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  1. System Info KSP Version: KSP2 Build ID 10624168 Operating System and version: Windows 11 / Version 22H2 CPU and GPU models: AMD 5800X / NVIDIA RTX 3700 / 32GB RAM Mods Installed: None Description of the Bug Expected Behavior: After crashing vehicle, reverting to the VAB or Launch will get rid of the crashed vehicle window. Observed Behavior: After I crashed one of my planes, neither revering to launch or reverting to VAB would get rid of the crashed vehicle state. Instead my vehicle would appear on the runway perfectly intact, then the same crash window would show, and I would lose control of my vehicle because the game thought it had crashed. Being not actually crashed, the plane would slowly roll down the runway as per usual. Steps to Replicate: I reproduced this crashing the same plane again on takeoff after restarting my game. Here is a copy of the workspace: https://drive.google.com/file/d/1CGyZ2T4Y-bNiDsGNJ3czSQR0n01TTkI8/view?usp=share_link Fixes / Workarounds: Restarting the game Recording of behavior: https://imgur.com/a/PMy2c45 This recording shows revert to launch and revert to VAB reproducing this issue
  2. Every time you quick load, EVA, reboard, switch crafts, etc. an extra game paused/unpaused message will appear. The number of messages seems to correlate with the number of scene changes per play session. For example after doing an EVA on Minmus two scene changes occurred (leaving the craft and reboarding) which lead to three messages appearing.
  3. Here's what it looks like: copying 2 parts rotate once Rotate once more
  4. I experiment with the equivalent of orange tanks to find out.
  5. Version: 0.1.0.0.20892 System description: OS: Windows 10 (10.0.19045) 64bit CPU: AMD Ryzen 5 2600X Six-Core Processor (12) RAM: 16334 GPU: NVIDIA GeForce GTX 1070 (8081MB) SM: 50 (Direct3D 11.0 [level 11.1]) Description: Expected Behaviour: That the entire manoeuvre node GUI is displayed at any angle of view when close to a planet. Observed Behaviour: That the Radial Out arrow disappears at some view angles (seemingly when it is close to overlapping the center circle of the node GUI), when close to Kerbin. Steps to replicate: Put a vehicle into orbit of Kerbin (365km was used in my example images) Go into the Map view. Create a manoeuvre node on your vehicle’s trajectory. Click on the node so that the 6 arrows adjustment GUI is displayed. Rotate the camera, so that the angle of view to the node is approximately the same as that in the angle in the image below. 6. While holding the right mouse button move the mouse up and left, so that the angle is similar to that in the image below. Notice that the blue Radial Out arrow has disappeared. Other Notes: The issue only seems to occur when the node is close to a planet. I burned so that the vehicle was on an escape trajectory of Kerbin and placed a node on its trajectory, at about 2000km, which was not affected by this issue.
  6. Under the effects of time warp (anything higher than 1x speed) while in orbit the orbit (as denoted by readout of the apoapsis and periapsis) will not be affected while the ship is accelerating even though fuel will drain from the craft at the accelerated time rate. The orbit will instead remain 'on rails' regardless of the the vessel supposedly accelerating. If the vessel is not under time warp (time at 1x speed) acceleration functions as normal.
  7. Currently, all you can select is runway 1 and 2. If you look on the runway lettering in game though, the runways show 09R/27L and 09L/27R. It would make more since to have a selection from both ends, since if you want to fly west, you have to make a long 180 turn. In real life, planes take off from both ends of the runway, and they are named accordingly.
  8. I was landing a craft from the Mun and it ended up going through the ground and landing at 0ft sea level. I did exit the game several times during the mission after switching off to another ship or to the KSC/VAB while the original craft in orbit. https://imgur.com/a/ZBbmYgg
  9. 1) Bug with removed trace when loading a quicksafe in flight progress 2) No thuist limiter in VAB (cannot limit the power of solid fuel boosters) 3) Center of mass marker in VAB doesn't adjust when I change amount of fuel 4) Create mainour doesn't work while game is paused 5) A rotating-around-a-cockpit guy randomly spans nearby to the launching vessel 6) Kerbal space center respawns close to the rocket after the launch (see https://ibb.co/vhM9cWK)
  10. I successfuly attempted a space shuttle mission and I drove my slightly mad. Overall a success. Except when a launch support decided to join us mid flight... Taking the wing with it...
  11. Oh man, am I going to have fun! I've got the game installed and played it for a few hours, but most of my rockets (like a space shuttle that didnt work) blew up! (epic explosions, good job!) Now I'm starting new. Currently finishing off my Mun rocket. Heres how it looks so far. Mission will be posted within a few minutes or so.
  12. Hey guys, seems like my save got corrupted after ~2 hours of playtime. I did load save a game before attempting a mun landing and as you can see there is no fuel in the craft anymore. Not sure what exactly caused this. I will try to provide the log and search for the save on my disc. Logfile: https://drive.google.com/file/d/1jYBR57PhnV29TFTCokdSKSmN8I_LTQpk/view?usp=sharing Save: https://drive.google.com/file/d/1YlMgeTaxP_YWkv1lsEFG49sEW7jcV2gp/view?usp=share_link Hope this report does help for improving the game. I think there should be a "Report a bug" feature inside the game which will take a screenshot, collect the log and send the save with it. Each additional file select or unselectable via checkbox. Anyone searching the savefile location just take a look at "%appdata%\..\LocalLow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer".
  13. 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!
  14. Is there going to be an option to buy a "family pack" (pack of 4 or another number of game downloads) for the game? I have two other family members who will want to play it with me when the multiplayer feature comes out. And on that note, how will multiplayer work regarding accounts? Will it use a private division account, a steam account, no account, a discord account or something else? @Nate Simpson @Intercept Games
  15. Just finished Matt Lowne's newest video premiere and he ran into the classic, "hatch obstructed," message while flying his SSTO, a KSP 1 classic! Good thing we have a place to leave suggestions! Please consider adding an error message while constructing vehicles in the VBA to let players know when their hatch is obstructed. Perhaps you can highlight the part(s) blocking the hatch in red when this happens so that players can make adjustments. For the record, I think that players SHOULD be able to block the hatch if they so please, but they need to be aware of this just in case they are planning on placing parts precariously close to the hatches. Thanks!
  16. In my opinion, KSP2 was indeed overly optimistic with the hardware requirements. But remember: This is the first public version of the game - if a game is released in early access, people should lower their expectations to avoid what happened in the last few days. KSP2 Early Access was very overhyped, but the true launch will hopefully be not. People expect early access like it's the full game... but it's not even close. Early Access exists to find bugs and give feedback to the devs, the whole community having access to the game is not really the goal right now. Maybe in the next updates the game will have the minimum requirements lowered to the minimum. By the way, KSP2 for now has less content than KSP1 (remember there are no robotic parts) and it actually fries your PC so I don't recommend buying until at least the third update (Interstellar Travel) based on the roadmap. Summary: If you expected Early Access to be an amazing, fully-featured game, you are wrong. kthxbye
  17. Hi KSP2 Teams ! Congratulations for the Early Release of Kerbal Space Program 2 ! We are Kerbal Space Challenge, our association represents most of the French Players, and we organized a big survey in August 2019, after the official announcement and the truly amazing Trailer, a piece of art. Our survey took places in 2 phasis, one being the collect of all the features that the community had in mind (3), and the other one to rephrase and regroup all theses features in a new form (4) : everyone was then able to rank the top10 of the most awaited features and we had a whopping 121 participants and more than 1000 features ranked, among about 50 possibilities ! We are glad to share this with you with a proper translation of the original article that was published on our website and in which you will find the results (1), as well as the original data in an excel file (2). We hope that you will find some trends to make the game grow in the best direction possible, and we are already planning on a new survey to see how that evolves now that the game is in our hands ! Don’t hesitate to jump to the synthesis table at the end of the article, but the rest might still interest you I give it right now, embedded in this post, but there is far more to explore in the results ! Do not hesitate if you have any questions, of course. We look forward to organize and collect from another survey based on the first feedback from the players on this EA ! Regards, Kerbal Space Challenge Team Sources : Translation of the Original Results Article gathering all the conclusions, by the time of August 2019 : https://docs.google.com/document/d/1ta8gRoK-BL8wIi62ueHt5JwOzHUxzzuRKuA72jwZScY/edit?usp=share_link Translation of the Excel File gathering all the data extracted from the two forms and some formatting for the article as illustration : https://docs.google.com/spreadsheets/d/1dYtbz6gNaS9FQZ65lFxonhIplUWATWLr/edit?usp=share_link&ouid=101705157396145708729&rtpof=true&sd=true Original First Form to collect the features ideas : https://kerbalspacechallenge.fr/2019/08/24/quelles-sont-vos-attentes-pour-ksp2-donnez-votre-avis/ Original Second Form to rank the features : https://kerbalspacechallenge.fr/2019/08/26/ksp2-votez-pour-les-features-que-vous-desirez-le-plus/ Original French Results Article gathering all the conclusion, by the time of August 2019 : KSP2 : résultats de vos votes, les features les plus attendues de la communauté KSC ! – KerbalSpaceChallenge
  18. I don't know if this question's already been asked. If it has, please direct me to the answer. Thank you. And if this is not the right place to ask this question, please take me to whatever is. That being said, would we be able to use our craft files from KSP - or, for that matter, craft we downloaded from KerbalX - in KSP2? Sure, none of my craft are designed to go interstellar , but I figured I can start gathering money and science points quickly by using my already-proven-successful spacecraft to explore Kerbin and then the rest of the Kerbol system immediately afterwards. I already have a solid starter plane in my hangar, for instance, so the mid-air and surface surveys should be a snap. Some planets can be easily reached by my SSTOs as well, so there's a huge money-saver right there. At the very least, I can take my first steps into space exploration (again) without having to endure the headaches and test runs associated with starting from scratch. God knows how much we all hate those. When I do go interstellar, I may end up taking some parts of the old design (e.g. relay antenna, ore survey satellite, mobile base, plane) and slap it on the new spacecraft. After all, if I already have a working end-item, then all I would really need is a way to get said end-item to the target. If nothing else, at least KerbalX would still have some use for both games after KSP2 comes out. It could also host the new interstellar bases, spacecraft, et cetera. I hope we can, or else we're all doomed to severe migraines in the first steps alone. Also, on a related note, would MechJeb be compatible with KSP2 - and would it work in the same way as it did in KSP (embedded in command module)?
  19. Mr. TumblingPidgeon seen in the images has a very long truss section. It should also have radiators instead of structural panels, but never mind. The interesting thing is that the circular shield is separate from the nuclear generator. Also considering past remarks about the dangers of radiation coming from fusion engines... it seems that there will be a new (maybe harmful for kerbals) radiation mechanic in the game. How do you think it will work? Will it be similar to Kerbalism LS radiation system.. with kerbals having a limit before getting sick or worse?
  20. Social media was updated to reflect this. Any thoughts?
  21. I have an idea for the new engine in KSP2, that can be added as sort of near future technologies and be in the same position in relation to the other engines as the spike engine from KSP Here are articles about this https://www.nasa.gov/centers/marshall/feature/nasa-validates-revolutionary-propulsion-design-for-deep-space-missions https://newatlas.com/space/rotating-detonation-engine-ucf-hydrogen-oxygen/ https://www.intechopen.com/chapters/70511 It differs from another engines by less fuel consumption and more isp, but there is balance problem. It can be more expensive, but I'm not sure that in Progression mode will be money. In other way it weigh more and has lower thrust beacuse of its combustion chamber, detalied in last article conclusion. If spike engine had prototypes and was added in KSP1 (in 1 variation, let's add more of them), why not to add RDRE, becuse it also has many very promising prototypes and one of them from JAXA flew in space. Maybe it will be routine engine in near future, but won't be in KSP2. In this case I hope it will be added in KSP3, if it won't be added in KSP2 ;)
  22. I understand that other discussions about relativity (generally special relativity) being added to the game for more realism in high speed interstellar travel, that being the addition of time delays between different spacecraft moving at higher speeds, or even more recently about a relativistic doppler effect. I can understand from a game development standpoint they seem like they would be quite difficult to add to the game, however, there are other aspects of special relativity that could be added that I think could be quite interesting. For example, as I previously mentioned, relativistic doppler effect (i.e. redshift/blueshift) could make stars in the front of the spacecraft's moving direction appear more blue and those behind appear redder. There is also a really interesting aspect of high speed travel in relativistic aberration, in that the angle of stars in the sky appear to converge at higher speeds, effectively changing the view of the sky. Think of approaching hyperspace in Star Wars, where the stars seem to stretch out as they go forwards, only in reality the stars would appear closer together in the direction you are moving and further apart behind you. I think that this could be a really interesting consideration to add to the game, and one that seems a lot less challenging than having different 'clocks' on each spacecraft. These effects would only be noticeable at the really high speeds, and perhaps not necessary to add to the game depending on the gameplay of interstellar travel, but still an interesting suggestion I think. I realise that someone else could have also mentioned this previously, but it occurred to me recently how interesting it would be to see in this game.
  23. In KSP you encountered with problem of rover placement on lander. It is quite difficult to secure the rover with a decoupler because they are designed for tanks not rovers. And there is problem with different heights of rover on lander and surface. To not to suffer making skycrane without ropes or add gyrodines to to roll over rover in case of an unfortunate fall from the platform I suggest just to add ramps Because width between wheels can be different, it is obvious to make ramps kinda procedural part. It also must secure rover before landing and this function can be resuable or not. Of course ramps must be folding, as for example on astrobotic griffin lander or another same type rover landers
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