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Is there a good way to make a complete "sphere" or a guide for one? I've been trying to remake the Mars-94 ship from For All Mankind and thats the part I'm having trouble with
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# ? Jan 19, 2024 01:28 |
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# ? May 5, 2024 02:20 |
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Horsebanger posted:Is there a good way to make a complete "sphere" or a guide for one? Have you tried a fairing? That's how I'd do it.
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# ? Jan 19, 2024 07:52 |
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Either they didn't play enough ksp or they played too much ksp.
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# ? Jan 25, 2024 16:22 |
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Nalesh posted:
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# ? Jan 25, 2024 16:27 |
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What am I looking at? Edit: Here we go, I'll let scott explain it to me https://www.youtube.com/watch?v=muK6gFtv7_o Bedurndurn fucked around with this message at 16:34 on Jan 25, 2024 |
# ? Jan 25, 2024 16:30 |
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ha
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# ? Jan 25, 2024 16:33 |
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Not KSP because no one extended/retracted the landing gear to try a tip over.
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# ? Jan 26, 2024 10:44 |
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goatsestretchgoals posted:Not KSP because no one extended/retracted the landing gear to try a tip over. No you see they forgot the landing legs
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# ? Jan 26, 2024 13:39 |
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touché E for content: I tried making a missile that would land on the 8-n landing gears that would pop out of the nose. It was…bouncy. goatsestretchgoals fucked around with this message at 15:15 on Jan 26, 2024 |
# ? Jan 26, 2024 15:13 |
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The landing legs overheated while taking off and disintegrated.
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# ? Jan 26, 2024 22:11 |
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Been playing a lot of KSP2 lately, have landed on the Mun and just put an orbiting satellite around Minmus. This is neat
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# ? Jan 28, 2024 21:48 |
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I've started watching For All Mankind and it's making it really hard not to bite the bullet on KSP2
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# ? Jan 30, 2024 21:35 |
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Captain Splendid posted:I've started watching For All Mankind and it's making it really hard not to bite the bullet on KSP2 you can literally buy it on steam, try it out, refund it, and then play it again to make sure you really didn't like it, because it's drm-free.
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# ? Jan 31, 2024 17:46 |
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Or you could pirate it
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# ? Jan 31, 2024 18:44 |
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Let's swerve aside from chat about how to pirate the game. marumaru, don't complain over and over about the devs being lazy and dumb and then advise people how to steal their work. Just play something else.
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# ? Feb 1, 2024 22:38 |
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Captain Splendid posted:I've started watching For All Mankind and it's making it really hard not to bite the bullet on KSP2 Play KSP 1 and install Tantares Mod for soyuz/N1 and enjoy
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# ? Feb 2, 2024 00:56 |
If KSP2 is going to encourage outer planet and moon landings (And basically require it in science mode) it really, really, really desperately needs an in game launch window tool and tutorial of some kind. I just spent like 7 years in game between running out of fuel in Duna orbit and recovering Jeb by doing the rescue mission and back. I have a lot of time in the original, I have no idea how someone new to the game will be handling this.
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# ? Feb 4, 2024 18:13 |
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why no sequel
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# ? Feb 15, 2024 06:00 |
Arglebargle III posted:why no sequel If this is a Highlander 2 joke it's not nearly that dire.
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# ? Feb 15, 2024 06:09 |
They just announced KSP 3, they hope to have rockets by 2029
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# ? Feb 16, 2024 18:57 |
Kraken by 2028
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# ? Feb 16, 2024 19:34 |
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Any of you got a good stable ckan modlist with USI, etc? I don't want stuff like RSS, just normal sized ksp centered around building bases in orbit and dealing with something like remotetech or whatever is updated.
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# ? Feb 17, 2024 15:57 |
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Been playing ksp2 with a modlist of Where’s my crew capsule, commnet reborn, and the combo of k2d2/maneuver node manager/flight planner/micro engineer that replaces mechjeb, and I’ve been having a lot of fun so far. The ksp2 exploration mission system is perfect for me, and WMCC deepening the tech tree and making at least a fig leaf of using probes hits just right. People with a couple hundred/thousand hours in 1 probably won’t get much out of it
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# ? Feb 18, 2024 00:14 |
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https://forum.kerbalspaceprogram.com/topic/223815-one-year-of-ksp2/ happy KSP2versary
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# ? Feb 26, 2024 04:07 |
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# ? Mar 5, 2024 12:19 |
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# ? Mar 5, 2024 17:35 |
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# ? Mar 5, 2024 17:55 |
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decided to do something new and start a career using unkerballed start while still sticking to 30% science returns. it's going great! https://clips.twitch.tv/SmellyBoxyRamenNotATK-OB3uKkSg_0zZuepO this was like, over half an hour into trying to figure out a way to get enough science to unlock the very first node.
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# ? Mar 15, 2024 10:25 |
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if you haven't watched the Starshit launch, everyone ITT needs to at least watch the Scott Manley video for it: https://www.youtube.com/watch?v=8htMpR7mnaM&t=907s watching a huge rocket re-enter in a tumbling rear end-first ball of fire was the most Kerbal thing and gave me very strong deja vu from some of my own rockets DEEP STATE PLOT posted:decided to do something new and start a career using unkerballed start while still sticking to 30% science returns. it's going great! tip: you need to make it longer and position the fins lower, to put enough drag behind CoM to balance the drag from the nose. offset the 2 outer boosters lower, and the fins to the bottom of their boosters. then stage the 3 boosters such that the 2 outer ones run first and then the inner one. That will move the CoM forward earlier in the flight, making it marginally more stable.
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# ? Mar 15, 2024 14:12 |
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Klyith posted:if you haven't watched the Starshit launch, everyone ITT needs to at least watch the Scott Manley video for it: trust me, i know all if this and tried it. the problem i was having is that without sas, or indeed any sort of control at all, absolutely nothing i did was preventing the rocket from very slowly tipping to one side (specifically to the west, every single time, no matter what i did to the design, to the point where it felt like a bug) and therefore failing to reach the upper atmosphere, which i needed to do to get enough science to unlock literally anything. it's why i was trying spin stabilization, something i never typically do. i eventually sorted things by remembering i had accepted a contract to test the tt-38 decoupler and used that to attach the outer srbs and put fins on the middle srb, which put me straight into space. to be honest though, without that contract or something similar, 30% science with unkerballed is close to a softlock at the start. you have so few options that you can't even control your rocket to go to a different biome or even cheese things with ksc mini-biome science. it definitely was not a mod intended to be played the way i tend to play ksp. but i got past that roadblock and can almost reach orbit now, yay. DEEP STATE PLOT fucked around with this message at 15:13 on Mar 15, 2024 |
# ? Mar 15, 2024 14:59 |
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Was a little tricky, ended up being easier to have a single stage but with different thrust settings -- outer 85%, inner 50%. Fights hard against max q most of the way up, lots of drag loss. But easily makes it to "flying high" zone. Slowly tipping to the side is just gravity. Spin stabilization helps but can only slow it down, not stop it all together. If you have a good design you can make this a gravity turn so your rocket goes to orbit with minimal controls. Quickly flipping out is drag being too high, such that the force above the CoM is much greater than behind the CoM. That's a sign that you need to reshape the craft to balance drag, or reduce thrust so the drag load isn't so high. (I needed to do both to make that 3-mite rocket work.) Too much thrust is a common KSP mistake. DEEP STATE PLOT posted:to be honest though, without that contract or something similar, 30% science with unkerballed is close to a softlock at the start. Yeah my experience with rescale + stock parts is similar but less drastic. You need enough science to get somewhere before you can get science. Easy solution is give yourself some starting science points, enough to unlock a couple early nodes.
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# ? Mar 16, 2024 04:38 |
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# ? Mar 20, 2024 00:35 |
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https://old.reddit.com/r/KerbalSpaceProgram/comments/1bfj730/new_ksp2_sneakpeek_orbital_test_colony_over_jool/
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# ? Mar 22, 2024 16:31 |
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# ? Mar 24, 2024 14:04 |
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a bit disappointing that the "orbital colonies"... are just normal space stations with spinny bits. they dont even look particularly large, and are certainly not up there in part count, which suggests they haven't really figured out a way to optimize those
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# ? Mar 24, 2024 14:05 |
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I'm excited for moving parts! Less so for the bugs they'll inevitably come with. BTW what should an orbital colony look like but a big station? I guess O'Neil cylinders would be cool but I was never expecting that personally.
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# ? Mar 24, 2024 16:51 |
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El Jeffe posted:BTW what should an orbital colony look like but a big station? I guess O'Neil cylinders would be cool but I was never expecting that personally. no i just mean that it doesn't look particularly big
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# ? Mar 24, 2024 16:54 |
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yeah they need to be more like this guys stuff https://www.reddit.com/user/skyaboveend/submitted/ dude makes crazy huge stock stuff
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# ? Mar 24, 2024 19:35 |
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those KSP2 colonies are a parts-based system just like the rest of the game, just different parts selection so if you wanted to make a huge 5km-wide million-part station I'm guessing you can not in 2025 when the colonies are added to the game of course. in 2030, when your PC has the power to run it.
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# ? Mar 24, 2024 20:02 |
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# ? May 5, 2024 02:20 |
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I mean it looks fine to me. What I’m wondering about is how much of the ring is individual parts vs one big massive part.
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# ? Mar 24, 2024 20:38 |