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Everything posted by Sylvi Fisthaug
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Yes! I would love to read.
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The monopropellant tank does not accept the struts, as it is meant to be radially attached, and not in stacks. I really wanted a strut, and not just to attach a medium docking port directly to it. Didn't like the look of it Could propably get the same effect if I attached another strut adapter to my structural element, but then it wouldn't fit in the fairing of the launch rocket, lol. Priorities Yes, but K.G.01 is MASSIVE, and has probably twenty fuel lines.
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Construction of KB-1 Massive SAS Induced Oscillation Well! It's been a week, and this week was not devoted to that much playing of KSP2. I managed to add another part to KB-2 this week, but first tales need to be told of KB-1. Here it is! I decided to increase the size of the main bus from medium to large, as the cupola really fits nicely on top of the "Wanderer" lander can. The thing also seats like five kerbals, say whaat. This means I ditched the crew cabin as well. I might bring it back in a later main bus (who knows?). Even so, I like designing main buses. It's the beginning of a new station, a new project, a new dawn. A new way to experince sunset and sunrise more than once a day. For the design of the main bus, I included basic supplies here as well. A bit of monopropellant and a bit of methalox, a battery, a probe and some reaction wheels at the bottom. This did not stop Bill from sneaking on it at launch again. He does not respond well to reprimanding. The picture to the right also shows a bit of the crew transfer / reentry craft, which I am really happy with (entirely for aesthetic reasons. The solar array stayed mostly the same as well. Only difference is the docking procedure, which was rather cumbersome in the last build. Now I just launched the entire tall structure and tossed in orbit, docking it using the aforementioned space tugs I slanderously stole from @BechMeister. Below that I ditched the entire "core" with the cargo bay and fancy interior. The main goal of this build was to reduce parts to improve performance (yes I'm chasing FPS). The previous build averaged around 7 FPS, and this new build in its complete form averages around 12, and sometimes 14. Great! And below there again you will find the assembly for the two hydrogen tanks (yes I tried launching both and no, it did not go well). This includes a subassembly for the ginormous radially attached monoprop tank "Embiggened". It was a hazzle docking this to the station, and this, included rather random placements of SAS modules, induced severe SAS Induced Oscillation where my station not so gently rocks back and worth to a point where it flexes so much it almost "dances" in orbit. Maybe 0.1.3.0 will see a reducing of noodly rockets. Oh well. Anyway, this made the docking port on the rear of my monoprop assembly shift a lot, and now it floats just above it, as you can see in the provided snip. The reentry / transfer craft is one of the parts I am most happy with. It is rather compact but still carries about 1700 delta-v, which should get Kerbals from KB-1 to the Mun. It features the aerospike engine, which further applies to the compact look. It also includes a probe core to be able to be launched autonomously to the stations for rescue missions. Only thing is that kerbals (Bill) really likes to sneak in just before launch. In the cargo bay you will find some monopropellant for docking, reaction wheels and some batteries. I do not have that many screenshots of the construction of KB-1, but I have included a few highlights below for your viewing pleasure. So I guess this concludes this post. (remember to check the spoiler below for images!) I hope to post more often than weekly, but I cannot promise myself anything. Next post will document the beginning of the assembly of the KB-2, which is actually in current construction. After this I might go into design details of some parts of KB-1 and KB-2, and continue with construction updates of KB-2. Enjoy your Sunday, Kerbonauts! - Sylvi, out VIEW THE IMAGES FROM CONSTRUCTION HERE
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Ah yes, me too. But most importantly I spend hours to make stuff look nice after having spent two minutes throwing stuff together before I test it. Always ends up in flames.
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*chatGPT enters the chat* A lot of random AI-generated code sounds like a nightmare. Looks clean, is wrong.
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I would certainly hate teaching people to code when stuff crashed, instead of fixing things and letting other people mind their own business and progress other important parts of game dev.
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Thank you anyway for providing us with this post! This short post provides the communtiy with tons of insight in very few sentences. Good job. This is also a very valid comment to those who post about the team, saying they should not take vacations, or here, where @Antiglowposts: Yes, I understand the frustration. Yes, I would also like to have more features and a more stable game at launch. And also, yes, the communication can more often be vague than straight to the point. Like you feel here: Still, things have gone to very bad earlier when the team of game devs have been involved in, let's say AMA's on reddit. Don't know if you're into FPS games, but the time where the devs from Respawn Entertainment called people who don't spend money on the game "[snip]" during a rather disastrous AMA about Apex Legends on reddit, well, yeah. That was not very cool. This is why the devs stay out of the forums, and why words from Nate are rather short than concise. Because people on the forum will pick their posts apart anyway, and two-on-two communication would go awry pretty quick. Still, I see that Dakota, the community manager, is very active here and even replies to some of us, which is very good. I don't mind the devs staying out of the forums. I just want to clarify that I feel Just Jim provided a brilliant post. Tons of insight, zero flame wars started. Great! @Antiglow, we all have our reasons for playing KSP2, not playing, not buying or getting a refund. If you enjoy the "only Sandbox" part of the game (which is all you get for now), I would recommend checking this thread in the Mission Reports section of the forums. This dude is teaching his kids KSP2, and building massive space stations. The game is definitely playable, although with massive Kraken attacks. But it is playable. If you rather like the progression side of things, I understand your refund, but I would seriously hope you bought it again later when Science have been introduced. I would love to see you post some amazing crafts in the forums, or just state that you like playing the game.
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This is a valid point though, as I might just be carrying grudges from the last DEV post from Nate last Friday, which still was very active before this post was published. And it was active with content that was not very relevant to the post itself. But hey, I see now that most of the content on page five is very relevant, even if it is in positive or negative view of the game, so you've got a point.
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It's the long shiny thing "popping" up and into view in the GIF. The instrument looks more like an antenna than a dish. Just learned of the news today from newest Deep Space Update from Scott Manley. I was so relieved.
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Yes, and your number 1. I really agree, as there is not too much communication regarding specific fixes. Still, this does not provide an excuse for two to three people to, probably unintenionally, derail a thread below a dev post again, merely an hour after publishing. I do guess that we should get another dev post over this weekend. Or am I wrong? I feel the Friday posts often are followed by a dev post that provides more insight.
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Spit on the nonbelieva
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Kerbal Space Program 2 (maybe being restarted) Hype Train.
Sylvi Fisthaug replied to AtomicTech's topic in KSP2 Discussion
Yum. Give us pics (not off nuts at work, space station core pls)- 938 replies
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Duna Mastery Challenge - from Fly-bys to Settlements
Sylvi Fisthaug replied to OJT's topic in Challenges & Mission Ideas
Maybe I'll build a space station around it.- 90 replies
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- totm apr 2023
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CONSTRUCTION UPDATE Sometime next week I might find time to make a post about the assembly of my proper station currently in orbit around Kerbin, KB-1. It's currently inhabited by everyones favourite dream team, Bill, Jeb and Val. (Bill feels like he is thirdwheeling a bit.) Here is a little teaser of KB-1: Have a good final part of the weekend!
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Duna Mastery Challenge - from Fly-bys to Settlements
Sylvi Fisthaug replied to OJT's topic in Challenges & Mission Ideas
Sooo, in danger of necromancing, I miss updates on this topic. Is it possible to revive it and start it again? I'd love to try to build a space station around Duna while following your progress here!- 90 replies
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- totm apr 2023
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The files of the images broke can you post them again, or post a link to the gallery on imgur or wherever, @Jason_25?
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My First Ever Successful Rendezvous and Docking
Sylvi Fisthaug replied to Diamonder's topic in Mission Reports
HOW did you launch the circle Interstellar thing in one launch? Teach me, please And if you suck at rendesvouz and docking, build a space station. I figured it out during the struggles of my first. Feel free to ask me in the forums or DM me if you have questions about the topic. -
HAHA you treat the moon like Nasa treats Europa, Callisto and Ganymede YES it's hard. But setting it as target and matching the inclination, you should be able to get there. What's nice about Minmus is that gravity is so low it requires next to no fuel manouvering around, and getting back to Kerbin will cost you 50 - 100 Δv I love how you have played for 200 hours, and have not been to Minmus or Duna yet. "I went to the Mun, ok, let us build two immense space stations then"
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Today I looked at my space stations, and failed to build a launch assembly to get as many things as possible to the station orbiting the Mun. Yes, my rocket was noodly, but I attached the payload, a 35 metre long solar array, with the second stage through a docking port. Launching 35 metre long stuff attached to noodly docking ports is asking for noodliness.
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Yes, and those screens are better than most, if not all, I have seen earlier. But this is close to ten years of game development and modding. Four years of a rather bumpy development process gave us KSP2 which is on par with the pictures you have shared.
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Well, I was surprised how absolutely beautiful the game was when my first craft was viciously consumed by the Kraken in orbit around Kerbin. None of the mods I have played or seen on YouTube in KSP1 have accomplished this kind of graphics. The dedication they are showing to science, makes me think that they really want to nail reentry, shock cone effects and reentry effects. I think deorbiting a complex craft is going to be absolutely glorious.
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Aaaw, thank you! You made my day a bit better. I like your constructive tone of voice in your post as well. It's important to acknowledge the other party.