Kerbin. Update: I just docked an attachable hydrogen engine on the Kerbin Orbital Station temporarily to raise its orbit. It's gone from about 106,700 meters to 251,172 meters above sea level. This is because the low orbit made docking harder, as my maneuver nodes kept intersecting Kerbin's atmosphere, sending me on a re-entry course. Now that it's higher up, docking should be easier as the space between the atmosphere and the space station is greater. The hydrogen engine and fuel tank is now detached, and I had it de-orbit itself back down towards Kerbin to crash. I don't have any pictures of this, however.
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My main things that I enjoy about ksp2 is the overpowered hydrogen fuel and engines, the focus on scientific realism for nearly everything, the absolutely incredible graphics, and the top-tier sound design.
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- AtomicTech
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