Admiral Fluffy Posted January 23, 2022 Share Posted January 23, 2022 24 minutes ago, gussi111 said: I hope this silence means that they are working on a gameplay trailer or something equally big. The gameplay itself! Link to comment Share on other sites More sharing options...
TheOrbitalMechanic Posted January 23, 2022 Share Posted January 23, 2022 5 hours ago, t_v said: excited to (accidentally)(intentionally) crash into a big base with torch drive fuel. Master Plan: 1. "Gift" rival player a metallic hydrogen factory for their colony 2. Crash into it 3. Profit Link to comment Share on other sites More sharing options...
gussi111 Posted January 24, 2022 Share Posted January 24, 2022 1 hour ago, siklidkid said: Day 10 siklidkid I'm melting your catto in a glass. Day 10 woo hooo! Only 341 days left in 2022. Link to comment Share on other sites More sharing options...
BekfastDerp13 Posted January 24, 2022 Share Posted January 24, 2022 I have lost track of my waiting days, but I want to make a giant colony on Rask or Rusk, then throw it into lava. Like that scene from Revenge of the Sith, but everything falls in. Link to comment Share on other sites More sharing options...
mmamh2008 Posted January 24, 2022 Share Posted January 24, 2022 OK , let's analyze some parts with the new WIP UI The UI looks great , That's KerbalX I think. Look carefully , Engines seemed to turn off separately , launch failures ? Now the Abort system is a need . The smoke looks like it's WIP though Another UI prototype Ok , so there are castor decouplers and sperate fuel tanks that appear as one ? also the name of this rocket is kerbal Gryphon orbiter MK 16 , So there are 15 MK rockets before that , interesting Link to comment Share on other sites More sharing options...
daninplainsight Posted January 24, 2022 Share Posted January 24, 2022 I'm really curious to see what indicators they add while doing docking maneuvers, or if they add parallel/anti-parallel attitude modes. We definitely need more granular readouts in stock as to relative orientation and position to a targeted docking port. Link to comment Share on other sites More sharing options...
Catto Posted January 24, 2022 Share Posted January 24, 2022 45 minutes ago, mmamh2008 said: OK , let's analyze some parts with the new WIP UI The UI looks great , That's KerbalX I think. HOLD ON, How did they get to orbit without even decoupling their boosters? The KSP Devteam has been eXposed!! Link to comment Share on other sites More sharing options...
mmamh2008 Posted January 24, 2022 Share Posted January 24, 2022 1 minute ago, siklidkid said: HOLD ON, How did they get to orbit without even decoupling their boosters? The KSP Devteam has been eXposed!! That's a test , not a real launch LOL Link to comment Share on other sites More sharing options...
shdwlrd Posted January 24, 2022 Share Posted January 24, 2022 1 hour ago, mmamh2008 said: Yes, that is one single ship. You can see it departing in the trailer and accelerating away from Jool. The forum probably ate the tread, but the scales of parts will be expanding in KSP2. There will have to be parts larger that the 5m seen in KSP1 to create that monster craft and station but keep the part count to a reasonable amount. Link to comment Share on other sites More sharing options...
mmamh2008 Posted January 24, 2022 Share Posted January 24, 2022 (edited) 11 minutes ago, shdwlrd said: Yes, that is one single ship. You can see it departing in the trailer and accelerating away from Jool. The forum probably ate the tread, but the scales of parts will be expanding in KSP2. There will have to be parts larger that the 5m seen in KSP1 to create that monster craft and station but keep the part count to a reasonable amount. I know , that was as Image I found on google so I put in here if there's something somebody doesn't know 5m parts , hmm interesting ( Saturn V hops in mind ) I know that the part list goes over 1000 parts Edited January 24, 2022 by mmamh2008 Link to comment Share on other sites More sharing options...
shdwlrd Posted January 24, 2022 Share Posted January 24, 2022 16 minutes ago, mmamh2008 said: I know , that was as Image I found on google so I put in here if there's something somebody doesn't know 5m parts , hmm interesting ( Saturn V hops in mind ) I know that the part list goes over 1000 parts Ok, fair enough. Nobody outside of Intercept knows how many parts there will be. There could be a few hundred if some form of procedural sizing and fuel switching is used. (Mostly utility parts instead of tanks, structural, and wing parts.) Or several hundred if they stick with the KSP1 style of organizing the parts. (I hope not.) But they did show a procedural wings demo, that gives me hope that there will be some expansion of the procedural options for the other commonly used parts. Link to comment Share on other sites More sharing options...
MechBFP Posted January 24, 2022 Share Posted January 24, 2022 2 hours ago, siklidkid said: HOLD ON, How did they get to orbit without even decoupling their boosters? The KSP Devteam has been eXposed!! That is just their Eve lander, so perfectly normal. Link to comment Share on other sites More sharing options...
Vanamonde Posted January 24, 2022 Share Posted January 24, 2022 Now you can hype KSP2 by posting every day until it comes out, because these threads have been merged. Link to comment Share on other sites More sharing options...
t_v Posted January 24, 2022 Share Posted January 24, 2022 day 6 (for me) excited to fly my first baristochrone trajectory Link to comment Share on other sites More sharing options...
Deddly Posted January 25, 2022 Share Posted January 25, 2022 Just a little reminder, please keep guideline 2.2m in mind while posting and avoid making posts that have no content. Some of those comments have been removed. Link to comment Share on other sites More sharing options...
mmamh2008 Posted January 25, 2022 Share Posted January 25, 2022 13 hours ago, Vanamonde said: Now you can hype KSP2 by posting every day until it comes out, because these threads have been merged. Ok , we now have a single thread , RIP old thread 14 hours ago, shdwlrd said: Ok, fair enough. Nobody outside of Intercept knows how many parts there will be. There could be a few hundred if some form of procedural sizing and fuel switching is used. (Mostly utility parts instead of tanks, structural, and wing parts.) Or several hundred if they stick with the KSP1 style of organizing the parts. (I hope not.) But they did show a procedural wings demo, that gives me hope that there will be some expansion of the procedural options for the other commonly used parts. The procedural idea is better , It'll save a lot of space ... and loading time 14 hours ago, shdwlrd said: that gives me hope that there will be some expansion of the procedural options for the other commonly used parts. Wait a second . Wha .... You're right ! Look a this metallic bar on the orange tank : It looks that it's procedural but the metallic bar also looks like struts Link to comment Share on other sites More sharing options...
gussi111 Posted January 25, 2022 Share Posted January 25, 2022 (edited) That new capsule looks dope! So far we have only seen how colonies look like when they are massive and advanced, I want to see how the first colonies will look like that can only house maybe 3-4 Kerbals, what parts will you need to bring? will you be able to for example connect power producing parts with habitation parts of the colony with cables? That would make working with different parts on the surface much easier because you wouldn't have to dock every part to another with a docking port or a claw. Edited January 25, 2022 by gussi111 Link to comment Share on other sites More sharing options...
Laxez Posted January 25, 2022 Share Posted January 25, 2022 In the first KSP there were not many options if I wanted big tanks with only liquid oxygen, it would be interesting if they made all tanks dynamic, so that you can choose diameter, height and type of fuel. Obviously the orion engine will have different tanks due to the different type of fuel that is solid, and also other engines that will need specific types of fuel that is not liquid will have a separate tank type. Link to comment Share on other sites More sharing options...
mmamh2008 Posted January 25, 2022 Share Posted January 25, 2022 (edited) 48 minutes ago, gussi111 said: That new capsule looks dope! So far we have only seen how colonies look like when they are massive and advanced, I want to see how the first colonies will look like that can only house maybe 3-4 Kerbals, what parts will you need to bring? will you be able to for example connect power producing parts with habitation parts of the colony with cables? That would make working with different parts on the surface much easier because you wouldn't have to dock every part to another with a docking port or a claw. I'd like to replicate the martian but in more kerbal way , the cables are very important , I was thinking of that some hours ago and yeah , We could have some nasa-like base parts at first for housing the first crewed missions and then the R&D makes new technologies send them .... etc Edited January 25, 2022 by mmamh2008 Link to comment Share on other sites More sharing options...
Admiral Fluffy Posted January 25, 2022 Share Posted January 25, 2022 3 hours ago, mmamh2008 said: I'd like to replicate the martian but in more kerbal way Moar boosters? Link to comment Share on other sites More sharing options...
Catto Posted January 25, 2022 Share Posted January 25, 2022 (edited) wait this isn't my thread OHH It is they got merged In that case: Day 11 Edited January 25, 2022 by siklidkid Link to comment Share on other sites More sharing options...
t_v Posted January 25, 2022 Share Posted January 25, 2022 day 6 excited to fall down a surprise ravine in a rover Link to comment Share on other sites More sharing options...
mmamh2008 Posted January 25, 2022 Share Posted January 25, 2022 1 hour ago, siklidkid said: wait this isn't my thread OHH It is they got merged In that case: Day 11 Your thread is dead now , press F to say RIP 1 hour ago, Admiral Fluffy said: Moar boosters? nope , kerpstein drive Link to comment Share on other sites More sharing options...
gussi111 Posted January 25, 2022 Share Posted January 25, 2022 (edited) So yeah I think having fuel lines and cables to connect a bunch of different parts on the ground is a great idea, imagine having to somehow dock all parts of a huge colony together to have power for example. With this you can have power generating parts like reactors and windmills and mining sites far away from the habitation and refinery part of the colony (for esthetic or other purposes) while still supplying power and ore for the colony to function and produce fuel. What do others think? Edited January 25, 2022 by gussi111 Link to comment Share on other sites More sharing options...
mmamh2008 Posted January 25, 2022 Share Posted January 25, 2022 57 minutes ago, gussi111 said: So yeah I think having fuel lines and cables to connect a bunch of different parts on the ground is a great idea, imagine having to somehow dock all parts of a huge colony together to have power for example. With this you can have power generating parts like reactors and windmills and mining sites far away from the habitation part of the colony (for esthetic or other purposes) while still supplying power and ore for the colony to function and produce fuel. What do others think? so yeah , the show and tell videos of fuel makers and nuclear power generators tell me that they need to be far enough and in this picture you se that nothing is docked so cables should be there This is the image And this is my best reddit post which has some ksp 2 things included : https://www.reddit.com/r/KerbalSpaceProgram/comments/qny2pq/what_i_have_noticed_in_ksp_2_and_seemed_good_to/ Link to comment Share on other sites More sharing options...
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