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Negative things about the game, development, and the silence
RandomKid replied to Izny's topic in KSP2 Discussion
There is no roadmap anymore, no updates coming. No dev team - Intercept is gone, and there are rumors that PD is going with it. There will be no colonies, no other star systems, nothing. Early Access has become Only Access, and this is the game you're stuck with. All you can do now... is complain to Steam.- 67 replies
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So due to time restrictions KSC needed to launch a plane during fog. The flight was pretty uneventful, but I managed to do some cool tricks here and there and land in the fog! How cool is that?? https://imgur.com/BrPi3Ih
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I'm pretty sure you guys have seen the UI suggestions that Spicat made, which most of us probably want. I've gone out of my way to start adding those fixes into the game. In the future, this mod will have everything on this thread: Currently, it only has: Heating bar fix (rounded, added a border) Engineer report fix (indicators) https://imgur.com/a/ixCM9SS https://spacedock.info/mod/3715/BetterUI <---- download here!
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(Not to be confused with the forum game with a similar name) Welcome, to the Astronaut Complex's vending machine! This thread will explore possible rocketry/kerbal-related snacks that could exist in the KSP universe. As a bonus, this thread is open to any vending machines built in Kerbal Space Program. Here is the default format for all submissions to the vending machine: [Snack Name] Based on or similar to [snack] (optional) [Short, probably a little funny description] [Snack Name: Witty phrase on packaging] (optional) Here's an example based on this format: Tea-Teb Energy drink. The energy drink of choice for kerbonauts. Often explodes after minimal shaking, which is why it has attained such popularity. Tea-Teb: Putting the "boom!" in triethylaluminium-triethyl"boom!'ane! Submit entries in the comments below for a chance to be entered into the stock of... The Everyday Kerbal's Rocketry Vending Machine! Drinks: Tea-Teb Energy drink. The energy drink of choice for kerbonauts. Often explodes after minimal shaking, which is why it has attained such popularity. Tea-Teb: Putting the "boom!" in triethylaluminium-triethyl"boom!'ane! Hypergol Gatorade-like drinks. Most often sold in a 2-pack of complimentary flavors, like how hypergolic fuels need their counterpart to ignite and combust. One flavor is the liquid fuel, and the other is the oxidizer. RocketFizz Brand presents these three signature flavors: Keralox Apple Comes in our standard grey can with orange accents, like the R-7 rocket. Special editions can look like a Falcon 9. Hydralox Blueberry Comes in an exotic orange can for insulation! Based on the Space Shuttle ET. Methalox Grape Comes in a fancy and snazzy silver can based on Starship. RocketFizz's other drinks include: Xenon Fizz A very, very fizzy soda. Comes in different flavors. It's like xenon if xenon were a drink. So fizzy, it's got at least 2000 Delta-V!* "Xenon Fizz: A little goes a long way..." *This Delta-V calculation was measured in vacuum conditions. Longburn Inc. is not responsible in any way for any rocket-based incidents involving Xenon Fizz. Hydrogen Slush The revolutionary premade slurpee! It's made with [REDACTED - PATENT PENDING]. Comes in many flavors! The bottle is covered with standard gold-looking multi-layer insulation, for your drinking pleasure. "Drink it before it melts boils off!" Cold Gas Thruster A highly pressurized can of cold nitrogen gas, with grape flavour! Spray directly into mouth or inhale it. "Cold Gas Thruster: No ignitions Required!" L.A.Y.T.H.E. Mineral Water Like expensive water on Earth, but it actually tastes good, like blueberries! Has a slight blue tinge. It comes in a cool bottle designed like a seperatron with a high-res picture of Laythe, which is, (at a minimum) 8K resolution. "Harvested from the shores of Laythe, we at L.A.Y.T.H.E aspire to bring kerbals the cleanest water possible. Straight from the tropics of this moon, to your stomach."* *Only about 30% of water is from Laythe. The rest is from Vall because our lander had too little delta-v. Chips: Honeycomb Thick hexagonal chips that are fun to crush. Best selling flavor is "Aluminum" (Salt-and-Vinegar). Like the aluminum honeycomb used in many aerospace vehicles for strength and rigidity, unlike KSP 2 rockets. Max-Q Based on Spicy Cheetos Extremely spicy crunchy chips, often mistakenly used as solid rocket fuel. Baked Goods: Kraken Munchies Like Goldfish Squid-shaped and hard to find. Served free with a luxury stay at the Bop Casino. ACPC Based on Nutty Buddy ACPC is the Space Shuttle SRB propellant, or in this case, Awesome Crunchy n' Puffy Crispers. Crunchy wafer with delicious cinnamon cream filling. ACPC: "Once you start munchin', you can't stop!" Grid Fin Wafers Generic wafer Shaped like stabilizing grid fins, Falcon 9 or BFR variants. Grid Fin Wafers: "Guide your tastebuds to deliciousness!" Regolith Bars! Similar to granola bars, but more of a sweet snack than an energy snack. A mix of nuts, oats, puffed rice, and chocolate chips with the bottom coated in a flavored dip colored to look like different planets' regolith. Regolith Bars!: No spacesuit damage, guaranteed! Mo-holes Based on donuts Usually overbaked pastries with holes stamped through the middle, sometimes dipped in chocolate because most kerbals don't like charred food. Strange because they enjoy charred rockets, but I digress. The idea for Mo-holes came when a kerbal attempted to bake a cake with zero knowledge of how to do so (like most kerbals), and promptly burned his house down and created a dark-brown, crunchy lump. He got so angry that he punched a hole in it, and in that moment it reminded him of the Mohole. Mo-holes: "We put the hole in Moho!" Salty Refilling Bars (SRB): They're filling and once you start eating one you can't stop until you're done! A smaller variant of the ACPC bars. SRBs: Now 25% taller! Duna Pebbles: A crunchy snack inspired by fried chickpea flour balls or the traditional Indian snack Boondhi! "Ever wanted to taste the planets but couldn't because space is a vacuum? We can get you one step closer to that goal by introducing Duna Pebbles!"* *This snack does not contain iron oxides from Duna's surface. May contain oxides from Moho, however. Candy: Orion Crunch! Small, spherical, Nerds-alike candy, coated in fizzy sour powder. They are dispensed out of a cute, environment-friendly, Orion Drive-themed container, which is often used to dispense the candy directly into your mouth. Orion Crunch: "Now with 97% less nuclear materials!" Sweet Little Sweets (SLS): They're sweet, little, and did we mention sweet. Best when paired with a couple of SRB bars. Sweet little sweets: The Moon's new favorite snack! RCS Based on Pop Rocks Rock Candy Surprise, has lots of quick puffs like RCS thrusters. LithoBreakers Based on Jawbreakers Stupidly hard, just like The Mun. Before purchasing, must sign a waiver freeing us from having to compensate you for damage to your teeth. Pol-O Mints Based on Polo Mints Now, experience the taste of your favorite moon! That same rush of Pol's volcanoes can be felt whenever you drop one of these into a RocketFizz brand soda! Pol-O Mints: Don't sue us! Please! Gummy Rockets Just gummy worms, in the shape of rockets. Gummy candies shaped like rockets. They are inspired by... well... what rockets do. Contains a soft, gooey center that explodes when you chomp down on one. They come in many different fruit flavors. Gummy Rockets: "They flex! They wobble! They... shouldn't do that..." EE Rocks (Eve Explodium Rocks) (Pop Rocks) They pop in your mouth! Maybe, a little too much. Harvested straight from Eve*! Buy now for the low, low price of 1,000 funds! *Possibly with some ejecta from Minmus. Also, no refunds, and you can't sue (or any family member) if you explode from EE Rocks. SiliRing Popping Candy A type of popping candy that tastes like Silicon with a hint of cotton candy, being based off the presumed taste of the rings of Sarnus. They come in ring-shaped containers and have different flavors for variations of the candy based on Urlum, Havous and Dres. "Ever wanted to sneak a taste of your favorite planet's rings? Now that fantasy won't be a dream any longer, thanks to SiliRing Popping Candy. Now with less silicon." Other: Mint-mus Ice Cream Fresh mint ice cream harvested directly from the surface of Minmus! Minty Fresh and Out of this world! May contain "traces" of silicon monoxide shards. Rover Fresh Minmus Mints Tin of mints (think Altoids) Kerbals can keep these in their rovers on long excursions, like going to the store to buy more Rover Fresh Minmus Mints. Rover Fresh Minmus Mints: Your breath has to smell great, even when flipping through the air uncontrollably! That's what kerbals eat and drink every day! If you have any ideas, place them in the comments below! (May edit for clarity.)
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Dear KSP, Built in mod menus for both games, on all consoles. Please and thank you.
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KSP2 WorldVis A visual asset and mod development tool for KSP2. This project also serves as an example of how game resources can be integrated in the editor, and a demo of BundleKit (WIP alpha code) See the github README for setup instructions. Features: Run PQS planets in the Unity editor. Get instant feedback when developing planet assets. Planet debug visualizations. LookDev part assets against actual KSP2 shaders, etc. ThunderKit Addressable browser provides easy viewing of stock parts to use as examples and view material/behavior layouts. Zip around Kerbin at mach 50 while making wooshing noises PQS FreeCam demo video: https://vimeo.com/970942659/f9acd8a73b License: MIT (TunderKit/KSP2UT editor package dependencies under their respective licenses) Source code: https://github.com/foonix/Ksp2WorldVis/ Known issues: Some features such as science and biome overlays do not work due to lack of appropriate overlay shaders. Some objects on Kerbin throw errors due to lack of GameManager. Burst compilation does not work, leading to increased CPU usage for PQS jobs. This is a limitation of Burst in precompiled assemblies, see here. Possible future work: I'd like to integrate this with some kind of part/planet loading framework so that part-only or planet-only mods can be exported directly. There is code in the game to bake scaled space planet textures from the PQS mesh. Adding a feature to run it could greatly simplify development of custom planets. Screenshots: KSC Debugging Feature Screenshots:
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I visited various celestial bodies, both in stock and modded KSP 1, and yet Duna is the place I find myself always returning to: relatively small dV required to reach it, enough gravity for quick surface traversal, atmosphere thin enough to allow brutal reentries but at the same time just so thick enough to fly and even land planes. Pretty much everything I could do on Duna I did it: from simple fly-bys to non-refuelable SSTOs to even circumnavigating the entire planet on land With the release of KSP 2, total redesign of Duna and (future) addition of all the new game mechanics, I plan to again thoroughly explore the Red Planet. But, instead of doing it all myself, I decided to share the fun with others! Proudly introducing... The Mastery thread will consist of various challenges/achievements that you will need to complete in order to get on the respective list. Challenges must be done in order from start to finish. Depending on the future updates and new gameplay mechanics new challenges will be added, or the old ones adjusted. Rules might also be modified accordingly Rules: Usage of potential physics exploits is forbidden: no cheats or Kraken drives of any kind If you use any mods that affect stock gameplay (whether it is new parts, changed rigidity configs or otherwise), state them. These submissions will be marked as Modded General construction of the vessels is up to you: use any part you want, as long as you keep within the broad requirements of each challenge (satellites must have antennas, Rovers must have wheels, you get the idea) All crafts must be launched from Kerbin (unless specified) Post proofs of your mission: screenshots or videos. If you have a lot of screenshots, place them under a spoiler Don't mix up the missions: there must be one submission per mission and the missions must be flown one at a time State the Game Version that the mission was flown on If you have concerns or questions about the ruling - ask away! Let's get down to the Challenges. And before you ask: most of the Challenge names are inspired by various works of fiction about Mars 1. Destination Duna Pretty straightforward: build an Unmanned Probe and perform a fly-by of Duna. Very broad definition of "Probe" here: you don't need to have antennas or means to generate electricity. As long as it has a Probe Core and it fly-bys Duna - you're in 2. Otherworldly Connection Build an Unmanned Satellite and enter Duna orbit. Satellite must have an antenna strong enough to reach Kerbin and have means to generate power. Take Ike's SOI into consideration when you plan the orbit! 3. Transmitting Live From Duna Set up a Relay Satellite constellation in Duna's orbit. There must be at least 3 satellites in the constellation. Each Satellite must have a Relay antenna strong enough to reach Kerbin and have means to generate power. You can either launch new satellites or add some to the one you've sent in Challenge 2, as long as the Satellite from Challenge 2 satisfies the aforementioned requirements 4. First Landing Launch an Unmanned Lander (like Viking) and land it intact on Duna. Lander must have an antenna that can reach the Relay satellites, means to generate electricity and some sort of landing legs. Whether you choose to use already provided lander legs or make some of your own from structural parts is up to you 5. Desolation Road Design an Unmanned Rover, send it to Duna and demonstrate its functionality by covering some distance in it. Rover must have an antenna that can reach the Relay satellites, means to generate electricity and at least 3 wheels 6. Bring It Home Design an Unmanned Lander that can land on Duna and then subsequently return it intact to Kerbin. If the Lander is multi-stage, the stage with Probe Core must be returned. Otherwise the requirements are the same as in Challenge 4 7. Strangers in a Strange Land Land a Kerbal (or Kerbals) on Duna and then bring him (or them) back. The method (Direct ascent vs. Orbit rendezvous) is up to your choice. If you send multiple Kerbals, all of them must return home: leave no one stranded! 8. Come Fly With Me Design a Duna Plane and demonstrate its ability to navigate its skies. Plane must have wing parts and be able to land and take off horizontally. Plane can either be Manned or Unmanned. If Manned, all Kerbals must later return home (either via Plane or other means). If Unmanned, the Plane must have an antenna to reach the Relays and have means to generate electricity. Extra kudos if it can return intact back to Kerbin More to be added... Good luck and have fun!
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I made some flags for KSP2, and I just thought I should share them. The image above shows all flags in full resolution, no compression, the same as they were when I drew them. You are free to use any of these flags for whatever you like. No credit needed, though it would be appreciated if applicable.
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KSP 2 Modding Wiki We have made a new community wiki for everything related to KSP 2 modding. The goal is for it to become a centralized knowledge base for modders, one that is more accessible and easier to navigate than scattered posts throughout the KSP 2 Modding Society Discord server. I'd like to encourage everyone who has any insight that they feel could be useful to others to share it there - from basic examples on how to create a basic SpaceWarp mod to making part mods with Unity to specific guides on e.g. creating custom Part Modules or solving some common issues. All you need to get started with writing your own articles or helping with existing ones is to make an account! Link: https://wiki.spacewarp.org
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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.
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I wanted to put this out into the community about the next major roadmap updates to see if anyone agrees. Obviously the team has a plan for what features should come when but they have also said they will be flexible based on what the community wants. Perhaps this can be a thread to show what the community wants first. I am extremely excited for the colonies update and can't wait to see KSP2 finally achieve features that will separate itself from it's predecessor. It is my understanding from interviews and KSP2 development posts that the colonies update really only brings building colonies into the game. The only real purpose they will bring to the game is looking cool and launching vessels from whatever planet/moon you want in the Kerbolar system. That is all fun and good, honestly I would probably have hours of fun with that anyways if development stays on track with the current roadmap; However, this would also mean that the colonies wouldn't get any "True" functionality until after the interstellar update. Once the colonies update comes we will likely see a large gap between that and the interstellar update sense there is such a large amount of new mechanics and development that will need to go into new solar systems and how to get there. There was a 10 month wait for the first big update of KSP2 "For Science!", I understand that was to fix a lot of bugs on launch so I don't expect Colonies to take as long but I wouldn't expect it in the next 3-4 months. If we estimated an average of 6 months between each update that would mean we could get colonies around June or July, then interstellar around December or January of 2025, and then go back to resource gathering by Jun or July of 2025. Having a whole year between being able to build colonies and being able to utilize colonies in the way that I believe the devs want them to be used seems out of place to me. While I and many others are extremely excited for interstellar, I think we would also appreciate the colonies and their functionality being completely fledged out before going into the next "BIG NEW THING" for KSP2. To me it does not make sense to add construction of colonies, have a gap and add interstellar, then go back and add functionality to colonies. Another point to make, sadly, is bug fixes. The colonies update will likely have some things to it that the community will have notes on what could be done better, of course these things can be addressed in smaller updates in between colonies and interstellar, but I think it would also be good to have the next big roadmap goal also be connected to colonies, making the focus of the development team "locked in" on getting these parts of the game perfect before moving on. If resource gathering is next on the list from colonies it would also allow them to add big "second thought"/"lesser priority" things to colonies seamlessly in addition to the exploration roadmap goal (similar to how For Science! added reentry heating). Lastly I would like to talk about integration of the resource gathering and transportation system from interplanetary to interstellar. Resource distribution on this large of a scale seems to me like a hard case to crack, I think there will be some errors in the first version that the becomes publicly available. I would personally rather have those struggles on interplanetary missions rather than interstellar ones in the first implementation of resource gathering. If we switched interstellar and exploration on the roadmap hopefully it would mean that the resource distribution systems can be perfected and easily ported to interstellar. I would rather have headache and be able to look at it as just a problem with the one feature of resource distribution rather than feel like its frustration with interstellar and resource distribution. Overall I love that the development team has been more open with communication and taking advice from their audience (Thank you for fixing wobbly rockets ). I do wonder what the rest of the community thinks about this, and if the developers would consider changing such a big decision. Anyways much love to the devs and the community, I'm sure that we will be happy with whatever way development goes but I think it is something to consider. P.S. this could also mean that you could push the second new star system addition to come in the multiplayer update which could be fun to have the first looks of new territory to be with friends. Just a thought!
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I have done a lot of trial and error to make this rocket work, but now I have finally created the second stage for the full starship rocket. I have tested this in an orbital flight, and it works flawlessly, it is very light on the computer (what I mean is that it gives the normal KSP2 FPS) and it can also land perfectly! (Have only tried a water landing). This has enough Dv to get all the way to Duna! This rocket was referenced from Starship SN10. THIS WAS TESTED WITH JOINT_RIGIDITY: 1500000.0 Craft files: https://drive.google.com/drive/folders/19pS-SCzZqfchSv5mXkuQy2EhPk4Wxjap?usp=share_link Front View: Bottom View: Gallery Link: https://imgur.com/gallery/4ZcbU3W Update 1: Added RCS Thrusters for easier mobility. Update 2: Added the Super Heavy boosters making this a full starship. (16 boosters because 33 broke the game's physics) Update 3: Added grid fins.
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I am considering buying Kerbal Space Program 2, but I already have the first game. Should I get the second for 50$? I heard they changed some mechanics that the community didn't like and the reviews are very mixed about it on Steam. Should I get it? Is it worth the money?
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Questaria Aerospace A general parts mod for KSP2 Now Supports For Science! Downloads SpaceDock GitHub Dependencies SpaceWarp (v1.7.0 or newer) Lux's Flames and Ornaments (v1.0.0 or newer) Patch Manager (v0.7.2 or newer) Current Parts - Condor Engine (Medium sized lifter) - Parrot Engine (Medium sized lander engine) - Godwit Engine (Medium sized Nuclear thermal engine) - Skylight Cupola (Small cupola) - More to come! Special thanks to @LuxStice for helping me a ton while making this mod! All Assets licensed under an All Rights Reserved License.
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I wanted to put this out into the community about the next major roadmap updates to see if anyone agrees. Obviously the team has a plan for what features should come when but they have also said they will be flexible based on what the community wants. Perhaps this can be a thread to show what the community wants first. I am extremely excited for the colonies update and can't wait to see KSP2 finally achieve features that will separate itself from it's predecessor. It is my understanding from interviews and KSP2 development posts that the colonies update really only brings building colonies into the game. The only real purpose they will bring to the game is looking cool and launching vessels from whatever planet/moon you want in the Kerbolar system. That is all fun and good, honestly I would probably have hours of fun with that anyways if development stays on track with the current roadmap; However, this would also mean that the colonies wouldn't get any "True" functionality until after the interstellar update. Once the colonies update comes we will likely see a large gap between that and the interstellar update sense there is such a large amount of new mechanics and development that will need to go into new solar systems and how to get there. There was a 10 month wait for the first big update of KSP2 "For Science!", I understand that was to fix a lot of bugs on launch so I don't expect Colonies to take as long but I wouldn't expect it in the next 3-4 months. If we estimated an average of 6 months between each update that would mean we could get colonies around June or July, then interstellar around December or January of 2025, and then go back to resource gathering by Jun or July of 2025. Having a whole year between being able to build colonies and being able to utilize colonies in the way that I believe the devs want them to be used seems out of place to me. While I and many others are extremely excited for interstellar, I think we would also appreciate the colonies and their functionality being completely fledged out before going into the next "BIG NEW THING" for KSP2. To me it does not make sense to add construction of colonies, have a gap and add interstellar, then go back and add functionality to colonies. Another point to make, sadly, is bug fixes. The colonies update will likely have some things to it that the community will have notes on what could be done better, of course these things can be addressed in smaller updates in between colonies and interstellar, but I think it would also be good to have the next big roadmap goal also be connected to colonies, making the focus of the development team "locked in" on getting these parts of the game perfect before moving on. If resource gathering is next on the list from colonies it would also allow them to add big "second thought"/"lesser priority" things to colonies seamlessly in addition to the exploration roadmap goal (similar to how For Science! added reentry heating). Lastly I would like to talk about integration of the resource gathering and transportation system from interplanetary to interstellar. Resource distribution on this large of a scale seems to me like a hard case to crack, I think there will be some errors in the first version that the becomes publicly available. I would personally rather have those struggles on interplanetary missions rather than interstellar ones in the first implementation of resource gathering. If we switched interstellar and exploration on the roadmap hopefully it would mean that the resource distribution systems can be perfected and easily ported to interstellar. I would rather have headache and be able to look at it as just a problem with the one feature of resource distribution rather than feel like its frustration with interstellar and resource distribution. Overall I love that the development team has been more open with communication and taking advice from their audience (Thank you for fixing wobbly rockets ). I do wonder what the rest of the community thinks about this, and if the developers would consider changing such a big decision. Anyways much love to the devs and the community, I'm sure that we will be happy with whatever way development goes but I think it is something to consider. P.S. this could also mean that you could push the second new star system addition to come in the multiplayer update which could be fun to have the first looks of new territory to be with friends. Just a thought!
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I found an interview with Nate Simpson explaining how this works. https://youtu.be/d6db1-dILgM?si=Q_GthA6T536iIJ5h The "workspace file name" is the name of the file on your computer. The "vehicle name" is the name of your rocket in game. Original post --- Each workspace has a name. Each vehicle has a name. A workspace can only contain one vehicle. When you load a file it gives you the workspace name. When you save a file it gives you the vehicle name to overwrite. When you merge files, you merge workspaces. My first impression was, a workspace allows you to build variations of a vehicle. Like a rocket family. However you can only have one vehicle in a workspace. Is the intent that you're suppose to merge payload workspaces into a vehicles workspace and then combine them? Why then can you swap assembly anchor? It feels like "assembly anchor" should be called "vehicle", and you should be able give each one a unique name. A workspace now contains multiple vehicles. You then merge other vehicles from other workspaces into your active workspace to add to the list of vehicles. For example. "Apollo workspace" (contains vehicles) Saturn V Command/service module LEM Apollo–Soyuz Merge skylab from "space station workspace" into "apollo workspace". But this is not possible. I'm not sure what the intent here is... Does anyone know?
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I'm really annoyed at all the people saying 'ksp2 is trash', 'oh this update might've saved it', 'the games broken'. What do you think KSP1 was like right after it was released. It doesn't matter what type of game it is, the developers need time to develop the game, and a game of KSP2's scope is not something you can do overnight, so stop criticizing everything. Can I get an "Amen" please.
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I've been enjoying the challenge of trips to Eve and after completing the KSP2 Eve mission and taking a few (non-returnable) planes there, I wanted to see if I could build a horizontal take-off and landing plane. The end result uses 5 Vectors and 6 Aerospikes. It can glide to a landing on Eve and then return to a low Eve orbit. The wings, stabilisers, tanks and engines all separate in stages during the ascent until only a remaining small stage is left. It was super hard.. the biggest problem I had was struts disappearing which my plane relies on and which are also needed for the re-entry heat protection structure. I ended up rebuilding the craft from the top-down to see if that stopped the problem but it still happened. In the end, I had to teleport in a replacement vessel (exact same fuel state and orbit) with save file editing. Also, the Kraken loves to chew on the shields on the top of the re-entry structure, and the 2 refueling stops (1 in Kerbin orbit, 1 in Eve orbit) required very difficult docking. I clocked up hundreds of quicksaves... Still, the landing and return-to-orbit were fun to fly! For my next mission, I am going to do something way more simple...
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I'm kind of stunned that an artifact of the original game's game engine limitations were carried over to the sequel. Wobbly rockets were always a bug. The KSP1 devs spent years trying to minimize the problem, even bringing on new members to work on the issue. Most people don't like them, and they introduce an un-intuitive stumbling block for new players or people that want to learn space. eg. Rocket veers off course on launch. Why? The control part wobbles away from the heading, resulting in SAS shenanigans and off COM thrust. Furthermore, everyone gets rid of wobble to the best of their ability by adding struts, resulting in a higher part count. So you have a feature, that only produces greater part counts. Why? To keep the destructive effect, just define stress tolerances for parts at which they explode, disconnect, crumble or shear. Also, real rockets don't wobble. Scott talking to KSP1 devs about the wobbly rocket bug. They go off on tangents but almost the entire rest of the interview is on the topic. KSP1 dev describes his next gen parts physics sim in which wobbliness is not a feature. --- If you're new to KSP, wobble is that wet noodle, jello rocket thing. Please get rid of wobble all together. Thank you. Development on the issue:
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My second time writing here, but anyways, to the topic. Another interesting idea I had was if with enough resources you could actually manage to terraform different planets. I mean, how cool would it be to have a blue Duna, or turning Tylo into a second Kerbin orbiting Jool. Of course there should be size requirements, such as Gilly literally being an asteroid and Jool being 10x the size of Kerbin, but I think it's a fun idea.
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I'll make this short, as it's my first writing on this site, but I believe KSP 2 would be much more interesting if the outer planets were to be officially added or at least made into a mod, effectively doubling the size of the Kerbol system. I can even see how to lead up to it. At one point, Eeloo completely disappears from its orbit, and then further investigation reveals it has captured around a new gas giant(or not new, when you think about it). I just think making the outer planets canon and giving them and their moons touch ups would spice things up a bit. At the same time, the developers have been hinting towards a new mysterious planet beyond Eeloo's orbit.
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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)
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Potential Improvements for Kerbal Space Program 2’s Re-Entry Visual FX By IsaQuest, a KSP 1/2 Modder and 3D Artist With Visuals made in Blender What works, and what doesn’t The core system for the mesh that the effect is applied on is fine and is actually a very good system. The main problems are only in the visual rendering of the effect. There are two main problems with the most recent re-entry effect: The effect is very static, which makes the effect look almost glitchy and wrong, and the effect has very hard edges, making it seem less like hot plasma flowing and more like a solid object. "Effect is static" Source: https://x.com/KerbalSpaceP/status/1727445482476351655 The main section of the current reentry effect looks very static. This was a recent change, as the effect shown in the Reentry Heating Effects Dev Chat was much more dynamic and chaotic. The solution here would be to move the effect up and down the plume according to a random factor and adding some vertex displacement, like the original version of the effect. Source: https://youtu.be/pXkabuiVjFg?t=147 "Hard Edges" The most recent version of the effect has some very hard edges. This can be fixed relatively easily* with some Fresnel-based falloff. Fresnel is an effect usually used to emphasize reflections near the edge of a surface, but here, it is used to make the edges of a surface fade out. Here is a demonstration of a reentry effect with and without Fresnel falloff. Without Fresnel Falloff / With Fresnel Falloff (Made in Blender) This can also be applied to the sparks that come off the effect as seen in the X post, which will make them much more natural. Source: https://x.com/KerbalSpaceP/status/1727445482476351655 Closing Notes Thank you for taking the time to read this! I have thought about this for a bit, hence the late posting time. *Please note, I am not a shader programmer, I am a 3D artist. I do not know how hard this will be to implement into the current system, and I do not know if it will even work properly because I do not know how the system works. Hopefully this does give some ideas to the development team on how to improve the reentry effects. Keep going at it, devs!
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The thing that gets me most excited about the idea of interlinked colonies and delivery routes is having to build functional vehicles out of necessity. Just imagine having to transport resources or kerbals initially by rover to an sea or airport, then by boat or airplane to a space port from which you launch them to the orbital colony, send them to your gas giant interstellar space port and sent them to another star. That sounds incredibly cool - mainly because you have to design so many diverse and efficient vehicles and actually use them to set up a route - carrying massive amounts of cargo as efficiently as possible. But even more than that.. just imagine a mission a-la Ad Astra in which you have to deliver a person-of-interest (maybe a scientist) on a grand tour or to a far away secluded place. Imagine that the bigger mission is split into smaller ones that requires you to build specialized vehicles which transport the kerbal.. let's say first to a close-to Kerbol colony, then inside the Mohole then to the top of the Eve mountain, then to the deepest place in Kerbin's oceans, then to sample Dres' rings, then on Laythe or Tylo to some secluded place, then inside one of Eeloo's canyons, then back to Jool for a trip to another star system. You would have to either already have specialized vehicles and tourist transport infrastructure available on all celestial bodies, or you would have to build it. In my mind all this sounds very exciting - mainly because you have reasons to build every time of vehicle you can imagine and adapt to each route and environment - both for routine transports and also for one-shot missions.