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  1. So I saw this post and I think OP there has a point, but I have my own take on it and at this point, I think it's worth making a new topic. So KSP1 and 2 both have exploration in the sense that they have a great big sandbox for you to travel around in, but I think an "exploration game" is a game where exploration is 1) interesting and 2) challenging. And neither KSP1 nor KSP2 had interesting or challenging exploration. Now, don't get me wrong, both games are challenging. That's a fact. But exploration isn't. Go to Map view and you can see everything in as much detail as you realistically ever will. Yeah, you can't see every rock on the Mun, but it's not like you can do anything with those rocks. And yes you can't see every hill and valley, but none of those hills or valleys are dramatic enough to matter to picking a landing site and you don't get science for exploring deeper-than-average valleys or higher-than-average hills. If you've ever played Minecraft and finally found an ice spikes biome after searching for days and mapping every ocean in a 1K block radius, you know what the joy of exploration is. It's the joy of searching, scanning the horizon, hoping to see what your looking for. Rationing food, creating outposts, running out of resources and having to return home only to go out again to search more. That's exploration. I've never felt that playing KSP, not even close. Because I've always known exactly where I was going, and pretty much exactly what I was gonna find. Now, there is no actual need to have exploration be a major feature in KSP. But I do think it's something that could raise KSP2 to the next level and create a kind of joy and challenge that we have so far not been able to experience. Below I've listed some general ways that I think it would be possible for KSP to incorporate exploration in a more meaningful way. I'd love to hear what you guys have to say about it. 1) Reward variety Minecraft actually provides a reason to go to a desert or a jungle. Different resources, different structures, different locales to build bases. It's not just that deserts have more loot than jungles, it's that they provide different value. You can't get pandas from deserts and you can't get cactus from jungles. KSP1 and 2 both suffer from all biomes being essentially the same. At best you might get slightly more science from the poles or from a monument, but that's not an exciting difference. If, instead, you could make a munar discovery that allowed you to build a special new type of engine by gathering a sample in a specific region, that could be an actual reason to explore. It's a reason to be excited that you finally found a munar valley so you can finally build that probe exactly the way you want to. Even something as simple as unlocking certain paint styles by visiting certain celestial bodies would give you some reason to go to some of the less visited bodies. Rewards that are just science or money become stale when you have lots of both. Rewards that are non-fungible, that are actually unique, those can be really inspiring. ideas for adding this: Samples from certain biomes give you non-tech tree discoveries, e.g. a new compound found on the mun unlocks a special side-mounted engine or a smaller more powerful satellite dish. Samples from Certain biomes unlock special paint jobs for rocket parts Samples from Certain biomes allow you to upgrade certain parts. e.g. the Reliant engine gets an ISP boost because of asteroid debris found in a munar crater. Samples from Certain biomes advance the kerbals understanding of the universe, allowing you unique abilities. e.g. you can now use all maneuver capabilities without a pilot (I know it isn't in KSP2 yet, whatever). Please keep in mind that while it may sound dull to have to go to a specific munar biome to unlock a particular paint job, some of my subsequent ideas might help with that. 2) Variety in Challenges Right now there is an element of tedium to going to each biome on the mun. You can see them all from orbit so you just have to do 5 identical missions landing in different spots. They are all essentially the exact same mission, and that is pretty tedious. Something that could spice things up is providing different challenges for different biomes. Ideas: Certain parts of Duna have major windstorms that blow you to and fro Other parts are very rocky and therefore difficult to land flat in. On the mun you could have basins in the bottom of caves that can't be flown to but require a speedy rover. You could have munar sand beds that are spongy and therefore easier to land on. Certain areas on the Mun could have a ground covering that messes with the ranging meaning you can only use sea-level altitude and not height from ground, making landing more challenging. Even features as simple as steep mountains mean you need to either execute a high-precision landing right on the peak, or make a craft that won't slide down the steep face. These kinds of unique challenges are a nice compliment to unique rewards. If you want a special engine, you have to design a special craft to overcome a unique challenge. It also means that landers cannot be as frequently re-used. You actually need to re-tool your ship for each new destination. 3) "Randomness" in environment Something else that is difficult is that you can see the whole mun in stunning quality immediately. You always know exactly where you are going to land from the start. Having some kind of fog-of-war where you can't see the landing site in detail (perhaps it's all pixelated) until you either scan it with a satellite or get close enough would mean you would need to be prepared for the unexpected. Combined with the variety above, it could mean that you need to build really adaptable ships, or do preliminary scouting, both of which would be exciting and rewarding missions. Another thing that could be done is adding features that simply do not appear on the map view until they are discovered. So perhaps you can see a crater, but you can't see if there is a meteor remnant in the middle, so you need to do an expedition to find out. And then if there is one, you can unlock a unique part or a science reward or whatever. This would encourage people to build a lander with a rover that can go explore. More detail on this kind of stuff below. I should note here I don't think a random or procedurally generated map would be a good idea. Rather everyone should have the same Mun, but you just can't see details of it in the map view until you actually map it. 4) Rules and science connecting environments and informing randomness Something that takes exploration to the next level for me is when you know that there are rules governing your exploration. For example, a Minecraft Savanna will always border a desert. And Ice spikes are often found near cold oceans. So when you are looking for a desert and you find a savanna, you can go around the perimeter, and when you are looking for ice spikes, you can get excited when you see a cold ocean because you know you might be close to your quarry. Being much more science based, KSP2 has an even greater opportunity to do this. On the Mun, give some mares asteroid debris fields on their borders that can be scanned for a chance to recover pieces of a meteor. On Duna have mountains form ranges where some mountains will, on close inspection, turn out to be volcanoes that can be used as a source of geothermal energy. This is the reason you might build a serious all-terrain rover, one that can challenge Duna's mountains to efficiently scavenge them for Volcanoes. Or perhaps it may justify you building a Duna plane with high-res cameras and sensors so you can fly over the mountain ranges hoping to pick up heat signatures. These kinds of connections mean players can get excited at finding a large thing that they can explore, searching for a small thing. And that is the sort of exploration people can really get invested in. It's a problem that is possible to solve with brute force, spending 1000 hours in EVA, but encourages creative problem solving. Creating mega-rovers and spy planes that can automate the tedius tasks. I think that these sort of additions could make KSP2 a true exploration game that rewards and encourages the development of a huge variety of vehicles to overcome equally varied challenges across the galaxy. I don't purport to know exactly how such features would specifically fit, but I hope this is a direction the devs give consideration to.
  2. Hey everyone, I wanted to share my thoughts on KSP2 and why submarine parts would make a great addition to the game. While KSP is primarily focused on space exploration, including underwater exploration could offer a whole new realm of possibilities. Just imagine launching a submarine down into the depths of a distant planet's ocean, facing new challenges such as pressure, limited visibility, and underwater currents. (it may not become that in-depth) The addition of submarine parts would offer players even more creative freedom in their designs. You could build fast and sleek submarines, or sturdy and able to withstand extreme pressures, instead of struggling with buoyancy physics using cargo bays and engines making your design ugly. the U-dunk-it part already has this kind of stuff in mind, like the spherical shape and small windows. Besides, it's already designed to be used in water. The inclusion of submarine parts would add a whole new dimension to the game, making it even more exciting and engaging for players. If it may seem too late or too awkward to just throw in submarine parts out of nowhere in future updates, I think the exploration update would be a great fit. I truly hope that the developers consider this idea and look forward to hearing your thoughts on it.
  3. Haven’t seen anyone talk about this. Kerbal ragdolling was half the fun of Kerbal 1.
  4. I'm no longer able to link/relay communication systems. In KSP 1, it was possible to extend the reach of my communication network by bouncing the connection off of satellites w/ large radar dishes. Now, if my Tylo lander does not have a ridiculously large radar dish, I won't be able to transmit data down to Kerbin (even though I have satellites with sufficiently large radar dishes in the immediate area). Is this a bug? Intentional?
  5. I thought devs need to make an archive of all the scientific reports you have done. It would be incredibly comfortable. You will be able to easily keep track of which locations you have visited and which have not yet been explored. This reduces to zero the chance that you will make a mistake and fly to an already visited location a second time. There will be no more confusion and no need to memorize what you have visited It is very sad to see scientific reports only "once in a lifetime" in case you fly to a faraway place. Now It's very easy to accidentally skip the science report and not see or understand something in the game's story, the content created by the writers is only visible to the player once. With the archive you will be able to read again any report you have done to understand the lore, to remember something or just for interest sake When you have an archive, the feeling that you are discovering something and increasing knowledge about the world increases many times over, you feel like a researcher. Your discoveries can be viewed at any time and they are expressed not only in the number of science points. The fact that you have an archive of lore knowledge increases the immersiveness of the game
  6. I've been an advocate of Esc = Pause for KSP2 ever since I got it the very first day of Early Access. I've heard many people position themselves against my claim with fair reasons and opinions. The problem isn't the lack of pause when pressing Esc. The problem is that, in order to pause the game, the user currently only has two options. One is almost never considered, and the other one is highly unintuitive: 1) Manually reach with your mouse and click the pause button at the bottom of the UI. Pros: -It exists as an option, I guess? Cons: -It's slow. Most players will never, ever bother manually pressing that button. 2) Use comma ' , ' Pros: -None Cons: -The use of this key directly conflicts with the user every single time you have to manually slow down timewarp, often (literally 8-9/10 times) overshooting and pausing the game by mistake -Unintuitive. No other game in existence based on a simulation of any kind uses this key. Why would they? That said, everyone's opinions have their reasons and a middle ground that benefits both can always be found, specially on this regard. - SUGGESTION TO DEVELOPERS: Provide players a toggleable option under the "Accessibility" menu that allows the user to enable/disable simulation pause when pressing Esc., as the example image below shows: This method satisfies the need of both groups within the playerbase and doesn't conflict with any other inputs in the game, so unless there is a more pressing reason as for why this wouldn't be considered, I don't see a reason for it to not exist
  7. On the following thread: I decided to challenge the KSP2 definition from being a de jure et de facto sucessor of KSP¹, or a Fantasy RPG with space fare thematics and spells and powerups disguised as technology. The discussion, unsurprisingly, risked degenerating into an exchange about what's a RPG and what's a Simulator, derailing the host thread. So I decided to transfer the discussion to this one. Original post (edited on the host thread)
  8. Nertea could neither confirm nor deny plans for linear aerospikes in KSP2. So, I want to ask the community.
  9. We're still adding engines to our part roster, and here's a peek at one that's still in the early whitebox phase -- we still haven't come up with a Kerbal-fied name for this LOX-Augmented Nuclear Thermal Rocket (or LANTR). Super NERV? SNERV? Suggestions welcome!  A few details for our forum friends: This is a 2.5m part that, like the new NERV, runs on liquid hydrogen fuel. This engine also has a hidden talent: liquid oxygen can be injected into the nozzle to create a high-thrust mode, and its vacuum nozzle can be retracted for use in atmosphere.
  10. ok so first of all i posted this initially on the discord channel under feedback... so we are all aware of what the new reentry effects look like. and how they conform to the shape of the craft and change color depending on (temperature? could that be a factor?) and atmosphere composition now i'm not complaining about how it looks, it looks hella awesome. HOWEVER... my ONLY 2 complaints (really just suggestions at this point) is that it lacks 2 very simple but effective things that would make it look hotter and more violent/dangerous. that being sparks from bits of your ship burning off, and bow shock: the super compressed plasma IN FRONT of the ship which creates a VERY bright hazy glow on the leading surfaces which is honestly even more simple than the sparks. and here is the improved reentry effect i really hope the devs decide to implement (image edited in krita so sparks and bloom were manually applied). the sparks are simple, just get a second and slightly larger layer of the reentry effect but instead of a fire texture it's animated sparks. this would go well with the plasma colors in other atmospheres because the sparks are glowing hot molten metal so they are ALWAYS orange. As for bow shock, that is exceptionally simple. just a 3rd shader layer but very short, only to cover all the surfaces that are exposed to the reentry effect and it is VERY bright. and as such creates A LOT OF BLOOM (i'm talking halo 3 mcc levels of bloom) so the bloom (or light bleed for those who are not well versed in lighting terms) creates a hazy glow around the part surfaces visible to the effect which gives a crude but effective visual bow shock. if implemented properly this ought to make reentry look far better as well as convey more of the danger of reentry. i mean this improved effect looks like something you would see in a movie and the players deserve nothing less than jaw dropping spectacular
  11. Before I start talking about this, a formal introduction from me, as I'm not on the KSP2 section of the forums. Hey, I'm Great Liao, a modder for KSP1 who works on planet packs to enhance the kerbolar system. My PC is broken and so I am writing this on my phone, and so I haven't been able to play the game since Sept. So, recently, (I really don't follow KSP2), I noticed long content "videos" about how KSP1 is dying and how we need to get rid of KSP2. While it is true that KSP1 may be dying, I don't believe that KSP2 needs to be removed outright. Plus, the youtubers seem to be constantly repetitive about the same point over and over. I can understand their frustration (I share it as well, that's why I didn't buy the game), but the persistent negativity is annoying. I understand that you dislike KSP2 and the devs, but don't vent all over the place.
  12. Hello everyone, myself Emmanuel Katto from Uganda. I need to know what is KSP2 and how it works....
  13. I’ve listed lots of information regarding kerbal space program 2. I’ve gathered lots of information from various YouTube videos and the wiki, compiling everything I’ve noted so far into a comprehensive list. Here it is: Current state: As of right now, KSP2 is in early access. Launched on February 24, 2023. It’s missing interstellar travel, interstellar parts, other star systems, multiplayer, EVA reports, re-entry heating, tech progression, the tech tree, carrier mode, asteroids, comets, moving parts, funds, R&D, and science. However, all of those features are going to be added eventually. KSP2 fun facts: ⁃ The Mohole bug from KSP1 has returned as a feature in KSP2. ⁃ The tutorial voice is called P.A.I.G.E ⁃ Howard Mostrom composed the soundtracks for KSP2, each soundtrack linked to specific events (In low Kerbin orbit, at the KSC, landing on Duna, etc). ⁃ KSP2 is not under squad anymore. Instead, it’s owned by Private Division and Intercept games. ⁃ There are alien monuments and statues on Duna, Minmus, and Tylo, hinting at ksp2 lore. ⁃ Eve’s surface is no longer purple, but is now brown. The atmosphere and clouds make it look purple from space. ⁃ Minmus is now no longer made of ice ⁃ Kerbin now looks more realistic and has actual tress, grass, palm, cacti, kelp, clouds, and more. ⁃ The Mun now has Lunar maria and is more like the moon. ⁃ Minmus is now made of glass because the KSP2 team realized that an ice moon of kerbin would be scientficly innacurate. ⁃ Eve now has a thick, volumetric cloud layer. ⁃ Ike has dormant stratovolcanoes now. ⁃ Dres is the most changed celestial body, with Chariklo-like rings, an equatorial ridge, and a surface that resembles Iaptus, and they of course kept the iconic Dres canyon. No longer the gray ball it used to be. ⁃ Jool now has a way more realistic aperance to a gas giant, with a swirling green cloud layer (Because it's a gas giant) also with volumetric clouds. ⁃ Vall is tidally locked, so the side facing Jool is now rough and light with mountians, while the side facing away from Jool is smooth, shiny, and darker blue. It also has a small lake now. ⁃ Bop now has a huge crater in it, possibly from another asteroid collision. ⁃ Laythe has a volumetric cloud layer now, and is much more realistic. ⁃ Tylo now looks like Ganymade. No longer the gray ball it used to be. ⁃ Pol now looks like a lumpy version of IO. ⁃ Eeloo is now very shiny and more icy (somehow even more icy than before), with better canyons and craters. ⁃ The Kerbal space center has gotten a massive overhaul. Now looking more like an actual space center, it has 4 large launchpads, 2 runways, and no Spaceplane hangar. It is also much larger, and even has a boat launching bay. ⁃ The entire space center is about twice as big, and maybe about 8 times as big if you include the space taken up by the launchpads. ⁃ The VAB now can construct spaceplanes, removing the need for a spaceplane hangar. ⁃ The Kerbal space center now has 2 massive multi-story parking garages. ⁃ The Kerbal space center now has 4 large launchpads on the northwest side of it. ⁃ The Kerbal space center now has 2 long runways on the south side of it. ⁃ The Kerbal space center now has a much larger vehicle assembly building ⁃ The Kerbal space center now has one larger VAB, one tracking station, many small R&D buildings, a flag, An astronaut complex, a training center, 2 large parking multi-story garages, and a boat launch bay. ⁃ There are be 3 more Kerbal space centers being planned, each equidistantly placed along the equator by 90°. ⁃ There is now a very small mountain range behind the Kerbal space center, separating the land it’s on from the rest of the continent. ⁃ The Kerbal space center now has an artificial water area around the launchpads purely for the looks. ⁃ The island airfield runway has been taken down, with only the rundown runway and a single tank left on the island. ⁃ There is a new building called the "Training center", where you can watch the new animated tutorals, and fly rockets in a simulator without affecting the real KSC. ⁃ In an interview with the art director, they asked "How do you differentate seriousness vs sillyness when creating stuff? In response, they said that if it's an asset that the kerbals are in charge of, it's usually silly, due to the fact that Kerbals themselves all have a silly and goofy personality. They also said that if it's an asset to speak to the seriousness of the star system around them, or something govened by the universe and not the Kerbals, then that would be way more serious. ⁃ In ksp2, they went with a more realistic style, while keeping a vibrant and slightly cartoonish feel to it. They also have UI elements a retro style, along with many images and videos having a retro color scheme. ⁃ The sound design for the rocket engines and the VAB are authentic. The sound design team recorded real sounds of a real rocket, along with a variety of sounds from the real life VAB. ⁃ KSP2 will have interstellar travel ⁃ KSP2 will at least 4 planetary systems. There’s the Kerbolar system, the Qeg system, the Debdeb system, and the Tunn system. The Kerbolar system is, of course, the starting solar system. ⁃ KSP2 will have colonization of planets and moons ⁃ KSP2 will have multiplayer support, with 4 kerbal space centers being added. ⁃ The KSP2 multiplayer will have 2 options. You will either be able to work together in the same agency, or you can play as rival agencies. ⁃ The team behind KSP2 is dedicated to scientific realism. They have entire teams dedicated to realism and accuracy, such as a chemistry team and a rocket engineering team. ⁃ There is currently 3 interstellar different engine types coming KSP2. The first is a Metallic hydrogen engine mixed with cesium, which is pink and about twice as powerful as any current known propellant. The second is a nuclear pulse engine, which involves spitting out tiny nuclear bombs against a pusher plate to create thrust. The third is a torch-ship engine, which was described by the developers by “The holy grail. It’s A torch that you ride. Screaming white death.”, and it’s highly optimized for fast interplanetary travel but is inefficient and doesn’t go interstellar. ⁃ Hydrogen fuel has been added, and there’s also hydrogen engines. There’s the NERV, a small hydrogen engine, and the SWERV, a large hydrogen engine. ⁃ Hydrogen has an absurdly high efficiency, it’s light, but it also works poorly in-atmosphere and is also relatively weak. ⁃ Xenon, Hydrogen fuel, Solid fuel, Methalox liquid fuel, and Monopropellent are all in the game already. ⁃ There is now a Spherical hydrogen fuel tank, which is very useful for interplanetary craft. Celestial bodies in KSP2: Debdeb System Debdeb - Debdeb is a young, red dwarf star roughly analogous to Alpha Centauri. Estimated to be only 5-50 million years old, Debdeb is a relatively young star. It has a reddish appearance, meaning it could possibly be a K type star. It will also likely have a visible planetary disk.  Charr - Charr is a heat blasted rocky world, rich in iron. Charr is relatively close to its star, making it extremely hot. It’s very cratered, and has certain areas that seem to be slightly glowing red hot. It lacks any atmosphere.  Ovin - Ovin is a large rocky planet with rings. It has a dense atmosphere, and four times the gravity of Kerbin. It seems to by decently mountainous, with a tan colored surface.  Gurdamma - Gurdamma is a young rocky planet resembling early Earth during the late Hadean Eon approximately 3.9 billion years ago. It has liquid water-filled craters, some lakes, and a Kerbin-like atmosphere. It also has a ring system in which its moon is forming. The rings themselves were a product of a collision with another planet, creating rings from the debris. This planet recently had undergone planetary impact, hence the rings and the moon, but has since cooled down to normal temperature. This impact mirrors Earth’s collision with Theia. Likely had a temperature, mass, and radius similar to Kerbin.  Donk - Donk is a moon of Gurdamma, currently in the process of gathering material from Gurdamma’s rings to form further. It looks very much like our own moon, with a gray and cratered appearance. It likely has similar heat, mass, and radius of the Mun, although slightly less radius and mass, as some mass is still in the rings.  Lapat - Lapat is a rocky planet with a rusty, red surface, along with vegetation and a blue, cloudy atmosphere. Likely in the Goldilocks zone.  Axod - Axod is a planet with a single moon called Umod. Not much else is known about this planet, as it was unintentionally discovered in a developer video, leaked.  Glumo - Glumo is a colorful gas giant planet with large rings and colorful pinking-tan and light blue bands. It also has two moons, Noj and Merbel. Given that it is a gas giant, its colder color palette, and its freezing moon, it is likely freezing cold.  Merbel - Merbel is an icy moon of Glumo, orbiting just outside the rings. It has liquid water oceans, a blue atmosphere, clouds, and an icy surface. It is likely to be freezing cold. It also has a stunning view of Glumo in the sky, situated very close to the rings, making the view even better. Tuun System Tunn - Tunn is the central star of the Tunn system, and roughly analogous in position to Barnard's Star as shown in the game’s files.  Rask and Rusk - Rask and Rusk are two binary planets that orbit around each other in a binary orbit. Due to tidal distortion from their distance to each other, they have many spots with magma, due to a distorted surface. The rest of the these planets’ surface is has a brown and cratered surface. The surface of rask and rusk is seen to have lava lakes and rivers due to the tidal forces, making them both extremely hot.  Verda - Verda is a potentially habitable world with liquid water oceans and a breathable atmosphere. Not much else is known about this planet, as it was leaked.  Puf - Puf is a small rocky planet nicknamed the "Eyeball Planet" due to a singular, central ocean. Puf has a thin, blue atmosphere, blue water, and a brownish-tan surface. It also has decently large ice caps, indicating that it’s likely in the habitable zone, and may be a few degrees colder then Kerbin. Qeg System: Qeg - Qeg is the central star of the Qeg system, and roughly analogous to the position of Sirius as shown in the game’s files. It is likely to be much brighter than Kerbol, and possibly more massive. Discovered in the game files, there is limited information about this star.  Skut - Skut is a small rocky asteroid with an arrowhead-like shape. The pointy side looks rough, with many rocks and boulders. The other side is smooth and brown.
  14. This is a bit of a random challenge for all those Outer Wilds fans out there (If there be any) The challenge requirements go as follows: - Create a replica of the Outer Wilds spaceship (Here's a 3d Model:) https://sketchfab.com/3d-models/outer-wilds-the-ship-f6797d8650794c8387708f7ef78ee0d5 (Or picture down below) Picture: - USE COLORS. I don't particularly want to see the basic black and white of KSP2. Express yourself! You can make it look like the actual Outer Wilds ship or you can make it your own colors. I like both! - Have working multi-directional engines (I.e. engines that can be flown in any direction using engines pointed in other directions) ((Action groups, though they are a little broken, are great for this.)) - NO REFUEL MISSIONS IN SPACE. All of your fuel has to be on the ship itself... (Good luck!) Here are the levels of difficulty: Model ship level (Tutorial): - Figure out how to fly the ship! These things are a little finicky and, once you attach an unholy amount of struts, fly it around a little! Slate Level (Easy) - Create the Outer Wilds ship and fly it in a suborbital trajectory (Fly up) to at least 30,000 meters and (OPTIONAL) perform a manual inspection of the ship (I hear Slate has not done a good job this time)... You can crash land if you want. BONUS POINTS: Land! (Splashdown, I guess) EXTRA BONUS POINTS: Land on land! (Land... down...?) Riebeck Level (Easy Medium) - Create the Outer Wilds Ventures ship and get all the way to space on a suborbital trajectory (70,000 meters straight up). Fly back down and either crash or... BONUS POINTS: Touch down safely on the ground... It's... probably possible. EXTRA BONUS POINTS: Touch down at either the KSC or the Old Airfield (Yes, it's still there) Gabbro Level (Difficult Medium) - Create the Outer Wilds Ventures ship and get to an orbital trajectory around Kerbin. Then, carefully deorbit and touch down safely ON LAND (No splashdowns.) BONUS POINTS: If you land back at the KSC EXTRA BONUS POINTS: If you land on either the launch pad or the helicopter pad. Hatchling level (Difficult) - Create the Outer Wilds Ventures ship and get to an Orbital trajectory around Kerbin. Plan your maneuvers just right because we're going to the Mun! Yup that's right! Pilot your ship to the mun and touch down safely without too much part damage (A couple explosions here and there are normal). BONUS POINTS: Get back to Kerbin! Normally I wouldn't allow refuels but, just this once, you get ONE refuel! (Extra bonus points if you don't use a refuel mission) EXTRA BONUS POINTS: Land again! See if this ship can fly multiple times! Feldspar lever (NEAR TO IMPOSSIBLE) - Create the Outer Wilds Ventures ship... yadayadayda. If you can... Go to Minmus or beyond. I want to see how far you guys can go! I will allow one extra refuel for every planet you cross (ex. Minmus: 1, Duna: 2, Dres: 3, so on and so forth) BONUS POINTS: If you either return to Kerbin or get OUT of the Kerbolar System (Aim for DebDeb you guys!) both of those will be awarded bonus points. EXTRA BONUS POINTS: Why not do both? This may be a bit of a stretch but try your best to get out of the Kerbolar system and then come back! POINT SYSTEM - 1 point for each requirement you complete (I would really like to see them all completed) - 1 point for each level completed (I.e. Model ship is one, Slate is two, Riebeck is three and so on) - 5 points for every bonus point level you complete (If you complete the extra bonus you get 10) - 2 points for every extra little gimmick you add (Point them out in your post!) Total up your points and let me know how you did you guys!
  15. Ksp has always had this problem where there was no real reason to use generators, as the engines on your ship have could always just power everything. It’d be nice to actually have to attach generators to your ship to keep the power up. If they do decide to implement this a good quality of life feature would be to have a bar indicating how much power your ship needs vs the amount being produced, kinda like command and conquer.
  16. Just found out that Kerbin's height texture in KSP2 still has the smiley face easter egg. It's nice to see. I don't know if anyone has discovered this yet, so I just decided I should share it here just in case. If you wanna see for yourself, either head to the coordinates of the original smiley face (At least I think it's in the same place), or use some sort of texture extracter like I did to reveal the bump map.
  17. I'm not the best with words, so I'll get straight to my point: I believe that the developers of Kerbal Space Program 2 should have multiplayer functionality as a higher priority than it already is. Even in the game's current state, I believe multiplayer would be highly beneficial to the development team, as it would attract more people into the game's player base, as well as help to keep existing players invested. This means more money in their pockets and more motivation in their heads, making it much more likely that they'll be able to successfully fulfill the goals set in their roadmap, shown below: ^ KSP2's current roadmap ^ As can be seen, multiplayer is currently at the final stage of the roadmap. What do you guys think? Should the developers try to add multiplayer as soon as they can, or should they maintain current course?
  18. Hi, it is suggestion to add a option to change UI to old / normal style.
  19. Hi Guys, Built the Dark Star from Top Gun Maverick. Took 2 days to get this to fly and keep it looking right lol Thrust To Weight:2.334 Total Mass:28.99t Parts:117 https://www.youtube.com/watch?v=kG901zvMJ8E&t=61s For Aircraft Download: https://drive.google.com/file/d/1Q63lGRBq8l-bpTeDst7qYKF5EzqCsBPZ/view?usp=sharing
  20. Have you ever wanted to exit the game at the end of a hard day's rocket science but felt that using the menu option lacked a little pizzaz? is the F4 button on your keyboard a little sticky from fast food? Would you rather operate your game through arcane unexplained magic rather than the provided perfectly working options? Behold the Kraken Nuclear Option, a device which uses ??? to put your application to sleep tonight. The controls are simple: Load one (1) qualified computer technician into the device's control mechanism. Suspend the device on clamps above your least favourite launch site Activate Action Group 1 This was originally something I made to test the idea of docking together segments for a ring station, but then I discovered its fatal consequences to the instance of the game currently running. While I have submitted this over to the devs for bug reporting, I'm also kind of curious as to whether anyone out there has a machine or setup of the game capable of handling whatever happens when you undock the one port holding this together, so I figured I'd throw this out here in case anyone is amused by it/wants to play around with it and see if their copy of the game runs it. Have fun all of ye: https://drive.google.com/file/d/1cNBhrL-JJ8m0Ox-1_fKoBxzRv4dKOOYX/view?usp=sharing
  21. While the game already includes randomly generated hairstyles, skin colours, glasses, and eyeball sizes, expanding this system to allow for comprehensive customization beyond just suit colours would greatly enhance our connection to the little green kerbanauts and their missions. Drawing inspiration from the discontinued kerbalizer game, we would be able to create or modify unique Kerbals with distinct facial features, hairstyles, and outfits & accessories that they would wear when idle (in the astronaut complex, colony habs, or floating around on a space-station).
  22. Hi Everyone, Who can remember Starfox on the Nintendo 64? Built the Arwing. Lightweight craft and very good handling. Thrust To weight: 0.365 Total Mass 23.74t Parts:64 https://www.youtube.com/watch?v=VeMZKc5e3LE&t=35s Link for Arwing build: https://drive.google.com/file/d/1wTSJG4gW1qPBxsX2UqznnNBfs5tk4OYs/view?usp=share_link
  23. Behold, the completed Nuclear Engine for Rocket Vehicles - UpScaled, or NERV-US (thanks for the name suggestions)! This engine's nozzle retracts when the LH2 engine switches to its O2-injecting afterburner mode. Model by Jonathan Cooper.
  24. The CoM indicator currently shows the CoM that you would have with full fuel tanks - but the CoM can move a lot when fuel is being burned, so this is really bad. When you remove fuel from the tanks in the VAB, the CoM indicator will just display you wrong informations. I really don't know how I'm supposed to make more complex spaceplanes like this. And this is such a basic feature, I really don't understand why this isn't implemented yet. And this isn't beginner friendly either. Please fix that as soon as possible.
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