Kerbal Space Program Weekly Support Thread |
- Weekly Support Thread
- KSP2 Show and Tell - Part Modules
- Bug or feature? Elden bailed out with a parachute but hit the ground at high velocity. Now his legs are messed up and he can't walk properly
- Close call at KSC! (Booster landing on console)
- The fully stacked Hope Cargo Shuttle. (yes, the booster is also a shuttle)
- Chilling in a dust storm
- Saw a concept online for an ejection seat. Had to test it.
- Does this stand any chance to survive an eve entry?
- what's wrong with this rocket
- just realized i forgot the landing legs for my mun landing
- Nine launches, no reverting, no quicksaving. Equatorial Station.
- Just got a space station in orbit of the mun
- Spacelab from Eyes Turned Skywards. (Bluedog Design Bureau)
- My 10% science run is going...nevermind, it's just going
- Flight Testing the New Executive Short Bus
- The 'Caspian Sea Monster' (Ekranoplan) roaring through the Kaspian Sea
- Brick.
- I made a low-orbit refueling station; about 75 parts, and the largest 3.75m fuel tank delivered to any inclination and altitude under 300km.
- Not the prettiest image, but I finally managed to successfully land on Mun without mods. The project costed 1.17M in total
- Bloom.
- Everything is 100% going to plan!
- Parallax is a must have mod imo
- Matt Lowne-inspired space station SSTO
- Ight, here's my engine tier list, based on the names of the engines because why not
- The REAL engine tier list for stock KSP... /s
- What do you think of my shuttle and LKO station
Posted: 20 Aug 2021 05:00 AM PDT Check out /r/kerbalacademyThe point of this thread is for anyone to ask questions that don't necessarily require a full thread. Questions like "why is my rocket upside down" are always welcomed here. Even if your question seems slightly stupid, we'll do our best to answer it! For newer players, here are some great resources that might answer some of your embarrassing questions: TutorialsOrbiting Mun Landing Docking Delta-V Thread Forum Link Official KSP Chatroom #KSPOfficial on irc.esper.net Discord serverFeel free to ask your questions on the Discord server! Commonly Asked QuestionsBefore you post, maybe you can search for your problem using the search in the upper right! Chances are, someone has had the same question as you and has already answered it! As always, the side bar is a great resource for all things Kerbal, if you don't know, look there first! [link] [comments] | ||
KSP2 Show and Tell - Part Modules Posted: 20 Aug 2021 09:03 AM PDT Ahoy Kerbonauts! Senior designer Tom Vinita here with a short update about part modules for you today! Part modules are the extra optional bits of functionality that are added to the part in order to allow it to perform specialized functions. For example, if we add Module_Engine to a part, it now has the ability to provide thrust, consume resources for that thrust, and many of the other essential functions required in a rocket engine. If a part doesn't have any modules, then it tends to be something simple like a truss or an I-beam. Kerbal Space Program has a lot of different parts, and so it follows that it has a lot of different modules. One of our design goals with Kerbal Space Program 2 is to create a simulation that feels as close to Kerbal Space Program's as possible while building fresh improvements along the way. If you build a rocket that worked in KSP, it is our goal for that rocket to perform in largely the same way if you rebuild it in KSP2. To that end, the team is going to painstaking lengths to document and remake, and enhance KSP's extensive list of part modules in addition to all of the new part modules coming in KSP2. To see one example of this in action, let's take a look at lights: Fairly simple in concept, right? They turn on, and they turn off. Well, KSP's lights have a little more going on than that, and they're useful in a variety of important situations. At the start of the process for bringing a part module into KSP2, a designer first studies KSP's documentation and common uses of the module in question during general gameplay and wacky uses the community has come up with. From there, they write a series of user stories that define a list of use cases that this part module must be able to accomplish. A short example for lights would be: • As a player, I want a tool to help me see the ground when I'm landing on the dark side of a planet. Once these user stories are defined, the designer studies the player-facing tweakable values of the part—in this case things like the blink timer and the dynamic light color—and the list of values that are exposed in the part's data for fine-tuning its behavior. The designer provides detailed documentation for everything being brought forward into KSP2, and looks for spots where the module can be enhanced. With all these values defined and the module's functions outlined, the spec is handed off to an engineer who does the hard work of programming the module. Once the module has been written, it falls to a designer (usually myself) to attach that module to all the necessary parts, tuning the numbers of each part along the way as necessary. You can check out the results of this process below, with the new and improved Mk1 Illuminator showing off its new ability to pitch! https://reddit.com/link/p886rh/video/d0onnopmcji71/player That's a look at some of the work that goes into making sure all the fun stuff you can accomplish in KSP can still be done in KSP2, as well as an example of finding a way to make that fun stuff even better in KSP2. Shine on! -Tom [link] [comments] | ||
Posted: 20 Aug 2021 12:44 PM PDT
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Close call at KSC! (Booster landing on console) Posted: 20 Aug 2021 10:38 AM PDT
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The fully stacked Hope Cargo Shuttle. (yes, the booster is also a shuttle) Posted: 20 Aug 2021 11:56 AM PDT
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Posted: 20 Aug 2021 04:13 AM PDT
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Saw a concept online for an ejection seat. Had to test it. Posted: 20 Aug 2021 06:55 PM PDT
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Does this stand any chance to survive an eve entry? Posted: 20 Aug 2021 08:01 AM PDT | ||
Posted: 20 Aug 2021 04:48 AM PDT
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just realized i forgot the landing legs for my mun landing Posted: 20 Aug 2021 06:36 AM PDT
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Nine launches, no reverting, no quicksaving. Equatorial Station. Posted: 20 Aug 2021 04:49 PM PDT
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Just got a space station in orbit of the mun Posted: 20 Aug 2021 06:52 PM PDT
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Spacelab from Eyes Turned Skywards. (Bluedog Design Bureau) Posted: 20 Aug 2021 03:45 PM PDT | ||
My 10% science run is going...nevermind, it's just going Posted: 20 Aug 2021 06:17 AM PDT
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Flight Testing the New Executive Short Bus Posted: 20 Aug 2021 01:33 PM PDT
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The 'Caspian Sea Monster' (Ekranoplan) roaring through the Kaspian Sea Posted: 20 Aug 2021 10:02 AM PDT
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Posted: 20 Aug 2021 11:09 AM PDT
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Posted: 20 Aug 2021 01:29 PM PDT
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Posted: 20 Aug 2021 02:47 AM PDT
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Posted: 20 Aug 2021 01:04 AM PDT
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Everything is 100% going to plan! Posted: 20 Aug 2021 07:10 PM PDT
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Parallax is a must have mod imo Posted: 20 Aug 2021 02:47 PM PDT
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Matt Lowne-inspired space station SSTO Posted: 20 Aug 2021 07:04 AM PDT
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Ight, here's my engine tier list, based on the names of the engines because why not Posted: 20 Aug 2021 09:36 AM PDT
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The REAL engine tier list for stock KSP... /s Posted: 19 Aug 2021 09:05 PM PDT
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What do you think of my shuttle and LKO station Posted: 20 Aug 2021 06:42 AM PDT
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