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  1. Figure I would get this particular topic rolling With lots of modders using custom categories, we're starting to bump into each other. Is there interest in establishing, similar to CTT and CRP, a Community Category Kit (CCK)? If so... What categories are you currently using? How are you placing your parts in those categories? (Paging @Angel-125 and @Nils277 since those are two off the top of my head where we may have conflicts). Discuss [Heads up - will move this to a proper release thread, but here's the current Github link for interested parties :)] https://github.com/BobPalmer/CommunityCategoryKit/releases
  2. I searched down until 2020, could'nt find an F1 thread. So, i decided to make my own. Mclaren is now up to a position where it can start competing with Redbull.
  3. For the ongoing T2, KSP2, and Intercept Games situation, I humbly request we collectively agree to wait and see, as opposed to panicking and fighting, it just hurts to read the state of the forum right now and I would really appreciate if we all calmed down a little about this. We won't accomplish much by shouting at each other and shouting at the void when we could be, like, not doing that. Thank you for reading. To the Intercept Games developers, I hope you all are doing okay.
  4. how i lost jeb: so recently i was playing KSP and doing yet another minmus mission when i realised i had like 2000-1000 delta v left, which i thought was more then enough to go to the mun, so i went to the mun and tried to leave with about 800 delta v left, i escaped but ran out of fuel, so i used bob kerman's jetpack to push it, bob, some random kerbal on the ladder, and the mk.3 capsule were constantly switching jetpacks until i accidently moved the capsule causing both kerbals to get flung, after a while of trying to save both kerbals, jeb ended up the one needing saving and with no EVA fuel. TLDR: i flew too close to kerbol (the sun) in terms of what i can do, flung 2 kerbals across the universe, somehow only lost jeb, now jeb shall happily float around kerbin and cause i left the capsule for a while its now somehow orbiting the sun. ( i am complete trash lol)
  5. This is a list of QoL features / plain features / improvements/ whatever at this point, that I'd personally like to see in KSP 2. Be it today or months from now. There is no particular hierarchy. Feel free to add your own! Adding more to this as I read replies because I'm just one person and have limited thinking prowess! That is to say, I wish to add ideas to this list as I read them because I didn't think about it. Not even going to try and keep this ordered by-effect/change. Will try and keep duplicates out If an idea is from another, I will put their name in parathesis and italicized. "Many" will refer to just that; more than one (including myself) Manuveur Node Window / fine controls, just like we had in KSP 1 More minimized Delta-V readout in VAB / flight. There's a lot of unused black space thats not neccessary sometimes. Another toggle for just Delta-V and not fuel tracker is this wish Option to reduce entering / exiting gravity well "pulse" effect. I love this feature, but its quite huge sometimes for me. Mouse Sensitivity options Mouse direction options (inverse, etc) Seperate VAB / Flight Camera Pan options (sensitivity, inverses, etc) "Warp to Day" / "Warp to Night" "Warp to Encounter" (So as to warp to a few seconds before entering or exiting sphere's of influence) Transfer Window Warp Timers Manuveur Node Editing while Paused (unsure if this is a bug, or a feature, to not be able to do this while paused) Rocket Plumes follow the rockets path opposes to statically locked. More specifically related to effect smoke, to have the sight of your smoke trail as you launch "Do Science" button only flashes when there is truly a new science to do (Unsure if this is bug or not) Make Re-entry effect more flashy (I like the current effect , but it feels almost too static and needs more particles or variation.) Thermal bars less out-of-place feeling (Feels duck-taped on. Which I like, but a more visually in-line one later would be a nice thing) Symmetry automatically goes to correct option when trying to apply new parts to something (example, add struts to a quad-symmetry booster automatically sets symmetry to quad.) (Unsure if this is a bug) Scream bloody murder at the player if they forget to put even a single parachute. Do seperatrons seem weaker? Icon Improvement (WiS3) Darkness settings (WiS3) Easier map movement / less clunky (targetting, manuveur node stuff, etc) (WiS3 & Gluckez) VAB camera/movement fixes/improvements/options (Gluckez) Better Exhaust (Jeq) Better Docking / Structure for them (Gluckez) Better plant-dust for wheels, landing, landing gears, etc (Jeq) Exploding parts cause more explosions (difficulty setting maybe) (Jeq) Improved parts manager (inflight + VAB) (WiS3) Robotics (Many) More intituative action group setting Fuel Flow Priority Correcting Delta-V readouts (Many) Entering/Exiting SOI sphere of influence color or effect difference (perhaps a pulsing in as well for entering, pulsing out for exiting) (WiS3) EVA Construction (Gluckez) Snap rotation to world (Jeq) "Ore" equipment (I'd have to imagine this will be a thing in some way for Colonies?) (Gluckez) Waypoints/Map Markers on surface (Steveman0) A mechanic to make precise sub-15meter target landings? (It's kind of a pain to do it perfectly first try. Seems like a thing that would be really nice for Colonies)
  6. I would like to suggest that the Starlab does not pause its survey. Ones its deployed and surveying the data, it should continue to do so, until the research is done in the surveyed region. It hinders the pace a bit, especially on planets like Duna where the Biomes changes every few seconds. Maybe i do something wrong, or this is a Bug, but if not, it would be nice to keep the games pace. A alternative would be, that the Starlab automates this procedure, stopping the survey when the region changes, and automatically starts surveying again. I would like to hear some opinions, suggestions or maybe even help, because there is a chance that i do something wrong.
  7. 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.
  8. (Not directly related to KSP2, but rather, the community's reaction to it.) I haven't been active on the forum recently, and I wanted to talk about some cool stuff I was doing in the (absolutely amazing) Planet Jam 2 pack for KSP1. I browse a little in the KSP2 forums just to see what's going on, and I'm gonna be real: thinly veiled tension or outright hostility seems to be the norm in the KSP2 subforums, and this has on occasion leaked over to the KSP1 or offtopic subforums too. Look, I get it, I really do, KSP2 simply is very much not what it was announced to be all the way back in 2019. There's a ton of missing features on the early access alpha launch, which notably arrived 3 years after it was originally scheduled to release. Most computers can't manage 30fps right now. I myself, since the launch of KSP2, have been completely unable to even go to the Mun and back without some mission ending bug destroying the craft, squiggling my orbits, disintegrating my kerbals, or so many other tiny and silly things that somehow break a mission (for example, just last week, after planting a flag on the Mun, I simply was not allowed to board back into the craft). All of my recent forum topics are me complaining about KSP2 bugs. I too was a bit disappointed after paying $50 and not getting a stable experience that was reliably enjoyable. I too was real annoyed at the several missing parts and features that you can just find in stock KSP1. I do not play KSP2 regularly. However. I feel like a schism is being driven in the KSP community about the state of KSP2 due to the incomplete state of the game. Tensions are rising specifically because some users feel cheated or scammed out of their $50 which they could've used for better things. This tension wasn't there before KSP2 (obviously), and as a forum user who hasn't done a whole lot here since KSP2's release, the contrast between the lovely, unified, and supportive community of old KSP1 (i say "old" relatively, I joined in like 2019), and the tense, warring community of modern day KSP2. This community doesn't feel the same anymore. A lot of people blame the developers, which I think is definitely a little out of place. The developers have gone through some serious hardships (Take Two pulling the contract from Star Theory and causing internal stresses, as well as severe stresses from COVID, both happening at nearly the same time), and are still working hard. There's evidence in the game files and code that long-term future features, such as interstellar travel or colonies, are definitely being actively worked on. The developers have seemed like genuinely nice people over the forums and over live interviews and stuff like that, and they admit the shortcomings of the game and are actively trying to improve the state of things, so I don't think they're being superficial with their interactions with the community. (To me, their interactions seem more like they're going "ah heck, this early access release isn't going great." than "I'm going to maliciously convince every player to like the game even though it isn't good.") Ultimately, the choice to release KSP2 in early access in this kind of state, with these kinds of specs, with those kinds of missing features, was inevitably going to be controversial. I don't think this is the fault of the developers themselves though. I think it's the fault of the conditions in which the game was developed, and the circumstances and difficult situations the developers have gone through. But if it's the fault of anyone, I'd probably blame the publishers, who choose things like release dates, pricing, announcements, and advertisement, and I don't think the individual developers had too much say in it (especially with how far the game was already delayed). Another major contributing factor to this schism I feel has been lack of communication between the developers and the community before, during, and directly following launch, which I feel has mostly or entirely improved since then. This lack of communication did a lot of damage, convincing a lot of people that the developers were just trying to get a quick 50 bucks and a rise out of the KSP community. I genuinely do feel like things can be better now if we calmed down a bit about the state of KSP2 and listened to eachother and to the developers. Nate Simpson and his crew of dedicated and talented game developers genuinely seem like they're trying to interact with the community and make sure everyone's in the loop on all the stuff happening behind the scenes, and everyone involved seems genuinely passionate about their job, their project, the community, and the future. When I bought this game, my ideas was, "if I buy this game now, not only will I save $10 in a few years, but also, I'll get to watch the game grow alongside me." My goal was to watch the development of the game, interact with it hands on as it grew, provide feedback when I can, and sit there and witness it become the game we've all been hoping for. I don't know what everyone else was expecting when they bought KSP2. I do know some people went in with the expectations it was a full, polished, addictive game the trailer promised which they could sink thousands of hours into. I don't mean to be blunt, but we all bought into a public early access alpha build. We shouldn't've expected something completely up to triple-A standards. While the communication issues I mentioned perhaps hindered our understanding of just how rough this game was going to be, I still feel like "early access" should be enough of an indicator as to how patient and tolerant we'd have to be. I know a lot of people have expressed concerns relating to the future of the project, and don't anticipate the game fully reaching its promises. I, however, would like to note that Take Two, despite all their interesting and peculiar business strategies relating to KSP2, have indicated they're in this for the long run, and Nate's also indicated this project isn't dying any time soon, and has expressed confidence in the team's ability to (eventually) meet what they promised so many years ago. I don't anticipate this project's death. I don't expect it to be done any time soon, so I understand waiting a long time probably won't be super fun, but honestly, we kinda need to figure out this whole patience thing really quick. I don't think the KSP community as a whole is doing too great specifically because of this controversy. I'm gonna be honest with y'all. A lot of comments on developers' updates have been short-tempered, cold, and all in all just kinda awful to the developers. This obviously doesn't include whatever's had to be removed by the moderators. I've read things on the KSP subreddit (which is currently down for some reason?) actively vilifying the developers (often specifically Nate since he's the face of the team), which I see to just be completely unfair. Some people are going to the point of accusing anyone who doesn't blame the developers for stealing $50 from you as a shill, which is truly an accusation of all time. (I swear to whatever you want me to swear to that, instead of being paid to say "KSP2 is kinda cool guys", I actually had to pay to say those words.) I've seen YouTube videos accusing KSP2 of being a permanent failure and a disgrace because of its rickety launch, and I find that really quite awful. I'm having fun with multiple aspects of KSP2, despite all its obvious yet temporary issues. I like spaceplanes now mostly because of KSP2's procedural wings. I write this in the hopes that, maybe, just maybe, this post impacts the community slightly in such a way that helps us cool down and engage in civil discussion instead of arguing and bantering endlessly until we all get tired of hanging out here in this cool forum. I genuinely think the outlook for the forum's community as a whole, at least in present times (and maybe moreso a few months ago), is worse than the outlook for KSP2. At this point, the only thing we can do about KSP2 as a fanbase is to wait, listen, provide meaningful and constructive feedback for the developers to listen to, and be nice enough for the community to still be fun to hang out in once KSP2's all done. I'm probably overstating the threat to the forum community as a whole, and I don't think many people will fully leave the forums due to KSP2 controversy, but it sure isn't fun to sit through, and it would be a way more pleasant forum experience if we all just stuck together, waited patiently, and made sure to keep things civil and calm for the time being. We can panic if huge and bad news on the game's forecast comes. (this took me an hour to write! i should go to bed) TL;DR: Lads, lasses, everyone in between, can we for the love of heck cool down a little about the state of KSP2, and just wait a little?
  9. 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)
  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. Just a thread I thought this forum needed. Is Pluto still a planet? Kindly and respectfully share your thoughts about Pluto. I think @Pluto_Is_A_Planet might want to join in. (Sorry for "pinging" random users, but it's sort of for a reason)
  12. the color manager is one of the few satisfying experiences in the game's current state, being able to color parts individually makes our rockets look so much better! however it can get a bit cumbersome when trying to work with multiple colors, so i would suggest adding the ability to save multiple color schemes instead of just 1 (the agency color). in addition it would be nice to have an input field for hex color codes for easy sharing and importing of colors. also, having like an eyedropper / color picker feature would make things alot easier.
  13. A place where you can put anything off-topic that doesn’t fit in any threads below. This is also a place where you put random stuff that doesn’t need their own thread. Im aware that there is one for questions, but not for weird random things you have to say! Ill go first Heres a skull emoji, so you can use the powers of
  14. Ever since I saw the first videos of gameplay from KSP 2 I noticed how much better the sound design is in it, and I felt like that is a huge missing thing of KSP 1. I'm not sure if I'm just unaware but I can count one mod that tries to take care of that, it would be Rocket Sound Enhancement, but as of now that mod has some SERIOUS performance issues and I would consider it a very demanding mod for how little it gives back, I remember I constantly crashed while using it so that's out the window for me. I think just replacing the sounds would be easier rather than trying to make an entire new sound physics system, isn't that what they did in KSP 2 anyway?
  15. I suggest or would (very much) like to see procedurally generated planets. So that the player is able to keep exploring endlessly on different planets in/with different positions (orbits). My second suggestion is to add adequate objects such as (moving) volcanoes and cryovolcanoes. I really like the easter eggs, but this will be a more frequent special features of a planet or moon. I would like to know how/if this is do-able in KSP, and what does the community think about this? (have I spelled everything correctly? ) Apart from that: A lot of real life planets have unique features that make them special such as Tritons young surface and Titans cryovolcanoes. Some moons even have a very thin atmosphere and/or retrograde orbit. That is what I like about space, and I think Kerbal Space Program has this too but at smaller scale. Yet I love it.
  16. "Broken, but I love it." That's my review, left with a thumbs up on steam. Short, and simple. Here on the forums however, I'd like to go in to even more detail about my feedback at about 8 hours or so of gameplay. I'm also going to break this feedback up in to sections, Strengths, Weaknesses, Opportunities, and Threats. (Threats simply mean competition and other issues that could threaten the viability of the project. Not actual threats.) Strengths * Visuals - Far and above KSP1 stock, and (while some would argue) at or at least on par with "Remastered" KSP1 (EVE, Scatterer, Parallax & TUFX) * User Interface - A strong solid start and foundation, missing some critical features but over all a clear and easy to read UI that seems to have accessibility for those like me with vision issues in mind. * Sound - A solid home run and absolute 10/10 here. Absolutely amazing sounds design in the UI, RCS pops, SRB crackles, tire noises, etc * Dynamic Music - Yet again, an absolute 10/10 home run here. The dynamic sound track changing music on scene change is just downright amazing and I want to buy the soundtrack please. * New Parts - 367 total parts puts KSP2's part count well and truly above KSP1's at 333 * New Parts: Proc Wings - Procedural Wings are here to replace dozens of "modular wing" parts and in doing so, give us even MORE creativity and power in vehicle construction. This is just an amazing addition. * Workspace and Vehicle Assembly - Far and above just flat out better compared to Stock KSP1, could use some work, and some better camera controls, but still a solid foundation. * Planets - What a giant step up! Axial Tilt? Actual rings? Ground Scatter on a per biome basis? Easter Eggs galore, and so much potential. Well done. Leaps and bounds above KSP 1. * The New KSC - Just amazing. The new KSC is sprawling and massive and just feels like a real life space center and campus. * Customization - Part coloring and customization is a fantastic addition. * Load Times - Another thing I see pointed out and also matters to me, load times are vastly improved. * VAB Updates - Part Manager, Trip Planner, Action Group Planner and Kerbal Manager, as well as the Change Anchor Part are all fantastic additions or overhauls to existing features. * VAB Updates Part 2 - Snap Mode updates, as wel las symmetry updates and orthographic view, all good changes and refinements. * Tutorials - These are adorable, and well suited for teaching new players, and young ones, getting in to space flight. * Aerodynamics - Fantastic feeling new aero, love flying and gliding planes. Weaknesses * User Interface and User Experience - The UI is missing several critical features and functions, The most disappointing of which, for me personally, is the Dv tools app in KSP 1. You've given us a trip planner, but that trip planner is lacking critical features such as allowing us to calculate Dv based on body, atmosphere and more. This needs to be in the game sooner rather than later. * No KSPedia - Massively Missed Opportunity that needs to be in KSP 2 to reach feature parity for UI/UX. * No Missions and no Mission Builder - Another massive missed opportunity. * No scenarios that are not based in tutorials. * The Kerbolar System was Not Expanded - Another opportunity here to add planets akin to OPM and bring in analogs of the gas giants and pluto. Sad to see the same kerbol system without new worlds to explore. * Water - Buoyancy issues, water rendering issues, parts floating and parts sinking and no way to tell why... the water looks pretty, but it's going to need a lot of work. * Missing Thermal parts and thermal dynamics at launch - This was a mistake. This is a CRITICAL part of spaceflight and the absolute wrong decision to make. It should have been a priority to get in for 0.1.0 including radiator parts that we're missing from KSP1. * Even without science mods and science parts, we're missing the basics of Kerbnet including comm net lines, and planet scanning features that make exploration even more fun and rewarding by sending out mapping probes to find landing spots and easter eggs. I have no idea why this was left out, and if it's coming back or not, https://wiki.kerbalspaceprogram.com/wiki/KerbNet - Get this back in the game please. * Orbital UI/UX - There are a lot of issues here with maneuver node planning and ui elements not showing more clearly intercepts, approach distances, etc. * No Custom Flag Support - Please get this back in, it's crucial for player identity and connection with the game. * Lack of Ease of Access in regards to Craft Sharing - This needs to be looked at as well, sharing craft is tedious and needs to be integrated into the steam workshop just like KSP1. * Noodle Rockets - This is a CRITICAL issue that needs to be the single largest priority to fix and it needs to be fixed in the first post launch patch. We shouldn't have to resort to day one or day to mods to fix this. Large vehicles are very unfun to fly and struts seem to do nothing. This is heartbreaking to see back in KSP2 after the lessons learned from KSP1. Auto Strut needs to be back ASAP. * SAS - The SAS bugs out incredibly often and causes lots of flight issues. * Total Control Input loss - this happens far to often and destroys the gameplay experience. * Terrain Mesh issues - Floating Scatter, Kerbals Floating in the air above the terrain, and scatter sprites are broken. * Flight Camera - The camera is unfortunately completely unusable at times, bugging out, or just failing to respond. Opportunities The opportunities here are massive. We know that with Orbital Vehicle Construction, Colonies, Delivery Routes, Interstellar Travel to new star systems, multi player and dedicated in-game mod support... we stand to see this game not only grow to meet feature parity with KSP1 but surpass it in terms of stock supported content. Building this game on a new architecture will see KSP 2 becomes the Skyrim of space modding, surpassing it's predecessor in mod functionality. The modding and community engagement aspects at play must not be forgotten about or underestimated. I might be biased as a community manager for several games over my career, but you're on the right track with your community engagement on the forums and social media. Threats (Things that could hurt KSP 2 as a project.) * Price Tag - This was a mistake. It's incredibly high for an EA game and has no doubt cost a lot of sales. I worry about the future of the project if sales targets and goals aren't met. * Lack of Communication before Launch - The communication we got was good, but we simply needed more open communication from the team. I hope we get more as we move forward * Direct Competitor - Other direct space flight simulation games are coming to market and releasing out of EA and competing with KSP 2 by offering better features in some areas. * Not only is the Kraken not slain, it's back with a vengeance and I would argue worse than KSP 1 at its current version and this can end a gameplay session outright through frustration. I think that's about it from me, and while I might have more, I think this gets all my points across. Overall, I'm happy, excited, optimistic and hopeful. The future is bright and I look forward to another grand adventure in KSP2. Working on KSP 1 was the entry point and absolute highlight of my career and I got to meet wonderful people, in Mu, Harv, C7, Nova, CptSkunky, Marco, etc. Talented, lovely, dedicated people that gave their all to KSP 1. I see that in this team, a group of people who truly care and I wish for your success in every possible way. I'm glad to be along for the ride again as a player and lover of KSP and a lover of space. -RC
  17. This quickly became a hot topic in another thread, so I’m creating this one for a dedicated discussion. Keep in mind that most of this is hypothetical as the developers have already chosen not to implement such a system in KSP2. And are unlikely to retroactively change the core physics of the game.
  18. Hey all, just curious what everyone else has seen in terms of the future of moded star systems and planets. I was working on a KSP 1 planet pack some months back and had to step away, but if it's going to be easier in KSP 2 I'd like to come back to it.
  19. Disclaimer: While I have not yet purchased KSP2, I have been following the development and launch though the dev’s own promotional material and player reviews. The following are just some personal views and observations. Being a long-term player of KSP, I was excited at the announcement of a sequel. But I was also apprehensive as to the direction the game would be taken. I had been playing flight sims on and off since 2004, so when I came across KSP it was the perfect union between a simulation game and physics sandbox I didn’t know I needed. KSP2 has the potential to take that unique formula and expand it, unshackled by it’s predecessors roots as a simple unity project. It is my understanding that KSP2 was written from scratch, and does not borrow source code from KSP1 (please correct me if I’m wrong). This should have left the doors wide open for a radical re-imagining of what KSP (and space sims as a whole) could be. Instead, the developers chose to make Kerbal Space Program, again. Albeit, with some very welcome quality of life improvements and graphical upgrades. Because of this approach, I’ve seen bugs and physics problems have either been solved or alleviated in the original for years, re-appear in the sequel. For example, wobbly rockets, which is an inherent problem of a vehicle made from dozens of interconnected parts, was worked around in KSP1 using struts and later auto-struts. KSP2 presented the developers with an opportunity to redo the vehicle assembly and parts physics from the ground up. But instead, in an attempt to stick with the familiar ‘pick and place’ building method, they have given themselves the same obstacles they already overcame years ago. The tutorials, while not a big deal for plyers like myself, are an important part of making an otherwise technical game accessible. But if the developers felt that the accessibility of the first game is lacking, I see no reason why that tutorial system could not have been added in an update. The feature set to come to KSP2 during its early access development are exciting, but it’s hard to ignore the fact that most, if not all of these features are already available though KSP1’s modding scene. And while I’m sure that these feature can be well implemented by the devs, to me, it still doesn’t justify the sequel on its own. I would have liked to see an overhaul of the vehicle assembly system, including: Fully procedural parts like fuel tanks, engines and even habitation and command modules. N-body physics instead of sphere of influence orbital mechanics (even if it is just for the currently active craft). And maybe even control of kerbals inside spacecraft and habitation modules. But It's looking like we're not going to get the next generation space sim we've been hoping for. Thanks if to made to the end of my ramble, I needed to get this off my chest. Fly safe!
  20. So, how do you think multiplayer, a thing we've all (or some) of us wanted in ksp for some time and are now getting in KSP 2, will work? My idea is that there might be a create server thing and after you create a server you can invite players to the server and build with them in real time. Maybe there will be a space-race mode where you can play against someone else and try and beat them to the mun or another moon or planet. But that's just my idea, what about you? (Edit: I guess this has now turned into a discussion thread, you can express your thoughts about the addition of multiplayer)
  21. After some consideration and community discussion, all of my previous concerns have evaporated. I sincerely apologize if I sounded rude to the KSP community and developers. This was not my intent, but I believe I came off as such. Would a moderator delete or discontinue this thread, please? Thanks.
  22. Concern about the level of surface detail on celestial bodies in KSP 2 Today, I watched a KSP 2 gameplay video with beta footage of a ship landing on Vall. Below is a screenshot from this video, which was posted on Kerbal Space Program's official Twitter page: When I first watched this video, I thought the footage was from KSP 1. Vall is a jagged ice world, yet the terrain showcased in the video is surprisingly smooth and flat. Considering that boring celestial body surfaces are one of KSP 1's biggest gameplay problems, the lack of terrain detail here is extremely concerning. Other KSP 2 screenshots and gameplay videos demonstrate the same issue. Consider this image, which was taken directly from Intercept's KSP 2 website: No surface scatters are visible--just smooth, procedural hills. The sand and rocks the Kerbal is standing on appear to be merely 2D textures with normal mapping. Here's Bop: Bop's surface looks better than the other moons because of the terrain scatters, which are spread across the ground in random, uneven clumps. These rocks are simple and samey in appearance. KSP 2's celestial body surfaces are certainly improvements over KSP 1; however, I don't believe they can be described as having "unprecedented detail" and "variety" at this point in time.
  23. Hello everyone! Gear up Kerbonauts, engineers are required for some in situ reassembling! Stack up your inventory with parts and tools in order to prepare for any contingencies. With a reimagining of the game’s inventory system and the introduction of a new EVA construction mode, KSP is here with new content for everyone! Kerbal Space Program 1.11: Some Reassembly Required is the game’s latest major free update and with it, we’re adding some significant and game changing elements that give players added flexibility and a more immersive KSP experience. Pack an inventory for your missions and modify your crafts or even assemble a new vehicle on the spot with the help of your engineers, or bring an EVA Science Experiment Kit and have your Kerbals undertake fun animated experiments. In addition to some new parts, visual enhancements, and some bug-fixing, Some Reassembly Required continues to enrich the KSP experience. Let’s go through some of the update’s highlights below: EVA Construction Mode This mode gives your engineers tools similar to what you find in the VAB/SPH to manipulate parts in their inventory or within their range while on EVA in any location. Need to make some adjustments to your Vallerian SSTO, or build an improvised Munar rover in situ? Now you can! Inventory System Changes This update expands upon the inventory system and gives it deeper meaning and functionality! These changes include the option to carry and stack various parts in your craft’s inventory and adds to the ability of Kerbals to carry an inventory of their own. All while making it easier to get access to and manage all of the inventories on a craft. Just remember to think wisely on what you want to bring with you on a mission… New Lights and RCSs Some Reassembly Required adds new lights parts to the game, including some smaller, physics-less lights as well as a couple of deployable lights that work without the need for an attached craft or EC power source. And not only that, two new smaller Reaction Control Systems are being added to the part repertoire! These smaller RCS are perfect to make your probes, drones or smaller crafts more mobile and versatile. Joolian Moons’ Visual Improvements With this update, we will continue with the overhauling of the rest of the Joolian satellite system with Bop, Vall and Tylo. These moons have been popular destinations for intrepid space explorers and now they will look better than ever before, with high-quality texture and graphic shaders. And more! To learn more you can read the full Changelog here: =================================== v1.11.0 ============================================================ +++ Improvements * Improve version checking for save files to prevent incorrect compatability messages. * Added game setting to enable Ghosted Navigation Markers. These let you see targets behind you by presenting a faded marker on the navball as if you are looking through the navball. * Text in action group labels now moves if truncated so the text can be fully read. * A notification is displayed on the Fairings PAW when it has a flag attached and the sides and edit Fairing options are blocked. * Robotic Controllers like KAL can now be accessed by EVA Kerbals to Play and Stop the Sequence. * Revamped Vall! It now has a low, medium and high quality shaders as well as a new scaled space textures. * Revamped Tylo! It now has a low, medium and high quality shaders as well as a new scaled space textures. * Revamped Bop! It now has a low, medium and high quality shaders as well as a new scaled space textures. * Launchclamps will now default to the earliest stage on a craft. * Added a speed slider to the Axis Groups Binding so players can control how fast a binding will move. The value shown is in % of full axis range per second. * Expanded on the Warp to Sunrise button functionality. It's now available in flight and Tracking Station whenever it makes sense. * Added onscreen tab to Map Filters panel to make it more obvious and changed the behaviour to be click to toggle like the navball tab. * Implemented Menu Navigation on the Action Groups in Flight. * Added new Color Picker for the Kerbal Light Color during Flight. * Parts of the same type and variant can now be stacked in a single inventory slot. Each part has a maximum allowed stack amount. * Change PPD-10 Hitchhiker and Mk3 Passenger Module mass to align with passenger/mass ratio of Mk1 Crew cabin. * Change PPD-12 Cupola Cost and Mass to align with cost/mass ratio of Mk1 Capsule. * Change Mk2 Crew Cabin mass to incorporate wing mass. * Don't put parachutes in the first (launchpad) stage by default. * Crewable part masses revised to account for crew mass and their cargo. * Crew now have mass when on IVA (inside parts) along with their cargo. * The Flag browser now categorizes flags into groups. * Added RocketLabs and Electron flags. * Added EVA Construction Mode. * Amended dV and orbit calcs to use Double precision. * Some large parts cannot be put into cargo containers but can be manipulated in EVA construction mode. * Players can no longer assign the Undock node Action. This has been removed as it was causing confusion with the Decouple node Action in some parts. Crafts with the action assigned can still fire it. * Construction Mode provides CoM CoT CoL overlays. * Kerbals stop climbing on reaching the end of a ladder. A new toggleable game setting Check ladders end enables/disables the behavior. * SEQ-3 and SEQ-9 Cargo Containers are now Stock parts. * All Cargo Parts can now be searched by the tag cargo in editor and mission builder. * Flight Info debug window now shows the angle of the surface the vessel is currently on. * Asteroids have new textures and shader. * New rover construction contract for career games. * New vessel repair contract for career games. * New satellite upgrade contract for career games. * Improvements over the Kerbal jittery movement. * Comet visual FX performance improvements. * Added a repair kit part. Now repairing broken parts uses up repair kits, be sure to have some in your Engineer's inventory. * Added new EVA science experiments and animations. * Kerbal Jetpack and Parachute are now cargo items that kerbals must carry in their inventory to use them. * Kerbals in EVA use EVA propellant from EVA cylinder parts and Jetpacks that they are carrying. * EVA cylinder parts and Jetpacks are refilled when they are transferred back into a vessel from a kerbal. * Amended dV and orbit calcs to use Double precision. * Make render probes fade in better when a new render probe is added. +++ Localization * Removed line breaks in the Orbit's Ejection field tooltip. * Fix missing localized text in the Robotic controller name input field. * Multiple bug fixes for all languages. * Navigation console had missing space for the field IZQUIERDA which affected only Spanish. * Fix fairing variants having wrong language on textures in English and French. * Multiple string additions and corrections for some languages. * Fix spelling of BepiColombo and Rosetta. * Multiple KSPedia fixes all languages. +++ Parts * The LFB KR-1x2 Twin-Boar Liquid Fuel Engine now has the correct diameter. * Added colliders to all flag part variants. * Removed the gaps of the FL-R25 RCS Fuel Tank when attached to other tanks. * New SEQ-24 Cargo Storage Unit and new SEQ-1C Conformal Storage Unit. * New Place Anywhere 1 Linear RCS Port. * New RV-1X Variable Thruster Block. * New Repair kit part. * Added new EVA science experiment kit. * EVA Fuel Cylinder cargo part. * Fix gap in the Mk2 Cockpit IVA. * HG-5 High Gain Antenna is now placed correctly in mirror symmetry. * Fix LFB KR 1x2 'Twin Boar' off placed surface attach underneath. +++ Bugfixes * Revised the instructions on several tutorials regarding the recent changes to the flight UI mode toggling. * Fix issues with fairing shaders when width/height ratio is extreme. * Craft file name is now independent of command pod vessel naming, preventing accidental overwrites when re-naming command pods. * Fix flickering orbit lines in mapview. * Fix an overlap in some languages between the Header and vessel stats field in the craft browser dialog. * Fix part joint failure including autostruts when target RigidBody is same as host RigidBody which can occur in some edge cases. * Fix tourists from being EVA'd from a command seat. * Fix steep textures shaking on lower quality shaders after reentry. * Fix payload inside fairing not being released when decoupled and fairings are still intact. * Fix resource transfer failing when opening and closing a parts action windows several times. * Fix inventory part tooltips lingering on the screen when changing Camera Mode. * Fix EVA Kerbal walking animation sync, timing and bounding issues. * Fix EVA Kerbal sliding issues. * Fix menu navigation issues when navigating between columns in the Action Groups menu. * Fix craft thumbnails not showing fairings. * Fix Female Kerbals not walking correctly on some low g bodies. * Fix Incremental speed sliders now update on symmetric parts on the Action Groups Menu. * Fix Comet Sample contracts not completing if comet is renamed by the player after the science sample is taken. * Fix AOOREs and flow on effects that occur on vessel markers for vessels that use ( as the first character in their name. * Fix issue with flags on parts that are set flipped that also have variants set not flipping the flag textures. * Fix AOORE on temperature gauges when parts explode. * Fix NRE on adding any action to action groups. * The crew inventory initialization doesn't break the kerbal roster initialization on the astronaut complex. * Fix alignment in action group text in the action group editor window. * Fix localization of tech tree node names in UI. Including Part Upgrades. * Fix Camera controls are now enabled when the Action Groups panel is open during Flight. * Fix Staging is now Locked when Action Groups panel is open during Flight. This could cause firing unintentional staging while having the panel opened. * Fix issue with SEQ-3 search tags. * Fix inconsistency in the detection of hatch obstruction. * Fix click-through issue occuring with the main menu expansion dialogs. * Fix Action groups UI becoming non-functional on pressing the KAL's Action Groups button more than once. * Fix Kerbals rotating when walking on hills. * Fix System set to Time Zone that KSP can't handle from crashing the game. eg: Hong Kong. * Fix the Comet and Asteroid showing up in the Size3 Bulkhead filter. * Fix issue that prevented fairing panels from exploding when colliding. * Fix mistake in the 1.10 section of the changelog. * Fix the white rectangle showing in both Advanced Grabbing Units when rotating in the part picker. * Fix multiple comet comas blotting out the sky when a comet breaks up on reentry. * Fix lighting issues in Terrain System. * Fix issue with forward axis not updating properly. * Fix Fuel tanks could get stuck with no references to transfer resources when opening and closing PAWs while a transfer was being done. * Fix Kerbals neck showing when swimming. * Fix Grand Tour contracts need a new vessel to be built requirement. * Fix default helmet and neck ring settings not applying on first EVA. * Fix KSPedia continues to work as expected even after closing it abruptly while a slide was loading. * Fix Color values update correctly now in the color picker for HSV values and sliders. * Fix undo in editor with fairings changing materials on cargo bays. * Fix comet science contracts failing when sample has been collected but not yet transmitted or returned. * Fix the kerbal ladder sliding. * Fix Color values update correctly now in the color picker for HSV values and sliders. * Fix camera being too far from vessel when exiting map view in some situations. * Fix the Kerbals hands on fire idle arms shrinking at the end. * Fix Paws are automatically opened when hovering a cargo part over an inventory in the Editor. +++ Modding * Inventory system is now persisted as a list of protoparts instead of a comma-separated string of names. The old system is still there for compatibility, but the new one is preferred. * LightOn/Off events have been replaced with a toggle event on the PAW to reduce PAW redraw. The events still exist and can be triggered, but are hidden from the PAW. * Tech Tree now correctly reads all TechTree nodes from gamedata folder. * QuaternionD now supports LookRotation. * Implemented FlightVesselOverlays class to implement the Center overlays to be displayed in flight. * New pre-generated craft and locations capability for contracts in career games. * ModuleInventoryPart.allowedKerbalEvaDistance obselete in preference to GameSetting.EVA_INVENTORY_RANGE. * Parts now have a minimum Rigidbody mass minimumRBMass which affects how small the rigidbodies mass can be. Does not affect part.mass - which is whats used to calculate force, etc - but does affect rigidbody collisions. =================================== Making History 1.11.0 =================================== +++ Improvements * Added the option "All SAS Modes on all probes" to the Mission Builder Start node Difficulty options. The same option found in Sandbox games. +++ Localization * Fix mission validation report dialog not displaying validation options text in Chinese and Japanese. +++ Parts * Added colliders to all flag part variants. * Fix the LV-TX87 Bobcat Liquid Fuel Engine's attach rules, no more surface attach. +++ Bugfixes * Engine plates now shroud parts attached to nodes inside shroud from airstream. * Fix user is was unable to switch the GAP Vessel Token from Aircraft to Rocket after saving a mission with the Aircraft selection. * Change the error message when you try to launch a vessel in the SPH with the same name in the VAB or vice-versa. * Fix issue with Mission Builder when animating parts are toggled when the flight scene loads. * Fix the seam on the Making History suit helmet. * Fix active vessel not switching when explode part node fires in missions. * Fix undo in editor with fairings changing materials on cargo bays. =================================== Breaking Ground 1.6.0 =================================== +++ Improvements * Added toggle to enable or disable a KAL controller. +++ Bugfixes * Fix InventoryModules adding mass to a part even if there was no cargo in it. * Fix floating Mun ROCs by adjusting the meshes. * Fix NRE in deployed science when retrieving experiment parts. Kerbal Space Program 1.11: Some Reassembly Required is now available on Steam and will soon be available on GOG and other third-party resellers. You will also be able to download it from the KSP Store if you already own the game. As with every release this thread will be used to bundle all general discussion about the new version so that the forums can continue to actively host threads on other topics as well. CLICK HERE for the official release announcement for Kerbal Space Program 1.11: Some Reassembly Required. Happy launchings!
  24. It always struck me in a bad way how in KSP 1 Kerbin is an always sunny, dry and life-sustaining planet, because realistically, any planet that can sustain life, especially advanced life, is going to have rains, thunders, snowstorms, etc, but Kerbin doesn't even have seasons, it's always sunny and the perfect weather for playing sports and launching a rocket which I think makes it too easy and boring in my opinion, even if I still like KSP 1. Another thing that would be cool for KSP 2 to have is renderizations of other lifeforms or animals, at least on Kerbin, and I don't mean bird noises at the space center like in KSP 1, I mean animals that you can see while launching a rocket, like birds, insects, carnivores, herbivores, more varied plant life, etc, it certainly would make evolution and life on Kerbin much more interesting, especially if some of these animals could interfere with your perfect launch or reentry, although that is more of an ideal dream of mine, still, even animals that you can phase through would be an improvement compared to the empty, vast grasslands of KSP 1. What do you guys think?
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