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  1. Hi all, I'm looking for some assistance with the radial connections on my lander. I love the look of it but those radial Mk II tanks start jiggling under thrust. Best shot space tape or is there perhaps a better way, bearing in mind the current capabilities of KSP 2? Appreciate any tips! Gallery: https://imgur.com/gallery/JE8atxz
  2. Hello everyone, I think it would be a good idea if someone could create a mod (or maybe a separate tool instead) that lets you convert a KSP 1 craft file into a KSP 2 workspace file. However, it would only let you convert a craft if all of its parts had an equivalent in KSP 2. Also, when converting a KSP 1 craft to KSP 2, the tool should be able to let you set the workspace name and description for the craft when setting it up to be converted. And maybe the tool/mod would let you convert KSP 2 workspace files to KSP 1 craft files as well. What do you think? I think something like this would save a lot of time for someone trying to recreate a KSP 1 craft in KSP 2, as you could just convert the original craft instead. Especially if it had a high part count...
  3. v0.1.1.0 I lost control of all my ships. I cannot steer new or current vessels and I don't know why. I can control the throttle, SAS and RCS. But not the actual movement of ships (including planes) The only thing I can think of is typing a ship name with the letter "M" which took me to the map (shocked this hasn't been fixed yet honestly) Edit: Wrong category but don't know how to fix
  4. I'm noticing that the more I play, the worse the performance of the game becomes, especially when I save, both automatically and quick saving I only have 7 ships on the go currently and a limit of 100 debris I don't understand how its becoming worse and I don't know how to fix it. Deleting saves did nothing I have noticed Unity crash handler appears in my task manager when this freeze happens.
  5. My idea to use my transfer stage as a probe failed as the Communotron 16-S doesn't even connect to the Commnet
  6. Video below shows engineless probe with crazy orbit changes. Timewarp seems to also have an effect
  7. My ship exploded on launch (literally, every part seemed to separate) and then after pressing revert to VAB my game froze and crashed (the music was still playing, but it didn't load for minutes) My specs are: CPU: Intel i5-11600K @ 3.90 GHz GPU: EVGA RTX 3060 XC 12GB RAM: 32GB @ 3600MHz My game is installed on an M.2 drive v0.1.1.0 My ship was pretty large, but this is the first freeze/crash after my ship ran into 'issues'
  8. Patch one broke my game. One of two things happen: 1) The game fails to load to main menu and a secondary window with the ksp2 logo opens then crashes game. 2) The game gets to main menu but crashes when I attempt to load a campaign file or create a new campaign. Secondary ksp2 window with logo also appears here before the crash. Attempts at solution: I have attempted to verify integrity of files via Steam, uninstalled/reinstalled ksp2, updated steam. None have worked so far. I do not have any mods installed, nor have I altered any files.
  9. My steam version of ksp2 cant launch. After I pressed the play button in steam, it starts a "PD Launcher" after a few minutes (so slow!) and just keeps loading in an empty black window without any actual response. I ended up starting the game manually from the file explorer. What should I do? Additional Info: my computer meets the min spec requirement and ksp2 can run normally when manually started.
  10. Tazooka

    Hello

    I joined recently and made a few posts already, but figured I'd also make a greeting post. I'm Taz and I have played Kerbal Space Program since the early beginning, either in 2011 (as I remember the demo where the Mun was missing) or 2012 (where I have an invoice for buying the game). I've played hundreds of hours on KSP 1, where most of them were before it was added on Steam. I also have KSP 2, which I was looking forward to since the first announcement in 2019, but I haven't played it much because of its current state. This will hopefully change once the update with the fixes rolls out! ----- If you're familiar with the game "Raft" and joined the Official Discord, I am one of the moderators there (since 2018)! Hello and see you around the forum!
  11. Hello, I'm here to share the evolution of the space station building inside the rings of Dres. In this episode we build, launch and dock to the DRSS (Dres Rings Space Station) two new crafts that will expand the Station and bring the first crew to it. This was my first time sending a crew in interplanetary space in KSP2, quite milestone. I hope you may find the video enjoyable and maybe learn something from my rumbling about the manoeuvers required by the mission.
  12. Hey, The release of KSP2 sparked in me new interest in the often overlooked planet of Dres, due to the addition rings around it. For this reason I thought it would be a cool idea to combine the challenging aspects of interplanetary travel and rendez-vous plus docking in a place different from the classic LKO where we all build our usual stations. And what better place than the new introduction to the system? Which btw can also put my hardware ( I play on a 2019 laptop) with all the dust and rocks flying around? Also, in pure KSP2 fashion, there's also a Kraken attack that involves spinning space stations, transfer stages that lose control and entering the surface of Dres! I hope you can enjoy the video and maybe learn something about these manoeuvres.
  13. Thanks to KSP2's procedural wing system, an accurate recreation of the Horten-Ho-229 is finally possible! The aircraft struggles with takeoff, but glides well. If people want me to continue this project, I'll refine it, add more detail, and post the craft file! (Or you can play around with it now and go crazy) (Craft File download thingy link will be on my website soon! I'm sorting it out as we speak)
  14. This aircraft is surprisingly stable. I can provide the craft file upon request!
  15. Without a stock launch window tool in KSP2 for now, I'm back to using AlexMoon Launch Window Tool: https://alexmoon.github.io/ksp/ This gives me the launch window time, though you need to add +1 to the year for earliest departure, as KSP2 is 1 year offset (KSP1 year 1 = KSP2 year 0). I run the Python script below (run locally or at https://www.online-python.com/), input the launch time, and current time, and get the difference in number of seconds, and copy that. Once I have that, I create a maneuver node, and using Maneuver Node Controller (https://spacedock.info/mod/3270/Maneuver Node Controller), put in the seconds to skip ahead, along with the usual delta-V amount. #calculates time in seconds to add for transfer window #input is transfer window time and current time #1 year = 426.08 days = 2556.50 hours = 9203400 seconds #take first number of 92303400 #add 1 year to KSP2 time, as KSP1 year 1 = KSP2 year 0 #Launch window calculator using KSP1 date convention: https://alexmoon.github.io/ksp/ def convert_to_seconds(year,day,hour, minute, second): sec_year = year * 9203400 sec_day = day * 60 * 60 * 6 sec_hour = hour * 60 * 60 sec_minute = minute * 60 return sec_year + sec_day + sec_hour + sec_minute + second def get_time(): year = int(input('Year: ')) day = int(input('Day: ')) hour = int(input('Hour: ')) minute = int(input('Minute: ')) second = int(input('Second: ')) return convert_to_seconds(year,day,hour,minute,second) #main program print('Input Launch Window time') launch_time = get_time() print('Input Current time with KSP1 time convention (+1 year if KSP2)') current_time = get_time() print('Seconds until launch') print(launch_time - current_time)
  16. The pause button is very cool. It got me thinking... Rewind?
  17. I just remembered that this isn't a feature in KSP 2 yet. Any guesses on when this will be added? (probably not for the first couple of patches) Same time as re-entry heating maybe, or that it'll be when science mode is released
  18. In KSP2 is there an option for part clipping, or a work around? Probably the old tiny truss gimmick. I know it's very early access, but let's see what's out there. Because someone will ask "why", I just want my rockets to look nice.
  19. Catflier126

    KSP2 bug

    My non-stock vessels will take a long time to load when I enter the VAB. If I go on vessel selection menu, only the stock vessels will be there and I have to wait for my vessels.
  20. So, as I've not seen any master thread related to KSP2 tutorials... Now there's one. -- I just noticed something weird in the "How Do Rockets Work?" tutorial (screenshot from YT, thanks @Space Scumbag for the footage :) ): Is that Kerbin's south hemisphere? Because it really looks like Kerbin's southern hemisphere. This feels so weird...
  21. https://github.com/Xeloboyo/NotEnoughShips Source code, license (MIT), and installation instructions in above link. Uses Spacewarp 0.2+ Does what it says on the tin, that is, spawn any saved vessel or loaded part in the current active campaign. Disclaimers: The vessel position serialization when in orbit is strange in ksp2 currently. This results in when spawning a vessel in orbit locally, spawned vessel will have a rather large offset at times. Features coming: - Ability to select a part and spawn it as a derelict vessel for testing. - Ability to spawn vessel next to a selected ship as opposed to the only active ship. - Ability to replace a vessel with another. - Ability to spawn a vessel next to ground structures like flags. Feedback: reply to this post with a mention or raise an issue on github.
  22. So being awake early and bored, and having counted the parts out before out of sheer boredom, I thought it would be neat to make a more visual representation of the parts parity KSP 2 has with KSP 1. This is just part 1 to see if anyone is interested in more? I just thought it was neat to see what parts are missing, and what new parts we got. As a note, the "Command Section" is missing 2 parts from KSP 1 Stock but we gained 5 new parts. So, we went from 23 parts of this type to 26. So a net gain quite literally Sections Command: Posted Above Fuel Tanks: WIP Engines: https://forum.kerbalspaceprogram.com/index.php?/topic/214189-ksp-2-parts-parity-part-deux/&do=findComment&comment=4249806 Structure: WIP Coupling: WIP Payload: WIP Aerodynamics: WIP Ground: WIP Thermal: WIP Electrical: WIP Communication: WIP Utility: WIP
  23. Recalling the struggles I had in the past to learn how docking worked back in 2013, I thought it might be a good idea to make a video tutorial giving some tips for whoever may need it. Close to the end the Kraken decided to come and visit too! I hope this can help in some way https://youtu.be/tzliZCIKquE
  24. I started playing KSP in late 2017, but didn't join the forums until 2019... a very short time before the announcement of KSP2. KSP2 has been this elusive, almost mythical thing for me. Many of us in this community have been waiting patiently for the past 4-ish years, with great anticipation, for the release of this game. Now that is is here, even in its early access stage, I feel a great relief! KSP2 is no longer Vapourware... It is a tangible product that will grow and develop with the community it has fostered. I am very excited for the future of KSP! I think this game is really going to push the Kerbals to the mainstream -- a thing which will bring new challenges to the community!
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