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KSP2 Release Notes
Everything posted by SkyHook
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[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
SkyHook replied to Kobymaru's topic in KSP1 Mod Releases
That worked for me! No issues loading or launching craft now.- 980 replies
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[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
SkyHook replied to Kobymaru's topic in KSP1 Mod Releases
I can launch the craft and access it as normal, I just get the error in the "Open Craft" menu. Do you get the same thing? I can launch the craft and access it as normal, I just get the error in the "Open Craft" menu. Do you get the same thing?- 980 replies
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[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
SkyHook replied to Kobymaru's topic in KSP1 Mod Releases
Just posting here to Confirm, but after upgrading my save to 1.11, this mod fails to show up and causes an error messsage when loading craft files of "Unknown Module" for TrajectoriesVesselSettings. I am guessing this is because the mod simply fails to load with 1.11, more than anything.- 980 replies
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Finally Peeled that Gold Foil Off the Windows
SkyHook replied to Nate Simpson's topic in Prelaunch KSP2 Discussion
I'm loving the screenshots! Regular updates will quell any speculation of a rocky development cycle, as well as calming frustration over repeated delays. Cheers and I hope to hear from you all soon! -
AM-07 Ursa II after dropping off the first 8 parts of the first Minmus Mining Base in my newest save:
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should i get KSP or should i stick with Simple Rockets?
SkyHook replied to simplerockets2's topic in KSP1 Discussion
If you want a simple, casual experience, get Simplerockets. If you want a much more full experience that is, in my opinion, better in every way, then get Kerbal. I got this game in 2012 for 15 bucks and I have over 1700 hours into the game. It's the best money I've ever spent for a video game, and I recommend it wholeheartedly. -
If we don't get anything else, my vote would be for colonies. The single biggest issue with KSP is the "why" of landing on planets and going places. Once you go for flags and footprints, that's about all you can do. Science and ISRU have gone a long way in KSP 1, and colonies will be the next big step in KSP 2.
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I'm glad they are putting a lot of thought into this mechanic. One of the biggest missing pieces was the "why" of landing rockets on all of the worlds in the original game, and the colony system will go a long way toward answering that question. Creating orbital drydocks and surface colonies with ACTUAL game mechanics driving them will be a joy! KSP2 when!?
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Huzzah! I am glad you took it into consideration. I love the new plan too. Block 1 can't get here soon enough!
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Have you give any thought to releasing a Version 1 of this pack? I love the parts, but I think working on this pack in phases would allow you to release something to us salivating users, while you work on different versions/iterations of the pack. For example, you could release the engines and trusses in version 1, but version 2 could incorporate the inflatable/rotating habitats, and version 3 could incorporate spaceport/shipyard parts. I only say this because I have been following development for 2 years, but I don't know that you have released anything. This makes me reluctant to support you on Patreon, etc simply because there is no plan to release the parts. Hope you take this suggestion into consideration. Sincerely, A long-time fan of the project.
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Buy the PC version. It has the most mods, is the original, and arguably the best supported (as opposed to the console versions). if you have a choice, choose PC.
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Project "New World" has commenced. This will be an Interplanetary craft that will have the task of landing everything needed for a colonization and science excursion in one shot. The design is restricted to airless bodies, but that's most of them in Kerbal so it should be a workhorse going forward. Hope to use it on a Dres excursion after my Duna Mission.
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Yep. I have about 1500 hours that I accrued (off Steam, so no accurate count) in about 2 years, and I am just now getting back into it after a 2-year hiatus. I have about 175 hours into my current save and will likely put in another 500 when all is said and done. You are just beginning and you will love every second of it!
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I am a modaholic. I need about 10-20 mods to have any serious playthrough in a given save. For me, mods add so much to the experience because they provide elegant, useful extensions to the game. I will say this though: stock playthroughs really make you think outside the box. Think about what stock lacks: Robotics, life support, autopilot, delta-v readouts, etc. Not having these things forces you to have a deeper and more creative interface with the game. I prefer elegant solutions to many of these issues, and so I use mods, but streamers like EJ_SA have showed me that a stock playthrough requires a lot of imagination and ingenuity. For me, the fun of a playthrough is NOT for example figuring out how to shroud a payload for launch (before fairings were stock) or how to get cargo bays and doors (before they were in the game), but actually developing the payloads, bases, etc. and seeing them come to fruition. In short, I understand the pride but it's akin to using a toy robotic arm to drive to work..you did it but there's a much simpler way to do it.
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Well reading is fundamental..thanks for the heads up haha.
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Do you have mods at all? I updated to 1.2.2 and have had no issues with craft file incompatibility. I have about 30 mods installed myself as well.
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Drill-o-Matic bounceing [1.2.2]
SkyHook replied to Gabriel Strange's topic in KSP1 Technical Support (PC, modded installs)
Can confirm this. Wreaking havoc on my base as we speak -
Definitely depends on your priorities for sure. I am doing a reusable career so this justification is paramount for me, regardless of other considerations. True, it does require more skill to do precision landings and rendezvous/dockings, but reusing craft saves money and makes me happy, so I do it.
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There are several advantages to having two craft instead of a direct descent craft: 1. Specialization. Jack of all trades, master of none is fine, but specializing allows you to have two craft that are GREAT at one thing vs 1 craft that is OK at two things. 2. Reusability. If you build a great lander, why not leave it in orbit and reuse it for the next time you visit? This saves you money every time you visit the body, and allows you to spend more money up front for a superb design, knowing that it will be reused. 3. Efficiency Why bring all of the mass that you need to get home (heatshield, NERVAS, etc.) to the surface and back? Why include landing legs and a ladder on a craft that is supposed to stay in orbit? There are more things, but I can't remember! Long story short, build two craft if you can. it will be EASIER and not harder.
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I will give you the interplanetary procedure since Mun and Minmus are..works in progress. They are always changing depending on my needs. I am currently in the planning an construction stages for my Duna mission and it is as follows: 1. Interplanetary Crewed Mothership- Currently the AR-01 "Shepard". This is the primary method of habitation for the crew while in transit to Duna and also includes an orbital maneuvering craft (think Orion capsule). 2.Crew and Cargo Lander- Currently AM-05 "Valhalla". This is a winged Duna SSTO that transports all of the parts of my main base from orbit to the surface of Duna/Ike. The crew lands with the main habitation module. 3. Optional Cargo Tug- No name for this one yet. This transports part of my base, the ISRU lander, and other components. I may actually need 2 of these. 4. Comsat Array- The "Whisperer" line of comsats. Can't operate if I can't reach KSC! In short, at my stage in my Kerbal career, I go interplanetary without a Mothership, Cargo/crew lander, and ISRU and Comsat arrays in tow. As you can tell this requires a flotilla of ships. After all, why wait 2 years for another Synod when you can send all of it at once!
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[Old Thread] KRE - Kerbal Reusability Expansion
SkyHook replied to EmbersArc's topic in KSP1 Mod Releases
@EmbersArc Here you go! AM-04 Wren! -
[Old Thread] KRE - Kerbal Reusability Expansion
SkyHook replied to EmbersArc's topic in KSP1 Mod Releases
Fantastic mod! I have been using it to greatly enhance the reusability of my craft. I will post pictures when I get home. A suggestion though, would it be possible to add suspension to the landing gear? They perform like static posts and make for hard landings. Other than that, this mod is indispensable! -
Oh, ok. Well I will skip away awkwardly now..haha
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Ok, things make more sense now that you explain your inspiration. They WERE installed after the fact, huh? It's a great design and I will still be using it regardless. the maybe a blue hatch would be better? Blue and gray happen to be very pleasing to me.
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This is a good thing! If on Earth, you would still get back the thing that you recovered, even though it might cost a fortune to recover. This, coupled with the fact that Kerbin is much smaller than earth, I think it's a solid mechanic that you get SOME funds back as a reward. After all, landing at KSC doesn't mean that you land in one piece