Kerbal Space Program posts

Should you always aim for a prograde encounter when targeting celestial bodys?
Basically the title. I know that Apollo 8/10/11 went for a retrograde Moon encounter because of safety. Today I played around with prograde/retrograde encounters with the Mun and Duna and noticed that the DeltaV costs are very close to enter a stable orbit. So is there any useful scenarios for a retrograde encounter?
What else should I add to my Jool base?
Why do boosters get like glued to the ship rather than attached to the decouplers?
https://imgur.com/NmpMkOe Do you know what I mean? No matter how and where try to place the camera angle and or the mouse, sometimes I spend like 5 minutes trying to attach the boosters correctly to the radial decouplers, instead they stick directly to wharever part I put the decouplers in the first place.If that makes sense.Why does this happen and what should I do to avoid it?Thank you!
When I Told Jeb That Valentina Had The Snacks
Help me get lost in KSP again - mod list request.
Hello fellow Kerbanauts,Like many others, I’ve been really disappointed with KSP2 after expecting it to be a huge improvement (aside from the recent seemingly positive news). That said…First off, I want to say up front that this post is about positivity and love that we all used to share on this community for KSP1 and I don’t want to make this about what KSP2 lacks - I want to forget about that right now and enjoy the amazing game that is KSP1. That positive community is still here somewhere and I miss you all!After 1400+ hours in KSP1, I consider it to be my favorite game. This weekend I’m really missing that sense of adventure and exploring that I haven’t had since KSP2 came out, so I’ve decided I want to do a clean mod install on KSP1 and get lost again. I feel like I’m behind the times on the current best mods, so here’s what I’m asking: load me up with your mods list! I want to jump in and get to playing without spending too much time mod shopping and checking compatibility/testing. Here’s details about my machine and what I’m looking for!Load me up! This community still is amazing despite the disagreements and I love you all. Cheers!Edit: up until this point, I’ve used things like scatterer, EVE, the whole near future suite (except the one that changes the fuels), stockalike mods, including station parts, mechjeb, OPT spaceplane parts. At one point I had the mod that adds the tiny star system far away too. I’m sure there are a lot of suggested mods with what I used, but that’s the core of the mod set I’ve been using.
Batwing (PS5)
Watch Nate Simpson's speech about KSP 2 at the Space Creator Day [WITH LINK]
Nate Simpson's is going to speak for about 30 minutes from 12:30 PM UTC to 1:00 PM (about 1 hour and 30 minutes from now) at the Space Creator Day. According to the website of the Space Creator Day (https://www.spacecreatorday.com/en-us/program), he will speak about KSP 2's current progress and milestones of the game and what to expect in the future.
Space Creator Day - supposed to have a big reveal, but IG isn't going to stream it, will depend on others to film it. Dakota has a good explanation though!
The Future of Marine Transportation
Early attempt at a spaceplane from years ago. Looks a bit like a quetzalcoatlus, and gets to orbit as well as a quetzalcoatlus—which is to say, it doesn’t.
I am heavy weapons guy... and this, is my weapon.
Thoughts on science mode
So we actually have enough screenshots now to discuss science mode. Going to share my thoughts here, feel free to comment.They touted this really hard, but to me it's a 'meh'. This would be more meaningful in a game where rocket tonnage/cost launched from Kerbin is effectively infinite - barring how badly you're willing to allow your computer to chug - which shouldn't be a gameplay balance factor.It's a shame they didn't come up with a more interesting solution than 'fewer, heavier parts'. I think that's overall a good direction to go - inasmuch as it would get annoying in KSP1 to spam science parts on a rocket, but a much better solution would have to use something like this:https://forum.kerbalspaceprogram.com/topic/177385-universal-storage-ii-131-and-145-170/ and then use their workspace rocket sub-part system to let you save off your own player-configured science service modules. That's way more lego than the current solution, which just feels like simplification of the UX by dumbing down.Really needs a better name, but it's a nice port of the Science Alert mod and maybe some of [x[ Science! mods. UI looks more professionally done. Nice QOL.Here's where it gets weird for me. The tech tree is MUCH smaller than the KSP1 tech tree 25 nodes in KSP2 vs 61 nodes in KSP1. Now, that does give some room for increase for colonies and interestellar, but I expect the KSP2 tech tree to be KSP1 + more, not the same size/complexity as KSP1.The layout of some things are extremely weird - there's essentailly just one engine line + an RCS line. You have to get solid fuel boosters to get orbital rockets.But the MOST strange part to me is the tuning. If the tuning is to be believed, finishing the tech tree looks like it might be exceeding easy.Why do I say this?Because the following nodes seem to be the bare minimum what you'll need to collect just in the process of getting to Kerbin orbit​https://preview.redd.it/ul7pu4afqmvb1.png?width=1515&format=png&auto=webp&s=4d2cb0af2a52c8c064da604b2904e64354b0fb4ahttps://preview.redd.it/keol4e58rmvb1.png?width=720&format=png&auto=webp&s=e7c2a12ca2ae0448cb90a33b0766863995fc6669That's 75 points to get a reasonable rocket, assuming I can take these nodes at face value to some extent.This is similar to what you'd spend in KSP1 to get a reasonable rocket.These add up to 63 pointsSo that's fine. But the ENTIRE rest of the KSP2 tree, as its listed, costs 1025. So just to get to orbit is 7% of the cost The rest of the KSP1 tree costs 16918, and getting to orbit is 0.36%So, what does that tell us?EitherSo they made a fuss about getting rid of career mode - and turn around and add back career mode missions, which was the most boring part of career mode. Having funding constraints and the need to design better was the good part - samey, dull missions was not.They only have the one mission pictured. In comparison, KSP1 presents you with 3 missions at the start. If that's any indicator, KSP2 will be leading you by the nose more because there will be fewer missions. of course, maybe more open up or more will be implemented, but its notable to me that there isn't even a science gathering mission listed, just 'Launch a Rocket'. And it gives you enough science to buy the first two nodes of the tech tree - more indication that KSP2 science mode will likely be very quick to complete.My overall impression is that - yes, it's great they're releasing 0.2.0, and they've even set a (month wide) launch window.However, based on the screenshots given (which of course, don't tell the full story), if the science mode described here was a launch feature, many people would be saying 'This is kinda lame and boring, why didn't we get something like Kerbalism?'Instead, because expectations have been lowered into a subbasement through the incredibly lackluster dumpsterfire EA launch and the terrible post-release development pace, people are going to jump for joy that literally anything is being developed.I'd still caution people that, as it stands, science - as well as reentry heating is 'mere weeks away' - which we've heard before. But even if IG actually deliver on time (a very high bar for them to clear) - this seems like an uncreative and lackluster addition to KSP, a competent design team should have been able to come up with so much better over the course of 6 years.