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KSP2 Hype Train Thread


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3 minutes ago, Vl3d said:

Has anyone tried to smash another arch? Is there a file change comparison for 1.12.5?

Smashing into the arches will do nothing. Destructible terrain was not added. You'd just be killing your rocket, and crew. 

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On 1/13/2023 at 3:07 AM, Entropian said:

Around 15ish fps.  The 3 Daedaluses are a consequence of Tweakscale being buggy as usual xD.  I wanted to use one large one, but Tweakscale wasn't having it, so I ended up using 3.

I need to intervene and explain that TweakScale is not the cause of your problems. Lack of support for your preferred part is.

TweakScale supports Stock and most of the DLCs (Robotics are not supported because they are terribly buggy themselves). If you want support for a 3rd party, you should check the TweakScale Companion Program, or install All Tweak.

Thank you for your understanding.

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1 hour ago, Lisias said:

Lack of support for your preferred part is.

TweakScale supports Stock and most of the DLCs (Robotics are not supported because they are terribly buggy themselves). If you want support for a 3rd party, you should check the TweakScale Companion Program, or install All Tweak.

I'm aware of Tweakscale's lack of support for mods in general - I normally write my own configs based upon the Tweakscale documentation but in this case the Daedelus engines simply would ignore my configs.  Even after repeatedly consulting the Tweakscale documentation and example configs, I was unable to find the issue.  It doesn't really matter to me anyway, as I don't plan on playing much more KSP 1 before KSP 2 releases.

Edited by Entropian
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4 hours ago, Entropian said:

I'm aware of Tweakscale's lack of support for mods in general - I normally write my own configs based upon the Tweakscale documentation but in this case the Daedelus engines simply would ignore my configs.  Even after repeatedly consulting the Tweakscale documentation and example configs, I was unable to find the issue.  It doesn't really matter to me anyway, as I don't plan on playing much more KSP 1 before KSP 2 releases.

Parts using custom PartModules (as B9PS) need specialised code to be handled, it's one of the reasons 3rd party support was delegated to the Companion Program.

Only parts relying solely on Stock PartModules can be scaled your way.

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5 hours ago, TheTennesseeFireman said:

On the topic of HYPE, which planet/moon are you most excited to see revamped? Pol’s textures look incredible, and Eve looks like a worthy place to explore now, but there’s always something to be said for the Mun experience in HD. 

Probably Duna because it would feel like being on Mars.

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6 hours ago, TheTennesseeFireman said:

On the topic of HYPE, which planet/moon are you most excited to see revamped? Pol’s textures look incredible, and Eve looks like a worthy place to explore now, but there’s always something to be said for the Mun experience in HD. 

Looking forward to that new planet they added in between Duna and Jool. Curious to see how the less popular locations are improved (Moho, Eeloo, Bop, ETC). Also can't wait to see the atmospheric bodies with clouds finally. Kerbins moons are also something I hope to check out on day 1, Minmus looks the same and yet is so different in awesome ways! Can't wait to live up to my username and take a scoop of minty green glass. and The Mun is a totally new beast now, the seas must beautiful from Kerbin. :D 

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40 dayzzzzzz

I don't like how Moho is underappreciated. I know it's a beast to get to, and any medium sized spacecraft requires an absolute behemoth of a launch vehicle, but one you pass these little inconveniences, the positives are all over the place. It's my favourite planet and chances are high that it will be still in KSP2. I can't wait to be surprised because as far as I'm concerned, we haven't seen how it looks yet.

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32 minutes ago, The Aziz said:

40 dayzzzzzz

I don't like how Moho is underappreciated. I know it's a beast to get to, and any medium sized spacecraft requires an absolute behemoth of a launch vehicle, but one you pass these little inconveniences, the positives are all over the place. It's my favourite planet and chances are high that it will be still in KSP2. I can't wait to be surprised because as far as I'm concerned, we haven't seen how it looks yet.

Well, it's been confirmed that the entire KSP 1 Kerbolor system is in KSP 2, unchanged for the most part safe for face lifts and possibly some terrain changes like we've seen around the KSC.

With Metallic Hydrogen and "Torch" engines, should make getting to Moho so much easier. 

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1 hour ago, The Aziz said:

40 dayzzzzzz

I don't like how Moho is underappreciated. I know it's a beast to get to, and any medium sized spacecraft requires an absolute behemoth of a launch vehicle, but one you pass these little inconveniences, the positives are all over the place. It's my favourite planet and chances are high that it will be still in KSP2. I can't wait to be surprised because as far as I'm concerned, we haven't seen how it looks yet.

Moho is nice, main benefit is that its fast to get to and the mohole. Downside who I always forget is the stupid slow rotation rate.  And yes with better engines it will be much easier to get to. 

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5 minutes ago, GoldForest said:

Ah, I was talking about exploring Moho at EA launch, before colonies. 

We haven't seen anything pointing out that torch drive engines will be there on launch. MH, yes, but then again, exploring without reason to exploring isn't exploring. Oh great there's something cool on the other side of that crater-oh wait I can't do anything with it other stan stare at it. During sandbox phase I may travel to look at planets, but to actually do something on them other than to plant a flag (I probably won't bother doing that either for now, as I just planted the last remaining flags on Tylo and Laythe, first ever in my life, in KSP1), that's going to wait at least until science is reintroduced.

4 minutes ago, magnemoe said:

Downside who I always forget is the stupid slow rotation rate. 

That's an interesting design challenge if you ask me, different from all others in the system. Plenty of sunlight, so you can set up your colony to work solely on solar power, but then have either an alternative source or plenty of batteries/other energy capacitors for long nights.

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On 1/13/2023 at 5:26 AM, Vl3d said:

Has anyone tried to smash another arch? Is there a file change comparison for 1.12.5?

 Everyoen knowsn thae arches are there as attachment parts .. I fyou make a ship big enough to  hold on all of them you can pull the Mun. :P

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7 minutes ago, The Aziz said:

We haven't seen anything pointing out that torch drive engines will be there on launch. MH, yes, but then again, exploring without reason to exploring isn't exploring. Oh great there's something cool on the other side of that crater-oh wait I can't do anything with it other stan stare at it. During sandbox phase I may travel to look at planets, but to actually do something on them other than to plant a flag (I probably won't bother doing that either for now, as I just planted the last remaining flags on Tylo and Laythe, first ever in my life, in KSP1), that's going to wait at least until science is reintroduced.

Ah, well, you won't have to wait long. Science is the very first major update, so probably 2 to 4 months after EA? Just guessing of course. 

7 minutes ago, The Aziz said:

That's an interesting design challenge if you ask me, different from all others in the system. Plenty of sunlight, so you can set up your colony to work solely on solar power, but then have either an alternative source or plenty of batteries/other energy capacitors for long nights.

I thought Moho was tidally locked? Or is it just near tidally locked? If it isn't tidally locked, that means you got some long nights ahead of you. Yikes. 

Hmmm, I wonder if Intercept will give us beamed energy. If they did, you could setup solar arrays in orbit and just beam energy to the base when it's on the night side. 

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Well if it’s a Mercury analog then probably no as Mercury has a spin orbit resonance of 3:2. Which makes powering a permanent colony with solar panels insane with realistic power management that includes accounting for long nights . Unless you use a mobile colony or an orbital + with landers to move from drilling outposts to drilling outpost, or maybee fuel cell energy banking of some kind. Never mind needing to get rid of that much heat.

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