Jump to content

Search the Community

Showing results for tags 'info'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website


There are no results to display.

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL



About me



Found 8 results

  1. I’ve listed lots of information regarding kerbal space program 2. I’ve gathered lots of information from various YouTube videos and the wiki, compiling everything I’ve noted so far into a comprehensive list. Here it is: Current state: As of right now, KSP2 is in early access. Launched on February 24, 2023. It’s missing interstellar travel, interstellar parts, other star systems, multiplayer, EVA reports, re-entry heating, tech progression, the tech tree, carrier mode, asteroids, comets, moving parts, funds, R&D, and science. However, all of those features are going to be added eventually. KSP2 fun facts: ⁃ The Mohole bug from KSP1 has returned as a feature in KSP2. ⁃ The tutorial voice is called P.A.I.G.E ⁃ Howard Mostrom composed the soundtracks for KSP2, each soundtrack linked to specific events (In low Kerbin orbit, at the KSC, landing on Duna, etc). ⁃ KSP2 is not under squad anymore. Instead, it’s owned by Private Division and Intercept games. ⁃ There are alien monuments and statues on Duna, Minmus, and Tylo, hinting at ksp2 lore. ⁃ Eve’s surface is no longer purple, but is now brown. The atmosphere and clouds make it look purple from space. ⁃ Minmus is now no longer made of ice ⁃ Kerbin now looks more realistic and has actual tress, grass, palm, cacti, kelp, clouds, and more. ⁃ The Mun now has Lunar maria and is more like the moon. ⁃ Minmus is now made of glass because the KSP2 team realized that an ice moon of kerbin would be scientficly innacurate. ⁃ Eve now has a thick, volumetric cloud layer. ⁃ Ike has dormant stratovolcanoes now. ⁃ Dres is the most changed celestial body, with Chariklo-like rings, an equatorial ridge, and a surface that resembles Iaptus, and they of course kept the iconic Dres canyon. No longer the gray ball it used to be. ⁃ Jool now has a way more realistic aperance to a gas giant, with a swirling green cloud layer (Because it's a gas giant) also with volumetric clouds. ⁃ Vall is tidally locked, so the side facing Jool is now rough and light with mountians, while the side facing away from Jool is smooth, shiny, and darker blue. It also has a small lake now. ⁃ Bop now has a huge crater in it, possibly from another asteroid collision. ⁃ Laythe has a volumetric cloud layer now, and is much more realistic. ⁃ Tylo now looks like Ganymade. No longer the gray ball it used to be. ⁃ Pol now looks like a lumpy version of IO. ⁃ Eeloo is now very shiny and more icy (somehow even more icy than before), with better canyons and craters. ⁃ The Kerbal space center has gotten a massive overhaul. Now looking more like an actual space center, it has 4 large launchpads, 2 runways, and no Spaceplane hangar. It is also much larger, and even has a boat launching bay. ⁃ The entire space center is about twice as big, and maybe about 8 times as big if you include the space taken up by the launchpads. ⁃ The VAB now can construct spaceplanes, removing the need for a spaceplane hangar. ⁃ The Kerbal space center now has 2 massive multi-story parking garages. ⁃ The Kerbal space center now has 4 large launchpads on the northwest side of it. ⁃ The Kerbal space center now has 2 long runways on the south side of it. ⁃ The Kerbal space center now has a much larger vehicle assembly building ⁃ The Kerbal space center now has one larger VAB, one tracking station, many small R&D buildings, a flag, An astronaut complex, a training center, 2 large parking multi-story garages, and a boat launch bay. ⁃ There are be 3 more Kerbal space centers being planned, each equidistantly placed along the equator by 90°. ⁃ There is now a very small mountain range behind the Kerbal space center, separating the land it’s on from the rest of the continent. ⁃ The Kerbal space center now has an artificial water area around the launchpads purely for the looks. ⁃ The island airfield runway has been taken down, with only the rundown runway and a single tank left on the island. ⁃ There is a new building called the "Training center", where you can watch the new animated tutorals, and fly rockets in a simulator without affecting the real KSC. ⁃ In an interview with the art director, they asked "How do you differentate seriousness vs sillyness when creating stuff? In response, they said that if it's an asset that the kerbals are in charge of, it's usually silly, due to the fact that Kerbals themselves all have a silly and goofy personality. They also said that if it's an asset to speak to the seriousness of the star system around them, or something govened by the universe and not the Kerbals, then that would be way more serious. ⁃ In ksp2, they went with a more realistic style, while keeping a vibrant and slightly cartoonish feel to it. They also have UI elements a retro style, along with many images and videos having a retro color scheme. ⁃ The sound design for the rocket engines and the VAB are authentic. The sound design team recorded real sounds of a real rocket, along with a variety of sounds from the real life VAB. ⁃ KSP2 will have interstellar travel ⁃ KSP2 will at least 4 planetary systems. There’s the Kerbolar system, the Qeg system, the Debdeb system, and the Tunn system. The Kerbolar system is, of course, the starting solar system. ⁃ KSP2 will have colonization of planets and moons ⁃ KSP2 will have multiplayer support, with 4 kerbal space centers being added. ⁃ The KSP2 multiplayer will have 2 options. You will either be able to work together in the same agency, or you can play as rival agencies. ⁃ The team behind KSP2 is dedicated to scientific realism. They have entire teams dedicated to realism and accuracy, such as a chemistry team and a rocket engineering team. ⁃ There is currently 3 interstellar different engine types coming KSP2. The first is a Metallic hydrogen engine mixed with cesium, which is pink and about twice as powerful as any current known propellant. The second is a nuclear pulse engine, which involves spitting out tiny nuclear bombs against a pusher plate to create thrust. The third is a torch-ship engine, which was described by the developers by “The holy grail. It’s A torch that you ride. Screaming white death.”, and it’s highly optimized for fast interplanetary travel but is inefficient and doesn’t go interstellar. ⁃ Hydrogen fuel has been added, and there’s also hydrogen engines. There’s the NERV, a small hydrogen engine, and the SWERV, a large hydrogen engine. ⁃ Hydrogen has an absurdly high efficiency, it’s light, but it also works poorly in-atmosphere and is also relatively weak. ⁃ Xenon, Hydrogen fuel, Solid fuel, Methalox liquid fuel, and Monopropellent are all in the game already. ⁃ There is now a Spherical hydrogen fuel tank, which is very useful for interplanetary craft. Celestial bodies in KSP2: Debdeb System Debdeb - Debdeb is a young, red dwarf star roughly analogous to Alpha Centauri. Estimated to be only 5-50 million years old, Debdeb is a relatively young star. It has a reddish appearance, meaning it could possibly be a K type star. It will also likely have a visible planetary disk.  Charr - Charr is a heat blasted rocky world, rich in iron. Charr is relatively close to its star, making it extremely hot. It’s very cratered, and has certain areas that seem to be slightly glowing red hot. It lacks any atmosphere.  Ovin - Ovin is a large rocky planet with rings. It has a dense atmosphere, and four times the gravity of Kerbin. It seems to by decently mountainous, with a tan colored surface.  Gurdamma - Gurdamma is a young rocky planet resembling early Earth during the late Hadean Eon approximately 3.9 billion years ago. It has liquid water-filled craters, some lakes, and a Kerbin-like atmosphere. It also has a ring system in which its moon is forming. The rings themselves were a product of a collision with another planet, creating rings from the debris. This planet recently had undergone planetary impact, hence the rings and the moon, but has since cooled down to normal temperature. This impact mirrors Earth’s collision with Theia. Likely had a temperature, mass, and radius similar to Kerbin.  Donk - Donk is a moon of Gurdamma, currently in the process of gathering material from Gurdamma’s rings to form further. It looks very much like our own moon, with a gray and cratered appearance. It likely has similar heat, mass, and radius of the Mun, although slightly less radius and mass, as some mass is still in the rings.  Lapat - Lapat is a rocky planet with a rusty, red surface, along with vegetation and a blue, cloudy atmosphere. Likely in the Goldilocks zone.  Axod - Axod is a planet with a single moon called Umod. Not much else is known about this planet, as it was unintentionally discovered in a developer video, leaked.  Glumo - Glumo is a colorful gas giant planet with large rings and colorful pinking-tan and light blue bands. It also has two moons, Noj and Merbel. Given that it is a gas giant, its colder color palette, and its freezing moon, it is likely freezing cold.  Merbel - Merbel is an icy moon of Glumo, orbiting just outside the rings. It has liquid water oceans, a blue atmosphere, clouds, and an icy surface. It is likely to be freezing cold. It also has a stunning view of Glumo in the sky, situated very close to the rings, making the view even better. Tuun System Tunn - Tunn is the central star of the Tunn system, and roughly analogous in position to Barnard's Star as shown in the game’s files.  Rask and Rusk - Rask and Rusk are two binary planets that orbit around each other in a binary orbit. Due to tidal distortion from their distance to each other, they have many spots with magma, due to a distorted surface. The rest of the these planets’ surface is has a brown and cratered surface. The surface of rask and rusk is seen to have lava lakes and rivers due to the tidal forces, making them both extremely hot.  Verda - Verda is a potentially habitable world with liquid water oceans and a breathable atmosphere. Not much else is known about this planet, as it was leaked.  Puf - Puf is a small rocky planet nicknamed the "Eyeball Planet" due to a singular, central ocean. Puf has a thin, blue atmosphere, blue water, and a brownish-tan surface. It also has decently large ice caps, indicating that it’s likely in the habitable zone, and may be a few degrees colder then Kerbin. Qeg System: Qeg - Qeg is the central star of the Qeg system, and roughly analogous to the position of Sirius as shown in the game’s files. It is likely to be much brighter than Kerbol, and possibly more massive. Discovered in the game files, there is limited information about this star.  Skut - Skut is a small rocky asteroid with an arrowhead-like shape. The pointy side looks rough, with many rocks and boulders. The other side is smooth and brown.
  2. Kerbal Flight Data Displays essential information for piloting space planes, so you don't have to keep "immersion breaking" GUI panels open. It shows mach number, dynamic pressure, temperature warning, orbital data, and maybe some other goodies. It is not supposed to compete against other mods which show comprehensive information such as KerbalEngineer. Instead it should just show enough so that you don't feel like flying blind. Download Release Page on GitHub (Source code on Github) Installation: Extract the zip file content into the GameData directory. Notes: You can turn it on/off with the toolbar button (not shown on pic). With FAR you get a stall warning, too. If you find this interesting check out SteamGauges which is related but didn't cut it for me. How to change font sizes: Open GameData\KerbalFlightData\Plugins\PluginData\KerbalFlightData\settings.cfg in your favorite text editor and change the numbers. Changelog on github Acknowledgement Thanks for the SteamGauge source by Trueborn for a nice reference for how to get to various data (especially the reflection stuff was new to me). the API documentation project at https://github.com/Anatid/XML-Documentation-for-the-KSP-API by Anatid and contributors. Blizzy's Toolbar. Is supported, and was pretty much required for pre R20 releases. making planes fly Ferram4. License GNU General Public License Version 3, see <http://www.gnu.org/licenses/> Previous Versions Versions for 0.9 can be obtained from GitHub. KerbalFlightDataR4.zip for KSP 0.23.5
  3. this bugrep is for [v0.] OK, so now when you hover mouse cursor over PE label on your current orbit, the argument of Periapsis is displayed (hooray!) but, how about for next segment of conics? no, no text is displayed for any label on orange (next) orbit conic: What does that red capsule icon even means? Collision with Mun? No... Besides, the map is really cuttered right now, I suppose a set of Map options should be introduced for those who do not want to see those useless radial rings in supposedly the point of intersting with Mun's SOI =) Please let us choose the amount of clutter on the map suitable for our navigation needs ;-)
  4. Throughout KSP 2 development we have seen slight variations in Kerbals, one of these variations being facial hair. I was wondering if we could get some insight on how exactly this will work, will it be determined randomly? Or will we the player choose what our Kerbals will look like?
  5. As we move forward into the future lots of information is often forgotten and lost to time. Now we know that Kerbal Space Program will be receiving a sequel, Kerbal Space Program 2. And that the KSP Franchise has grown. However, just because KSP2 is coming shouldn't mean we should forget the original Kerbal Space Program. So many of us have put so many hours into the game. I, Dr. Kerbal would like to preserve Kerbal Space Program. I do not want it to be lost to time like the Kerbalizer and the alpha days of KSP. I want to keep the original alive even if, the KSP Franchise has grown to be larger than 2 games. This awesome series of games has started from this game. The original. Kerbal Space Program. And lets preserve the game so we all know where we started from. Lets remember the time we had in Kerbal Space Program. Where veterans of the game have come from. As a community, I would be honored to see Kerbal Space Program active and alive even if there is a Kerbal Space Program 4 or 5. Lets record this time and preserve KSP. Lets preserve the original game through wiki, forums posts, threads, videos, images, social media posts, icons, and etcetera. Lets preserve Kerbal Space Program the original, for future kerbalnauts in the future that may play KSP2. I do not want the original game to dies once Kerbal Space Program 2. To me that would be very sad.
  6. So, I'm back from both PAX West AND the KSP2 Roundtable at the Star Theory Studios. As promised, I've got interviews, screenshots, gameplay footage, and a LOT of comments on the time I spent with the devs. I'll be streaming an AMA LIVE on Twitch this evening for a few hours, starting at 4 PM EDT (Basically Now). The VOD will also be available afterwards if you want to get caught up on your own schedule. Link to stream is here. If you come from the forums, say so! Stream is over, but I've permanently archived the video off to here: http://twitch.tv/dasvaldez
  7. Greetings, I had a mod a few months ago that showed the mod originator when you hover the cursor over the part menu in the VAB/SPH. For instance, you could hover over a stock part and the word "Squad" would appear, or over a KW part it would say "KW Rocketry". I had to reinstall at some point and now I can't remember what the name of the mod was. Can anyone point me in the right direction? Thanks! Jamie
  8. So I've been slowly but surely adding mods to my game, but when I go to read the detailed information, very frequently even stock parts now have very long "detailed information" scroll lists, and I have no idea how to scroll it. I've attached what should be 3 functional links to 2 stock items, and a sample modded item where the detailed information is overly long for examples. I've already tried using Pg Up/Down, mouse wheel, and the up/down arrow keys with zero effect; and trying a rapid mouse movement to scroll while hovering over the detailed info either changes the part Im getting info for, or simply disappears entirely. Very frustrating, especially if trying to compare engines, or transmitters, or a few other items where you'll have lots of options and those details could make/break a decision. Mk1-2 Command Pod Sample OPT modded cockpit Convert O Tron 250
  • Create New...