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  1. Request denied, speculation is fun Granted, anyone attacking someone else for their opinion, belief or perception of the situation has lost the plot. Debate and discussion is fine, but some folks get way too heated and too fixated on being "right" or the ironclad belief that the evidence that convinced them of something MUST be able to convince everyone else of the same, and anyone who doesn't accept it is being [Malicious/Copium/Hateful] and must be attacked. Its really good to talk about this, a lot, it brings attention to the matter, shares information and conclusions, and lets people get an understanding of things. But we're not enemies here, two corpse in one grave and all that
  2. Ah yes, the bad publisher strawman, specially useless when we talk about a product that got a free pass to delay for 4 years and turn from a complete release into barely working early access. For Science! was a minor patch confirmed.
  3. I would love to see a Kerbol Origins or OPM port, or Parallax. I'm not sure how likely or feasible it is, but it would be really nice to see those mods ported over to KSP2. Despite KSP2's bugs, the game has improved a lot and can be seen as a similar title to KSP1. Honestly the amount of creativity generated over the course of KSP1's lifespan is staggering, and it shouldn't just be abandoned. Anyone interested in a OPM/Kerbol Origins/etc. revival? Maybe like a "modloader" that you install into KSP2 with mods that you can enable and disable? I don't know KSP2 modding, so maybe i'm not the right person to talk about this, but it still would be cool.
  4. Respectfully, The post did talk about them working on each of these problems: And even more he talked about fixing one of the main annoyances that come with the problem. While this doesn't necessarily fix the Delta-V calculator, It shows that they are committed to fixing the issue and making sure that the game stays fun while they work on it: I don't mean to disregard your concerns but I think if we are asking for more quality communication we should keep a positive attitude when they deliver, especially when it's specifically acknowledging what we have been saying for a while. I'm not saying anyone HAS TO be happy with where we are but I think a positive outlook is always better especially if one main complaint was asking for them to talk about what they are working on before it's here.
  5. Gotta agree to disagree then, that was a painful read. Whilst you're free to like what you like, I fail to agree on any of the things you like, and some other things are plainly not a matter of personal opinion, like not being able to read the fonts on the UI, or loading times, or "potential" and so on. For loading times, on a new and clean game, the loading speed difference between KSP1 and 2 is minimal. Sure, the initial load is faster, but at the end of the day, a game made 10 years ago loads a whole *checks notes* 15 seconds slower from startup to flight. And that's with KSP2 still being in its incomplete infancy. Potential does not define a foundation. Foundation is a word reserved for how well the codebase and the game systems are put together. If "what I believe this game can be" was a metric, then every game in development has infinite potential and thus the strongest foundation. That's just not how it works. In reality KSP2 has the same engine as the prequel, the same middleware for some features, but a much heavier save system, and also a much heavier inactive-vessel simulation. KSP2 will be thwarted by that in the future. It also still builds and saves vessels as a tree, it still calculates fuel flow mostly the same way (something something "inspiration" from the code of the previous game), it still handles the atmosphere like the previous game, but thanks to that passive simulation and bad saving system, vessels popping into range still kill your game, orbits change randomly, and the game grinds to a halt with vessels and partcounts much faster than the prequel, to the point systems (like heating) have to be "streamlined", and part-counts have to be hammered down with new, revolutionary "all in one" science modules, station modules, and in the future colony modules too... or having the logistics layer be abstracted to numbers instead of seeing your vessels come and go. Right now, saves are just a couple vessels for 99% of players, let alone making any vessel in the hundreds of parts for maybe the last couple missions, and most people play serially too (fully complete one mission before launching the next). So really, KSP2s limits haven't yet applied to most people and thus it's no wonder they really think the game is better off. When colonies and interstellar arrive, along with more resources to keep track of... it's gonna be a mess, yet devs refuse to address it and have let the bug report sit unattended, and only mentioned the problem once in the K.E.R.B. and that's... the opposite of potential. So yeah, you might slowly start to realize why people who talk highly of the foundation, potential, and what not don't seem completely grounded in reality to me, and why the lack of proper technical talk in devblogs is worrying. I don't care at all for how they failed to replicate eclipses, or how they had to tesselate a line to draw a circle, I care to know why we're still stuck on something as primitive as tree based vessels, and how they plan to deal with high part counts, or even something as basic as what their target is.
  6. Let me rephrase this whole upnate into a single sentence: "We're working on showstopping bugs, PQS optimizations, prettier clouds, and also prettier engine exhaust plumes". Now go back to this thread, check what people wanted, and see if this post is that. Spoilers: it is not. If you want to know why traffic is slow, why the auxiliary bridge supposed to alleviate traffic has not seen construction progress in months, why the paint on the road hasn't been fixed and it's still illegible, why your boss insists on not telling you when you'll be getting your next free day... the guy rolling down his window to talk about "look how nice the clouds are" doesn't help.
  7. Albert and the Martians “Breaking news from the CNN Election Headquarters. It is currently 10:14 PM and we can finally call it: Al Gore has WON the Presidency; he has reached 270 electoral votes with a victory in Illinois at 100% of the vote in. He is now the first Democratic candidate to be elected to the Presidency since Jimmy Carter in 1976, ending the Reagan-Bush streak of Republican control of the White House.” On Tuesday, November 5th, 1996, Al Gore won the Presidency over Republican candidate Bob Dole. He won the country's vote by campaigning on a staunch platform of addressing social and economic issues, alongside pushing forward science and technology. Gore’s victory though, despite it being the first blue victory since 1976, was not the talk of the country for very long. As four astronauts were preparing to go further than any human had ever gone. They were going to Mars. Robert Cabana, Eileen Collins, Greg Harbaugh, and Linda Godwin are awoken at 5:00 AM on December 2nd to prepare for their launch at 10:00 AM. Space Shuttle Atlantis sits at LC-39A, having been undergoing fueling for the past 3 hours in preparation for launch. Atlantis will launch the crew alongside the two pilots of the Shuttle (John Casper and Llyod Hammond) into orbit, and then perform a rendezvous and docking with the MMETV that sits in orbit now. But this was just one part of a 7-launch marathon to get everything for the first human mission to Mars into space and on its way to the red planet. It began on November 23rd, with the launch of the first half of the MMETV aboard a Jupiter 524-A at 4:26 AM. Following that, the second half was launched on November 28th at 1:17 PM. The two halves then met in orbit and docked together, forming the complete, fully fueled MMETV. Then, on December 1st, the day before the crew's launch, the “MSVs” (Mars Surface Vehicles, the Ascent and Descent Vehicles respectively) were launched together on a Jupiter 544-A, the heaviest variant of the SDLS rockets. The two are launched docked together, with Jupiter’s second stage propelling them to Mars, and then with the Descent Vehicle performing orbital insertion, as it only has to descend to the surface and has greater propellant margins. They will deploy their solar panels and radiators and operate on low power mode until they reach Mars in August of next year, just before the MMETV. That brings us to the morning of December 2nd. At 7:30 AM, the crew reach the launchpad and head up the elevator to board the Shuttle. This will be the last 2 and a half hours they are on Earth until they return in three years. The crew are strapped in by 8:00 AM and ready for launch. Final preparations occur over the next two hours until the crew access arm retracts and the last few minutes of the countdown begin. Upon reaching orbit, Atlantis makes a first OMS maneuver to set up a rendezvous with the MMETV. The catch-up takes about 8 hours, with Atlantis then moving in to dock with the forward port of the MMETV. These docking ports are the first functional flight variants of the IHDS docking port that will be used on Space Station Harmony, and there is no better mission to test them than on Magellan 2. After a successful docking, the crew all work together to move supplies from Spacelab II into the MMETV hab. About half of the supplies and equipment are being brought up on the Shuttle, while the rest will be in the dedicated supply module that is to be launched aboard a Titan IV in a couple of days. Skylab played an essential role in determining the mass and volume of food and water needed for an entire 3-year round trip to Mars; the 200-day missions total supply amount based on crew diets was extrapolated out and adjusted for the additional exercise and work that the Magellan astronauts will be undertaking. With all of the supplies offloaded from the Shuttle, a video conference is held with NASA Administrator Ken Mattingly and outgoing President George H.W. Bush. Although Reagan initiated the Magellan program, HW has seen it through its development and first two missions and has fought hard every fiscal year for the program to get the funding it requires. He has only a few words at this press conference, but he uses them to express his gratitude towards NASA, his appreciation of the Magellan program, and his hope that it will be part of his lasting legacy as President. Pleasantries out of the way, the Shuttle crew return to Atlantis and begin undocking and departure from the MMETV. Atlantis lands the next morning at the KSC and is shuffled back into the OPF for maintenance over Christmas and the New Year. The MMETV crew wait 2 more days in orbit, getting accustomed to their home for the next 9 months. Then, on December 4th, Titan IV rips off the launchpad at SLC-41 carrying the Supply Module. 12 hours after launch, the Supply Module reaches the MMETV and docks on the forward IDHS port. 24 hours pass as the crew continues to get comfortable inside the Habitat, and then, the next night, preparations begin for the most important operation to this point. Trans-Martian Injection. This maneuver has been calculated by computers the size of a room multiple times over the past couple of years. It is the most efficient trajectory to Mars available in the 1996 transfer window and will give the MMETV the most fuel for orbital insertion and return to Earth. At 8:49 PM on December 5th, the seven nuclear thermal rocket motors of the MMETV start up and begin the 16-minute burn to send 4 astronauts on a mission to Mars. 16 tense minutes pass, controllers sit idle in their chairs, watching in utter silence as the velocity graph steadily follows the pre-determined outline on the main screen of the Mission Control room. ABC, CBS, and CNN have cameras in the room as the event is broadcast live on television to millions of Americans. The astronauts sit with their suits on in the forward flight chairs as the slow 960 seconds pass. But eventually, the motors shut off, and Houston erupts in cheers and applause. A nominal trajectory is confirmed, and Bob Cabana, Eileen Collins, Linda Godwin, and Greg Harbaugh are on their way to Mars. Three days later, they become the first humans to leave Earth's sphere of influence and the first humans to enter interplanetary space. Over these three days, the final two chapters of Magellan 2’s departure from Earth are completed. On December 6th, the Magellan Habitat is launched aboard a Jupiter rocket on a faster but less efficient trajectory. Following this, on December 8th, as the MMETV leaves the Earth-Moon system, the EERM rover, adapted for operations on Mars, is launched aboard another Jupiter rocket on a similar fast but less efficient trajectory to Mars. The habitat and rover will be the first spacecrafts to perform aerobraking at Mars to minimize the propellant needed for orbit insertion. With Magellan 2 now on its way to Mars, 1997 begins with the ball drop in Times Square. A few weeks into the year, on January 20th, Al Gore takes the Oath of Office to become the 42nd President of the United States. As humans make their way to another planet for the first time, and a new face in government takes leadership of the country, America looks towards the new century with optimism. A New Era Has Begun.
  8. So, I've got a few questions as it relates to communication and development. Can you share with us where you are at with updating your internal calendar as it relates to when we can expect the next KERB? I know you just got back and all, but we are jonesing for info here. As far as the KERB goes, are there any plans to be more verbose in the status of the bugs being worked on? For example, "Researching" doesn't tell us what you are doing with a bug, especially when some bugs have been around and in this status for months. What is being researched, and what about it is so complicated? Same thing for "Need Additional Information". What info do you need? Something from the community? The original reporter? Who and what? It has now been 3 months since the last patch, and there has been zero talk about the next one. Nor has there been any talk about colonies other than to show the same station orbiting Jool a few times. Can you give us any information on where the team is at with the next patch, or with colonies, or when 0.3 might drop? And why the complete silence on all of this? It is early access, but we put our faith in you guys and we haven't had that faith rewarded much (if at all). Can we talk about procedural parts again? We have been told that procedural tanks are too complex, but Juno has them. And ill have to look again to make sure, but I think HarvesteR's latest project Kit Hack has them. What is so complex about them as it relates to KSP2? Finally, we need to discuss maneuver nodes and dV calculation. Has the development team shared anything with you that you can share with us as to how these are being worked on, and what potential solutions we may see? Both of these are critical to the game.
  9. The first rule of cheating is to not talk about cheating. Which means everyone in this thread is breaking the first rule, and therefore cheating.
  10. Y6 D185-232 - Draco Return and Nuclear Reprocessing Module Well, here we are almost halfway through year 6, and things are moving along nicely. We're just about finished with this year's crew rotation, and Draco has arrived at the edge of Kerbin's SOI. Our first Duna mission has gone splendidly, but it is readily apparent from the crew communications that after more than two years in space they are ready to get home. Unfortunately, they aren't there yet. Their current flight path takes them on a close flyby of the Mun, and then they will burn into an elliptical orbit around Kerbin. Then they'll plot a course to rendezvous back with Minmus Station. The crew will leave Draco there and ferry back to Kerbin Station aboard a transport, and then be carried back to Kerbin via spaceplane. So, they still have a way to go before they're feeling grass between their toes again. A couple of days later Draco passes by The Mun, which slightly alters its course. The good news is that Orbital Dynamics calculated this encounter into Draco's trajectory all the way back at their mid-course correction last year, so they're all set, no burn necessary. OD wanted to use this encounter to capture Draco with a gravity assist, but we decided against that. We're not hurting for fuel at this point, Draco is still at almost 35% fuel load, if you can believe it. So we thought that a controlled burn for capture was a much more reliable choice. A couple hours later and Draco is approaching periapsis. All systems are go, the crew is strapped in on the command deck, and they are ready to burn. Over on the night side of Kerbin, Draco burns to capture into Kerbin orbit. Welcome back, Draco! So now Draco is in a highly elliptical orbit around Kerbin. However, OD has just come back with some bad news. They're in a really bad orbit for getting to Minmus. Essentially they're going to have to cruise out to apoapsis, then fall back for a day before they even get to their burn. Then their transfer orbit to Minmus will take fourteen more days after that. Sorry, folks. While we're waiting for Draco to arrive at Minmus Station, let's get them a ride. The orbital transport Capricorn is dispatched from Kerbin Station and burns for Minmus, unkerballed. It will arrive there well before Draco. ---------- About a week later now, and Draco has arrived at its burn for Minmus. And then, the next day, Capricorn arrives at Minmus Station. So now we just have to wait for Draco to whip around Kerbin again and make its way to Minmus. Stay strong, folks. You can do another two weeks in a spin hab on your heads. ---------- So now it is day 213 and Draco has finally arrived at Minmus. She coasts in and burns into a 200-kilometer orbit. A couple of hours and a couple of burns later, she arrives at Minmus Station. Chief Engineer Kirkpatrick shuts Draco's reactor down, and then Captain Kreuger takes the conn and guides her in to dock. Finally, after over two years, the crew of the first Duna mission get to see other faces and talk to other people! But they do have some work to do. They finish securing Draco and rigging the ship to take power from Minmus Station, ensuring that the reactor will be safe. Then they begin transferring their personal gear and the incredibly-valuable Duna samples to the orbital transport Orion (yes, we rotate the orbital transports, so Capricorn will be staying here while Orion carries the crew home). Once these duties are completed, the crews share a celebratory dinner together. Then the Duna crew boards Orion, closes the hatches, and undocks from the station. Then they wave a final farewell to Draco, and burn for Kerbin. While the crew is on their week-long trip back to Kerbin, we can discuss our next major project. Draco's reactor is currently just above 50% of its reactor core life remaining. It could conceivably make another trip to Duna with its current nuclear fuel load, but that would be unwise, since the reactor is its sole source of electrical and propulsive power. While we could just fly a new propulsion module to Minmus, this would get very expensive, very fast. However, we have a solution: The nuclear fuel reprocessing module! This module is a marvel of engineering. It has been a collaborative project between CKAI, Kerbal Atomics, and Kerman Systems Group robotics division for almost two years. The idea is that nuclear propulsion modules can be removed from their respective crafts and docked to the reprocessing module hub. Then the four waldo arms are used by operators to remotely remove the modular fuel elements in the propulsion module reactors. Obviously we require the use of these waldos to remove and insert the fuel elements from the reactors. It's not like uranium is some kind of liquid that you can pump around in tanks or something. LOL. These expended fuel elements are fed into the reprocessor, which then deconstructs them into their component materials. The reprocessor recovers unused enriched uranium and recycles the recovered materials into new nuclear fuel elements, which can then be reinserted into the propulsion reactors. Any high-level waste is accumulated for later disposal. This module is incredibly complex, and breathtakingly expensive. So I am only going to say this once. If any of you screw around and break this thing, THERE WILL BE NO FOOSBALL FOR A MONTH. Do I make myself clear? In any case, before we can send the reprocessing module up to Minmus Station, we need to do some prep work. We will need to increase the crew compliment on Minmus Station from six to twelve to handle the increased work load. And we will need to increase the amount of power and cooling available on the station to support the module itself. Thankfully we already have quite a bit of living space on Minmus Station, but we will need to increase the amount of spin habitat space. For the power and cooling, we will be sending up a new truss with additional solar panels, batteries, and radiators. Robby is doing the heavy lifting for us today, and after an uneventful climb to orbit, we find it rendezvousing with Kerbin Station. Once they're docked, the crew of Kerbin Station gets to work. They guide Orbital Tug 4 over to pick up the spin hab module, and then bring it down to dock with the new expansion truss. Then, once the station comes around to the departure point, they undock Orbital Tug 6 and Mission Control instructs it to burn for Minmus. Then they undock Robby and it flies back to Kerbin. Now we're going to wait a week or so for Orion to come back with the Duna crew. ---------- So, here we are a week later. Orion is a couple of hours out from Kerbin. Tug 4 is about a day out from Minmus. So we're going to launch the additional crew for Minmus Station, and then the Duna crew can ride that spaceplane down. Save us a trip. ArToo is making this run with The Pod in her bay. While they're making their way around to Kerbin Station, Orion burns in to its parking orbit around Kerbin. And then, a couple of hours later, they arrive at Kerbin Station. The crews all exchange more greetings and congratulations. Then they set about moving gear once again, transferring all of the Duna samples into the Pod for the trip down to Kerbin. Then Kerbin Station reaches the departure point for Minmus and Orion departs once again. And then Kerbin Station reaches the departure point for the spaceplace. They close the hatches and undock ArToo. Then the Duna crew finally burns for home. ArToo cruises through reentry. And then sails in to a dramatic nighttime landing at KSC. Finally, after almost three years in space, the crew of the first Duna mission have made it home! Ticker-tape parades and Kongressional addresses next week. Tonight they get a hot meal and a real bed. Congratulations to all of them! The next day, we're prepping the reprocessing module for launch. Gort is doing the honors this time, and it launches the next evening. Am I the only one who gets nervous seeing millions of funds worth of hardware hurtling through the air at Mach 4? Nobody else? Really? Just thought I'd ask. Anyway, while Gort is going through its maneuvers to reach Kerbin Station, Tug 6 arrives at Minmus. It's got half a day before it arrives at the station yet. Meanwhile, Gort arrives at Kerbin Station and docks. The crew gets busy deploying the reprocessing module and docking Tug 5 to it. While Kerbin Station is coming around to its departure point, Tug 6 arrives at Minmus Station. The crew guides it in to dock the expansion truss. Then once that is in place, then bring the tug around and dock the new spin hab outboard of the old one, mounting them in a counter-rotating pair. Then, once the tug is out of the way, the crew deploys the radiators, solar panels, and spin hab. Then they start getting all of the new systems tested and settled before the new crew shows up. Minmus Station is starting to rival Kerbin Station in size and function. Back at Kerbin Station, the crew undocks Tug 5 and Mission Control orders it to burn for Minmus. As Tug 5 brings the reprocessing module out to Minmus, Orion arrives at Minmus with the new crew. A couple of hours later, they arrive at the station. They've got a week or so to get settled until their job shows up. ---------- Eight days later, Tug 5 arrives at Minmus. After the usual maneuvers, it arrives at Minmus Station, and the crew brings it in to dock. Once the tug is clear and the hatches are opened, the new crew gets inside and starts familiarizing themselves. Their first task is to limber the waldos and set them in their resting positions. So far, so good. Next we'll see how they do with a real refueling....
  11. I love Civilian Population Combined with Free IVA. You can talk Civilians (Tourists) Through your habitat / station area.. out an airlock & EVA. Definitely adds an entire new element to game play. I enjoy it for the novelty sake. Other I have seen use curated mod lists to have full sensor info displayed onto IVA. Some even alloy camera overlay onto certain screens. KSP has so many different mods that even something like IVA can cater to several different playstyles!
  12. The issue with what happened to me here over the past couple weeks is that it wasn’t an opinionated matter we argued over, it was- 1. The definition of something 2. History of something The first time, the guy had a weird definition of something that sounded like something else, so I looked up the dictionary definition to see if I was right. It didn’t match up and I pointed that out. Then he continually changed his own definition until he accused me of not discussing in good faith. Second time, I made stupid statements about something in history. I honestly did not know I was wrong. In fact, other people in the discussion later politely pointed out the flaws in my statements and I accepted I was incorrect and retracted my statement. But before then, this guy- the same guy as with the definition talk- simply says I’m “making walls of words” and again speaks of me “lacking good faith.” This isn’t public policy or favorite foods we’re talking about. If we can’t correct each other when we’re wrong and accept that we’ve been wrong when it comes to facts, how are we supposed to learn anything? Isn’t that what the internet is supposed to be about? For All Mankind had a clip of Tim Berners-Lee praising the then potential value of the internet in the 80s and he spoke of a “more informed electorate.” Obviously politics is politics and it can get nasty in its own right, but what about technical discussions? Discussions about the humanities? I think I’m getting back to my point I made in my long post about climate change. Everyone has armies of rhetoric and data on their side to defend their arguments, and criticism and differing data is “politicized” or has an ulterior motive. If I or others can’t or don’t want to correct or be corrected on facts when we’re wrong, what’s the point of even being here? Just hop in, see if we fit in the echo chamber, hop out if we don’t and then post tweets and occasional witty jokes from time to time? Isn’t a forum all about discussion? I’ve never expected people to change their opinions when I’m criticizing them. But if there’s a fact they’re talking about that’s incorrect, I have a hard time sitting by and letting them be wrong. I wouldn’t want someone on this forum to let me continually make inaccurate statements, and when I did that in the history discussion, I’m glad I was corrected. Considering most of the people who regularly post in the main section of the forum I visit- the Science & Spaceflight section- are also the same people who have espoused the climate change denial arguments I listed in my climate change post in this thread, perhaps I just need to recognize the people there are not who I thought they were when I joined this forum and read about the better forum movement and rules intended to make it a more positive place. The Lounge is cool though, so I’d still visit here. But I can get space news on Twitter and don’t really have any more technical questions to ask people over there, so if it’s just a place to report the news and make jokes from time to time- discussion, while legal, will lead to arguments if anything beyond supportive comments are made, even if someone is incorrect about something- what am I even doing there? I’m also now thinking about how I don’t even really follow much spaceflight news beyond what’s going on in China. I might as well just head over to Sino Defence Forum (where I’m much more conscious of what kind of people they are and how it’s important not to start arguments).
  13. It's pretty hard to manage expectations after a huge hype campaign followed by... hummm... a somewhat less than expected initial release. There's a lot of promises (as well tons of plain statements taken as promises) made in the last years that are probably going to be broken, and without a viable release to use as a trade-off (ok, A is not going to happen, but look! B & C were implemented instead!), at least in my book, the less technical details (or any details that can be used by technicians to infer the state of the game) you publish, less work you will have on managing a new loot of fallen short expectations. It's kinda of a catch-22 situation: you talk about, you get screwed. You don't talk about, you get screwed. Finding the less bitter spot in which you get less screwed is the trick. (don't look at me for answers - I'm on the "talk too much" spectrum)
  14. I love hearing more about development! It's great to see that the development team is taking the community's bugs into consideration. I also love getting to see at least somewhat technical talk on how yall establish what needs to be worked on and how they are being worked on. I appreciate the idea of unlocking the maneuver planner from Delta-V, I think that is a great call! I do want to say that I hope it stays this way even after the Delta-V calculator is "fixed", I would suggest just adding a warning statement that says "Plan exceeds Delta-V" but still lets the user try. Great work everybody and I appreciate hearing more about the development process!
  15. THAT Where are the technical dev blogs. Where are the REAL AMA where questions about limitation & strategy are discussed. Where are the reddit AMAs & in depth talks about the "Wheel". So nothing regarding planned content? Start publishing the dev diaries from "For Science" Us those notes with a few water cooler questions / emails to generate an in depth dev blog on decisions behind tech tree groupings. The lack of substance is what sucks and lends me to the thought.. many decisions like tech tree ended up being ad hoc or arbitrarily assigned. When you see people talk about the negative aspects of the UI you see specifics.. Maneuver Tool, Camera Eccentricities, GUI elements blocked / hidden beyond other objects, poor click-through priority assignment, inability to maneuver in another SOI When people express a foundness for the new UI.. it's often "I like it" or "it's better than KSP1" The graphics are better. A new coat of paint.. but I dislike the UI intensely. Font Part Manager Staging Window Interaction Maneuver Tool Camera Controls Ship Save (Filters or Options for Structure) Could you please express the parts of the UI that you enjoy more? I like the stock app tray I like tracking station Aside I don't much like the UI
  16. I am going to start my comment with a question for the CMs and then I will go into my further suggestions My question to the CM comes from the conversations that @Nerdy_Mike was having in the discord, he was talking about the roadmap and how development will follow it and all milestones will be fulfilled. This is obviously great news long term as we will get all that was promised on that front. I also remember many instances where CMs have talked about the ideas of polls and wanting to them but not knowing how to go about doing them correctly. I think some polls that will work are ones about which things should come first, meaning that the "losing" side of the poll will still know they will get the content they voted for. Anyways, my question is would KSP2 ever consider making a poll for if Recourses should come before Interstellar? I ask this because there has been a good amount of people talk about their concerns about not having resources when colonies drop and then having to wait until after interstellar for this feature. @Dakota and @Nerdy_Mike, I would love an answer to this question so I know whether to keep voicing my concerns about this subject or if I should use my time more wisely on commenting on other aspects of the game. I understand that there are reasons that would make these decisions out of your control or if this just plain is impossible with the current development process. I would love clarification on this. Alrighty, now that that is out of the way, I'll give my ideas towards communications: (Note) I think the major thing that is frustrating the community is that we just don't know what is going at all, this both goes for colonies and the next patch. I understand there are powers that be that keep you from giving information about colonies very often, so I'm going to focus on communications patch-to-patch 1. I think a good idea could be a "next patch bugs squashed counter" (the name needs some work ) somewhere on the forums that updates each week. You wouldn't even need to put in a bunch of details about the bugs, just a range based on the current "dev-version" of the game that is being focused on to give an idea of progress in development to the community. You could put a disclaimer that the number can fluctuate upwards and downwards because of different "dev-versions" of the game being considered the focused version, or because some changes broke something and now you are fixing those things while keeping what the original change fixed (this is what I imagine is happening right now and why its taken a while longer for this patch). Anyways I think this would be good because then the community would have a constant feeling of progress as the weeks go on. 2. I think more engagement in the individual forums would be nice, not just when we ask but kinda closer to how the interactions on discord are. It would be nice to see everyday at least one thought given on a thread somewhere about something. It wouldn't always have to be serious stuff either, right now I am realizing a lot of the community gets a bit upset at the "joking" and more "fun-oriented" posts being made right now but that is more because they don't have much communications and want quality/qualitative posts when they happen. After getting over the hump, and when seeing CM posts are much more common, then the forums will feel more like a conversation with CMs than complaints to them constantly. Really just like once a day would be enough, even if half are joke/fun posts. 3. I think that suggestions or things that CMs cant talk about should not be met with radio silence, but instead with a "heard*" or a "there is no information we are able to give right now*". This would give us more communication and make it feel like we aren't just talking into the void hoping that something sticks. (the * would be to indicate that these communications are not a direct "this will be in the game" or a "this will not be in the game"). Anyways these are my thoughts on improvements to the current communications (as far as patch to patch goes). All of these suggestions/criticisms come from a place of respect and excitement for what is to come next both in the game and in the community.
  17. Well the societies where people work together for the betterment of all rather than themselves alone have been dead for four centuries so it would make sense you’ve never seen them. If there’s a certain way we’re “built” psychologically it’s because there was a builder, and it occurred based on how we’re educated in youth. Advances in human history have been built on people thinking beyond what they were taught or what they had seen. No one told Columbus to go sail west, and no one told any settler to move somewhere else. The way they were raised told them to stay put as their fathers and forefathers had, but they ignored what they knew and made a decision of their own. If we can’t grow beyond the behaviors and systems that were set up and indoctrinated a few centuries ago I don’t think we’re going to last long at all, whether on Earth or on Mars. I never said all companies exist to make money. But money would be required to build a Mars colony, thus I assumed SpaceX is the type of company that needs to make it. And there are things they already have to pay for. Support infrastructure, paying their workers, maintaining and refurbishing rockets. Contracts in LEO and on the Moon. What will be left over for Mars? The colony, that is. I don’t know why you’d see what I write as a complaint. He can try, but if he fails, we shouldn’t give up. That’s all I’m saying. I’m not saying he shouldn’t, I’m saying we can’t limit ourselves to simply hoping a billionaire will do it all for us. When I say “we” I mean humanity. Not specifically you or I. I’m skeptical industry will ever be moved to space. It makes no economic sense either, because it’s easier to build factories on Earth. The cost of shipping something across the land or sea is much lower than shipping stuff to and from space. If governments signed off on regulations banning industry on Earth, then they’d do it. But corporations don’t really do massive “save the Earth/environment” type stuff unless they’re forced to. Otherwise they largely prefer the little things that look good for PR but don’t incur too much cost. The issue with automation is that it would leave people with nowhere to go. Eventually robots would be building robots, writing code, and repairing robots, and those robots would replace all jobs except government and management. There would be no need for humans. How are people supposed to pay for Starlink if they have no job? And then companies wouldn’t be making money and it would all collapse. There’s talk of UBI and what not, but at that point people would more or less be receiving necessities for free, obviating the money. Corporations would have the power to do things simply based on whether they have the resources to produce enough robots to do it, gained by cooperation with another corporation, which also just needs to produce enough robots to harvest the resources. If people are getting necessities for free and don’t have any way to work, because robots are doing everything, corporations wouldn’t really be making money off people by selling goods and services, they’d just be providing it with no return. A Mars colony suddenly becomes feasible not “economically” but simply on whether people want to do it or not. At which point it seems you’ve brought us to my point: How can we think beyond our existing economics in support of space colonization? It goes back to my original post when this thread was revived: thinking about profitability and affordability (both in terms of money) as a means of making space colonization feasible is silly.
  18. I am going to ask that you stop acting like the majority of this commentary is somehow without merit. When the points you attempt to make are so eloquently rebutted, you shift the goal post to "its just game" I do not think that "its just an X,Y,Z" is as acceptable excuse for the very last point that @PCDWolf made. It is not about patience. The majority of the rebuttal addressed that very issue and the last year we have been actively attempting to gain insight on the direction this game plans to take. They have been tight lipped because the community was promised for years that this game would have a certain goal. KSP PLUS. It was immediately apparent that a different direction was chosen and we clamored for something of substance regarding this. The stuff that does come out is pure PR content and nothing of merit with regard to game direction. The only thing worth a dang at all on the future of this game was completely compiled by @The Space Peacock... with much of it dated. How much of these old conversations and ideas are going to stay? You are not understanding how long it took for took to get them to even consider certain important things seriously... Like Wobble Font UI TimeWarp Constraints Things that are not "official' bugs are often ignored when we question specifics or insight in decisions. Official Bugs (Up Until Recently) has been difficult to navigate with key word searches not always resulting in success. This compounds with many redundant postings and ignored issues NO ONE can say that this game was playtesting in an organic manner. EA is not for Alpha State drops.. not traditionally. This leaves us guessing as to why and what.. with the track record our imaginations see "the best prediction for the future is the past" WE want this game to succeed. But we also want that success to be within some realm of what we enjoyed about the first game... People would talk about other things than how crappy "radio silence is" if we were given something to talk about.
  19. most of the diagnoses ive had have been of questionable quality. getting an actual psychiatrist to sign off on what you have so you can actually get services is the hard part (they will hand out meds on the spot though, treating symptoms only). you can wait six months for one appointment, and thats not enough time to get an idea for whats going on. how to fit 40 years of failure and trauma into a 30 minute session. and that's even if you are willing to talk about it with a complete stranger. still not comfortable talking about certain things with my therapist who i have been seeing for a couple years now. the word of a therapist also carries very little weight with the bureaucrats.
  20. Including Iridium Next, New Horizons, Haven-1 and soon many more! (Check roadmap for what is coming) Join me on Discord! (DEV talk only) Tundra Exploration pics: Tundra Technologies pics: Planned features Roadmap Known issues "No tank type named 'RR_CryoMLOX' exists" means you have RR but not CRP, or you have RR, CRP, and WBI classic stock, and the WBI feature isn't working right. Make sure you have RR 1.16! Required Mods Kerbal Reusability Expansion (For the F9 legs and grid fins) B9 Part Switch (For part switching) Module manager (For all your module manager needs) Recommended Mods FreeIVA (So you can fly around inside Rodan and Gaira-1 parts! Modular Launch Pads (For those awesome towers) Waterfall (For those amazing plumes) Smokescreen (Realplume NOT required!) Flight Manager for Reusable Stages (For landing your F9 first stage) Omega482's Stockalike Structures NTR (For your Ghidorah landing needs) Basic DeltaV - Basic Orbit by DMagic (For better understanding of how much fuel you have to land all your crafts safely back) Tundra's Space Center (To launch from LC-40!) Near Future Solar (For the Solar Panel plugin if you want full 180 degree tracking) Not supported Mods Atmospheric autopilot FAR (Version 7.0 looks to perform a lot better) Beta versions on GitHub A very special thanks to @Beale, @CobaltWolf and @Nertea for the help and advise they gave me to make something awesome. And @DiscoSlelge for creating those awesome patches! And a massive thanks to @ValiZockt, @Rock3tman_, @Nessus_, @JadeOfMaar, @Starwaster, @neistridlar, @SofieBrink and @Infinite Monkeys for the help they gave me making this mod perfect! Changelog: Any of the configs are distributed under CC-NC-SA-4.0 License. All Textures/models/plugins are distributed under All Right Reserved License. SootyShaderLoader is based on the custom shader importer by shadowmage and modyfied by DMagic with custom modules and settings.
  21. LEO and later the moon works better, shorter travel time and an luxury hotel both paces would be viable down the line. Multi year trips then you can not talk normally on the phone has issues if you need to be connected. Yes some people will pay for it but it would not bankroll the operation like orbital and moon hotels. You then attach the research to the hotels as its cheaper anyway, And you get to run on water on a pool on the moon.
  22. I wanted to make an amendment to this post, specifically after watching Matt Lowne's most recent KSP2 video: Matt Lowne struggling with rover wheel physics bugs: 35:30 - 43:40 I don't usually build or drive rovers in the game so I guess I was blind sighted to what that experience is like in the current game. seeing him drive a rover and all the bugs from that is very disheartening and I hope these things get fixed soon, hopefully in the next patch. Anyways, if we want to talk about that more we should make our own forum thread for that, in terms of this thread I'd like to make an amendment that small rocks are fine to not have collision, but medium to large rocks definitely should. I'm going to use some screenshots from his video to be more specific: Small (no need for collision because then driving would be no fun): Medium (I'd appreciate collision so that you don't just drive in a straight line all the time, also assuming wheel bugs are fixed by then): Large(obviously collision should be turned on for these): Hopefully these amendments to my original post is well recieved, I really do think this is an important thing to add a bit more immersion in the game. P.S. somebody with more experience driving rovers in the game should make a thread about that
  23. This is a serious topic, and unfortunately, KSP2 fails on all fronts here. And I can only talk about problems with interface, but I'm sure there's plenty more things that can be improved. Plus, if anything, the 0.1.4 made it worse. Look at this Let's start from the top left. The "hamburger menu". Known to exist in most mobile apps, but absent from most desktop applications, except some browsers. Alright, it's a good idea to have a button AND a hotkey (Esc), just like staging does, but does it have to be an actual icon of a hamburger? Probably a snacks joke, haha. Okay, it's there but... it only works one way. There's no button to go back from the menu. Not very intuitive, is it? Meanwhile, a button with similar function (opening a menu of options) in App bar looks entirely different. Next stop is on the right, the GFORCE window. Or is it a Gforce window? Maybe it's crew portait window? And if it is, why does it show empty seats? Where's that cyber Kerbal dummy that devs have shown us ages ago? Anyway, what matters is that the name has a hard time explaining what it is, because the GFORCE only applies to that thin strip on the left. And I think another issue are the window names. Not only they're 8 pixels tall (at 1080p screen), very inconsistent in letter shape - look at any two same letters close to each other, they are not identical because the whole thing is badly compressed, but also inconsistent in letter size and style - for example, the resources window has the title made of 7 pixels, but also the separator isn't a dot, but a hyphen. And the whole theme makes it look like it's some placeholder codename, not an actual thing. Why is it ORBITAL.INFO, and not Orbital Info? Why is it TIME.WARP and not Time Warp? There's no reason to have it like that in a product that's not a prototype available only for the dev team. Font choices. On that one screenshot I counted 12 (Twelve) different styles, including changes in font size. That is the opposite of unified interface, feels more like a bunch of different bits made by 5 different people, glued together to make a UI. We've got window names in two (at least) sizes, orbital parameters (also at least two sized AND styles), the navball there you can find another 3, timewarp window with 2 more, the resource window with another new size, and staging with at least two more. Iconography. There isn't much here but there are two identical radiotelescope icons that do different things. One shows radio connection, the other is Tracking Station. That can be confusing. Also, all planets in the top left list have the same icon of Kerbin. I know it's an icon for "planet" but it's the same for moons. The Navball. Oh the navball. I should explain that I am slightly visually impaired. Wearing glasses, short sighted, astigmatism, recently fighting (without effects) focus/contrast issues in my right eye. And there's no other way of saying this, the new dark mode of the navball looks like crap and is unreadable for me without leaning in and squinting. The tiny, very densely packed numbers blend with the background, the center bird blends with the background lines, the SAS icons can be barely seen against what's behind them. You could say to increase the size of the UI - but I don't think I should. I'm not that blind because, in KSP1, with roughly the same size of the ball, I had no problems reading the numbers. Here though, it's a complete blur. Honestly, the most readable thing in this whole screenshot, is the FPS readout.
  24. sorry i have been a bit busy and haven't finished this yet and i should probably vent about this in the talk about negative things thread. I'll get to it!
  25. Welcome to Kerbalism Hundreds of Kerbals were killed in the making of this mod. Kerbalism is a mod for Kerbal Space Program that alters the game to add life support, radiation, failures and an entirely new way of doing science. Go beyond the routine of orbital mechanics and experience the full set of engineering challenges that space has to offer. All mechanics can be configured to some degree, or even disabled if you don't like some of them. A big part of the mod is fully data-driven, so that you can create your own customized game play with only a text editor and a minimal amount of espresso. Or simply use a set of rules shared by other users. Frequently Asked Questions: FAQ Current version: 3.11 What's new: New and Noteworthy Download: Github - SpaceDock - CKAN Docs & support: Github wiki - Discord - Github issues License: Unlicense (unless stated otherwise, parts might be licensed differently) KSP version: 1.5.x - 1.10.x Requires: Module Manager, CommunityResourcePack See also: Mod compatibility - Change Log - Dev Builds Download and installation Download on Github releases or use CKAN Two packages are available: Kerbalism is the core plugin, always required. KerbalismConfig is the default configuration pack. It can be be replaced by other packs distributed elsewhere. Requirements - Module Manager: must be installed in GameData - CommunityResourcePack: must be installed in GameData Third-party configuration packs Make sure to install exactly one configuration pack only. Don't combine packs unless there is explicit instructions to do so. - ROKerbalism for Realism Overhaul / RP-1 by standecco - SIMPLEX Living by theJesuit - KerbalismScienceOnly for Kerbalism with the science feature only Installation checklist for the "GameData" folder required content : - CommunityResourcePack (folder) - Kerbalism (folder) - KerbalismConfig (folder, can be replaced by a third-party config pack) - ModuleManager.X.X.X.dll (file) Mod compatibility and support Checking the mod compatibility page is mandatory before installing Kerbalism on a heavily modded game. Kerbalism does very custom stuff. This can break other mods. For a lot of mods that breaks or need balancing, we provide support code and configuration patches. However some mods are incompatible because there is too much feature overlap or support is too complex to implement. Documentation, help and bug-reporting - Tutorials and documentation are available at the Github wiki - Need help? Ask on Discord or in the KSP forums thread - You found a bug? - Maybe it's related to another mod ? Check the Mod Compatibility page. - Maybe it's a known issue ? Check the GitHub issues and ask on Discord. - You want to report a bug? - Reproduce it consistently, provide us with screenshots and the KSP.log, modulemanager.configcache and persistent.sfs files. - Report it on Github issues (preferred) or in the KSP forums thread. - You want to contribute or add support for your mod? - Check the technical guide on the wiki - Pull requests are welcome, especially for mod support configs. For code contributions, it is recommended to talk to us on Discord before engaging anything. - Read the contributing documentation - To build the plugin from the source code, read the BuildSystem documentation Disclaimer and license This mod is released under the Unlicense, which mean it's in the public domain. Some parts are released under a different license, please refer to their respective LICENSE files. It includes MiniAVC. If you opt-in, it will use the Internet to check whether there is a new version available. Data is only read from the Internet and no personal information is sent. For more control, download the full KSP-AVC Plugin. What does it do? Kerbalism is a mod for Kerbal Space Program that alters the game to add life support, radiation, failures and an entirely new way of doing science. Go beyond the routine of orbital mechanics and experience the full set of engineering challenges that space has to offer. All mechanics can be configured to some degree, or even disabled if you don't like some of them. A big part of the mod is fully data-driven, so that you can create your own customized game play with only a text editor and a minimal amount of espresso. Or simply use a set of rules shared by other users. All vessels, all the time Contrary to popular belief, the observable universe is not a sphere of a 3km radius centered around the active vessel. All mechanics are simulated for loaded and unloaded vessels alike, without exception. Acceptable performance was obtained by a mix of smart approximations and common sense. The performance impact on the game is by and large independent from the number of vessels. Resources This isn't your classic post-facto resource simulation. Consumption and production work is coherent regardless of warp speed or storage capacity. Complex chains of transformations that you build for long-term life support or mining bases just work. Environment The environment of space is modeled in a simple yet effective way. Temperature is calculated using the direct solar flux, the indirect solar flux bouncing off from celestial bodies, and the radiative infrared cooling off their surfaces. The simulation of the latter is especially interesting and able to reproduce good results for worlds with and without atmosphere. Radiation is implemented using an overlapping hierarchy of 3D zones, modeled and rendered using signed distance fields. These are used to simulate inner and outer belts, magnetosphere and even the heliopause. Solar weather is represented by Coronal Mass Ejection events, that happen sporadically, increase radiation and cause communication blackouts. Habitats The habitats of vessels are modeled in terms of internal volume, external surface, and a set of dedicated pseudo resources. These elements are then used to calculate such things as: living space per-capita, the pressure, CO2 and humidity levels of the internal atmosphere, and radiation shielding. Individual habitats can be enabled or disabled, in the editor and in flight, to reconfigure the internal space and everything associated with it during the mission. Inflatable habitats are driven directly by the part pressure. Life support Your crew need a constant intake of Food, Water and Oxygen. Failure to provide for these needs will result in unceremonious death. Configurable supply containers are provided. Kerbals evolved in particular conditions of temperature, and at a very low level of radiation. You should reproduce these conditions wherever your crew go, no matter the external temperature or radiation at that point. Or else death ensues. The vessel habitat can be climatized at the expense of ElectricCharge. Environment radiation can be shielded by applying material layers to the hull, with obvious longevity vs mass trade off. Psychological needs The era of tin can interplanetary travel is over. Your crew need some living space, however minimal. Failure to provide enough living space will result in unforeseen events in the vessel, the kind that happen when operators lose concentration. While not fatal directly, they often lead to fatal consequences later on. Some basic comforts can be provided to delay the inevitable mental breakdown. Nothing fancy, just things like windows to look out, antennas to call back home, or gravity rings to generate artificial gravity. Finally, recent research points out that living in a pressurized environment is vastly superior to living in a suit. So bring some Nitrogen to compensate for leaks and keep the internal atmosphere at an acceptable pressure. ECLSS, ISRU A set of ECLSS components is available for installation in any pod. The scrubber for example, that must be used to keep the level of CO2 in the internal atmosphere below a threshold. Or the pressure control system, that can be used to maintain a comfortable atmospheric pressure inside the vessel. In general, if you ever heard of some kind of apparatus used by space agencies to keep the crew alive, you will find it in this mod. The stock ISRU converters can host a set of reality-inspired chemical processes. The emerging chains provide a flexible and at the same time challenging system to keep your crew alive. The stock ISRU harvesters functionality has been replaced with an equivalent one that is easier to plan against, as it is now vital for long-term manned missions. The means to harvest from atmospheres and oceans is also present, given the importance of atmospheric resources in this regard. No life-support like mod would be complete without a greenhouse of some kind. The one included in this mod has a relatively complete set of input resources and by-products, and some more unique characteristics like a lamp that adapts consumption to natural lighting, emergency harvesting, pressure requirements and radiation tolerance. A planetary resource distribution that mimics the real solar system completes the package. Reliability Components don't last forever in the real world. This is modeled by a simple system that can trigger failures on arbitrary modules. Manufacturing quality can be chosen in the editor, per-component, and improve the MTBF but also requires extra cost and mass. The crew can inspect and repair malfunctioned components. Redundancy now becomes a key aspect of the design phase. Engines have their own failure system: limited ignitions, limited burn duration, and an overall ignition failure probability will even make your 100th moon landing feel like an achievement! Science Experiments don't return their science output instantly, they require some time to run. Some complete in minutes, others will take months. Not to worry, experiments can run on vessels in the background, you don't have to keep that vessel loaded. There are two different kinds of experiments: sensor readings and samples. Sensor readings are just plain data that can be transferred between vessels without extra vehicular activities, they also can be transmitted back directly. Samples however require the delicate handling by kerbals, and cannot be transmitted but have to be recovered instead. They also can be analyzed in a lab, which converts it to data that can be transmitted. Analyzing takes a long time, happens transparently to loaded and unloaded vessels alike, and can't be cheated to create science out of thin air. An interesting method is used to bridge existing stock and third-party experiments to the new science system, that works for most experiments without requiring ad-hoc support. Transmission rates are realistic, and scale with distance to the point that it may take a long time to transmit data from the outer solar system. Data transmission happens transparently in loaded and unloaded vessels. The resulting communication system is simple, yet it also results in more realistic vessel and mission designs. Automation Components can be automated using a minimalist scripting system, with a graphical editor. Scripts are triggered manually or by environmental conditions. You can create a script to turn on all the lights as soon as the Sun is not visible anymore, or retract all solar panels as soon as you enter an atmosphere etc. User Interface Kerbalism has a nice user interface. A planner UI is available in the editor, to help the user design around all the new mechanics introduced. The planner analysis include resource estimates, habitat informations, redundancy analysis, connectivity simulation, multi-environment radiation details and more. To monitor the status of vessels, the monitor UI is also provided. This looks like a simple list of vessels at first, but just click on it to discover an ingenuous little organizer that allow to watch vessel telemetry, control components, create scripts, manage your science data including transmission and analysis, and configure the alerts per-vessel. Modules Emulation Most stock modules and some third-party ones are emulated for what concerns the mechanics introduced by the mod. The level of support depends on the specific module, and may include: simulation of resource consumption and production in unloaded vessels, fixing of timewarp issues in loaded vessels, the ability to disable the module after malfunctions, and also the means to start and stop the module in an automation script. For Modders Kerbalism has a lot of interfaces ready for other mods to use. If you are a mod developer and want Kerbalism to play nice with your mod, please see the wiki or contact us on discord. Legalese
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