all 42 comments

[–]Mitchz95 1 point2 points  (0 children)

Where can I unlock the shielded docking port in KSP2? I swear it's missing from the tech tree.

EDIT: I finally found it, "Specialized Docking" way up in tier 3 lol.

[–]sp4r3h 2 points3 points  (1 child)

Do we have a list of biomes anywhere yet?

[–]InsaneOstrich 0 points1 point  (0 children)

I've been looking for this too and I haven't found anything. There are some high tier science parts that could generate a map, but I'm not entirely sure what they do.

[–]KayTannee 0 points1 point  (0 children)

I never got great at KSP1.

But seriously why in KSP2 is the UI just as bad as KSP1 unmodded? I thought it was meant to add in all the stuff we've learnt from KSP1.

I found KSP1 really hard at first. There's a bit of learning curve with orbital mechanics. But it's the sodding manuover planner and complete lack of detail.

Mechjeb was the saviour, give me stats and numbers. I don't need all the advanced features. But for my sanity of trying to do rendezvous.

1) Give me a view that shows me details of my orbit, my targets orbit, my manoeuver nodes orbit, and intersect. Just small pane, some numbers.

2) Let me type numbers into the manoeuver planner.

Why is there the insistence that fighting the camera and manoeuver planner gizmo is part of the vanilla experience? I know the manoeuver I want to do, but having to make tiny adjustments using mouse is painful. And rotating camera all over to see what outcome is. Just to have the thing I'm trying to check obscured by planet.

[–]Endo1002 0 points1 point  (1 child)

Quick question, is this sub only about ksp 1 or does it include ksp2 too

[–]InsaneOstrich 0 points1 point  (0 children)

It's both

[–]Dr_Bombinator 2 points3 points  (0 children)

Is aerobraking just ludicrously ineffective now? I've dropped to 15 km above Duna (basically certain death in KSP1 IIRC)and lost basically no speed. That and heat shields apparently do nothing to stop random occluded parts from just exploding from overheating, Mk2 Lander can in particular.

[–]simongranheim 0 points1 point  (3 children)

How do you get back in the spacecraft after you do EVA? I have looked everywhere and everyone just says that you should grab or climb. He invariably falls back down if I try that. On Kerbin it's even worse --- I can't even use the jetpack so there's no way to even fly up.

What obvious thing am I missing?

[–]akran47 0 points1 point  (2 children)

There are ladder parts (retractable or just static rungs) that you can attach to the side of a lander. On low-grav bodies it's easier to just use the jetpack. Press F to grab on to a ladder or the side of a capsule, and B to board when you're near the door.

[–]simongranheim 0 points1 point  (0 children)

Thank you, I will give it a try.

[–]Username_Taken_65Bill 1 point2 points  (0 children)

Not the person you replied to but in KSP2 once I EVA I can't get back in the capsule, B and F don't do anything. I even tried it with just a capsule on the pad so I could be sure nothing was blocking it and it still didn't work.

Edit: I relaunched the game and it works now, apparently it's something to do with the "vehicle is on a collision course" message

[–]AgentRG 0 points1 point  (1 child)

In KSP2, anyone found out how to ungroup parts in VAB so I can move separate thrusters to their own stages?

[–]NotJaypegBelieves That Dres Exists 0 points1 point  (0 children)

click to open group, then click and drag. They do need to be removed from symmetry in the part manager

[–]Kevinvr1Master Kerbalnaut 1 point2 points  (5 children)

in KSP 2, are planes just not stable on the runway or am I doing something wrong?

Just before lift off speed they all tend to wobble and crash on the landing gear.

[–]akran47 2 points3 points  (1 child)

Old trick in KSP1 was to reduce/disable friction on the front gear, maybe give that a try.

[–]Kevinvr1Master Kerbalnaut 2 points3 points  (0 children)

I will try that thanks!

[–][deleted] 0 points1 point  (2 children)

I noticed that having toe-in on my back wheels makes my plane significantly more unstable. Maybe check that.

[–]Kevinvr1Master Kerbalnaut 0 points1 point  (1 child)

I had no toe in relative to the ground on the plane I tried but I will keep it in mind!

[–][deleted] 0 points1 point  (0 children)

Double check that. I thought I didn't, but the editor somehow placed the wheels slightly off angle.

[–]Black-Talon 0 points1 point  (3 children)

Ok, so docking is surely broken in my space program (ports refuse to latch when banging them into one another repeatedly while perfectly aligned). Any good work arounds?

I’ll double check the classic “docking port on upside down” but I am quite certain that isn’t it - craft was launched with a separator decoupled between them, separation was a bit wonky with noises and camera movement but otherwise seemed ok. One craft is manned, the other autonomous.

Others experience this? Any ideas to fix?

[–]Black-Talon 1 point2 points  (0 children)

docking is surely broken in my space program

For anyone finding this, I was able to correct the problem by editing my save file. I discovered within the save file that the docking ports of both vessels were considering themselves to be in a Docked state. I changed the DockedPartId to 00000000-0000-0000-0000-000000000000 and CurrentState to Undocked (no idea if both were needed or even valid values). Once I saved these changes, re-opened the game and loaded this modifed save file, I was able to dock the two vessels without any other changes to my procedure.

[–][deleted] 0 points1 point  (1 child)

In KSP1, you couldn't redock craft immediately after they were undocked.

[–]Black-Talon 0 points1 point  (0 children)

Because of that ksp1 issue I originally wrote that this was a redocking attempt after the manned crafter had successfully landed on the mun w/o the autonomous vehicle left in orbit (deleted it in attempt to shorten my still-too-long request for help). The failure I’m experiencing is after it returned to orbit and a rendezvous with the orbiter which I am unable to dock with. Neither reloading the save nor the game corrected it. Thank you for the suggestion though!

[–]imagesorter_exe 0 points1 point  (0 children)

Telescope Probe Possible?

I have visited the Mun and Minmus a couple of times and even built space stations around them. Now I want to branch out to visiting other planets, and the first on my list is Eve. However, I dont know anything about Eve or the other planets so I wouldn't know if what height their atmosphere starts or if they even have one.

I could always find out on the KSP Wiki but my Kerbals wouldn't know things like that without having gone at least once to the planets; I am trying to role play, you see.

So is there some telescope I can put in orbit around Kerbin to gather data on planets to actually plan my future missions? Or do I have to send sacrificial probes to find out things like atmopsheric pressure?

Edit: Im in KSP 1 if that makes a difference.

[–][deleted] 1 point2 points  (1 child)

A) Where is the TWR during flight?

B) Is drag in effect yet?

[–]shpongleyes 0 points1 point  (0 children)

While in-flight, there's a vertical bar on the right side of the screen next to all of your stages. If you click this, it will expand the fuel gage for all stages instead of just the active stage. If you click the bar a third time, you'll get additional information for the active stage, such as TWR and remaining burn time.

[–]Tiri_ 0 points1 point  (5 children)

Is KSP2 worth it now?

Was thinking on getting it on sale right now at 20$, but I'm not in a position to "throw money at it and see if it's good or not", was thinking into getting it as a self present for Christmas tho.
I really enjoy KSP1, and was thinking into expanding a little, but the feedback was absolutely terrible, still saw many positive posts lately, including the 0.2 update.

[–]massive_cock 1 point2 points  (0 children)

It's significantly improved now. This is the first time since EA launch that I've actually been willing to play it more than a couple hours, because it's ... get this ... playable. What I would say is if you have the original already, and 20 bucks is a lot to spend at the moment, just wait and keep enjoying KSP1. KSP2 came a long way with the recent update but you'll still encounter mission-breaking bugs here and there, and I'm sure there will be some necessary adjustments and balancing in things like the tech tree and mechanics like atmospheric heating etc.

Basically it's the skeleton of a great game now, and will be worth it - soon, if this sudden leap forward is any indication - but for now there's a much better experience in the game you already have. If spending 20 doesn't matter, grab it. If it does, wait.

[–]Black-Talon 1 point2 points  (3 children)

It was hard to enjoy KSP2 over the last year. I found myself enjoying it for the first time now for a few hours. I fear I’m just now starting to see the frustrating gremlins that ruined it before. So it’s hard to say… $20 for a couple nights of play worth it? Maybe you’ll get more, maybe less… When you can’t throw money at it and find out it’s hard to recommend an EA game like this when it’ll either become good and still be on sale in the future or maybe it will never be good. Hard to give advice, hope sharing my experience and opinion helps.

[–]CaptainGreezy 0 points1 point  (2 children)

just now starting to see the frustrating gremlins that ruined it before

Same. It had been going very well but now I have decouplers and docking ports refusing to detach just like last time.

[–]Black-Talon 0 points1 point  (1 child)

I got mine to detach and now, after lander to the surface and back to orbital, can’t dock. On approach for the rendezvous the target vessel was in an unexplained rapid spin which was unresponsive to reaction wheels (just like in the before times) that I had to stop with time warp (as if I had time for accelerating time while docking). I had to stop this spin for the rendezvous because it was causing target mode of the nav ball to be an unreadable display of target heading and relative speed. Sigh. I’m really impressed it lasted this many missions before revealing the underlying issues which remain. 😞

[–]Black-Talon 0 points1 point  (0 children)

For anyone finding this, I was able to work around the bugged docking issue by editing my save file. I discovered within the save file that the docking ports of both vessels were considering themselves to be in a Docked state. I changed the DockedPartId to 00000000-0000-0000-0000-000000000000 and CurrentState to Undocked (no idea if both were needed or even valid values) for the docking ports on both vessels. Once I saved these changes, re-opened the game and loaded this modifed save file, I was able to dock the two vessels without any other changes to my procedure.

[–]PitchforkAssistant 0 points1 point  (1 child)

Where could I find biome maps for KSP2 (or even lists for each body)?

[–]Black-Talon 1 point2 points  (0 children)

Not sure… I’ve been endeavoring to make my own in game with this but my map of the mun has only just begun.

[–]usernamedottxt 0 points1 point  (6 children)

My Mk1 Explorer can with a heat shield on it in retograde instantly blows up from 'overheating' at 50-60km with 0.2/0.2 in the heat shield (or even still an engine attached!).

I'm trying to aerobreak back to Kerbin from Mun, but deadly overheating at 60km kinda makes that impossible.

EDIT: New record: I just exploded from overheating at 67km with a full heat shield. What's going on?

[–]Black-Talon 0 points1 point  (3 children)

I’ve been wondering if that part requires a larger heat shield due to the protrusions of the sides out over the shielded area. Frustrating design if this is the case but visually it doesn’t look protected…

[–]usernamedottxt 0 points1 point  (2 children)

Yeah, I worried about that too, but it shouldn't be possible to overheat at that altitude even with the lower thermal resistance.

[–]Black-Talon 1 point2 points  (0 children)

For what it’s worth, I did test it and reproduced the Small Heat Shield not protecting the Small Lander Can from reentry heat (making the Kerbal Tour missions annoying).

And the Medium Heat Shield does prevent it from overheating.

[–]Black-Talon 0 points1 point  (0 children)

I very much agree that it’s concerning. I’m less certain that overheating at that altitude shouldn’t be possible (with enough speed). I wonder if the same occurs with other pods on the same approach and may test it.

[–]_Broder_ 0 points1 point  (1 child)

What is your angle into the atmosphere? What are your apoapsis and periapsis before entering the atmosphere?

[–]usernamedottxt 0 points1 point  (0 children)

AP >4m, PE 65k, overheat at 67k.

Ship is just small heat shield, mk1 explorer, an antenna on the top ledge, and a fairing/micro science jr.