Is destructible buildings enabled for the wrecking ball mission? Perhaps the mission is possible, just the settings are wrong? Or it really wasn't playtested...
Destructible buildings is enabled in most of my saves but I've never been able to scratch them. I think for sandbox mode the enable checkbox is a lie, though it could be the other slider which has them take only 5% damage by default. Dunno about science mode.
I've literally slammed a nose cone and fins on a Space Shuttle SRB and hurled it at the VAB and it stayed intact. They are ridiculously robust, UNLESS you aren't trying to destroy them. I've tapped one with a particularly heavy Shuttle before (probably should have used a different launch vehicle, but it worked) and the building blew up.
6:28 It says: "Zu erreichende Höhe" = "Height to be reached" and "Testgeschwindigkeit" = "Test velocity" 12:52 The blue boxes say: "Teil explodieren lassen" = "Let part explode", "Teil versagen lassen" = "Let part fail" (I won't translate the part names here). The red box says: "Raumfahrzeug zerstört" = "Spacecraft destroyed" when you zoom out, the grey boxes are just for the system dialogue and a delay, then the next blue box says: "Raumfahrzeug explodier...(en lassen?)" "(Let?) spacecraft explod... (e)". I guess that's the culprit here.
It won't. Game's held together by duct tape and modder sweat. A common Quality of Life modification is to disable missions to reduce load time. They're that useless.
@@marr750 Yeah this game is gonna die unfortunately. But that was bound to happen. KSP2 never had a chance of living up to this at release and it got defunded plenty of times as well, so that also kills the future for this game. I think slowly the KSP youtubers are gonna leave and then the player count will gradually decline close to 0. So that's it for our little rocket sim :( or until somebody does a space simulator like this in the future some day.
@@CDiPaola04 don't be so freaking melodramatic. KSP isn't going anywhere, because there's nothing else like it. Look at stalker or skyrim if you want to see how far mods can take a game. Stalker is from like 2007 and gets bigger and bigger mod updates
12:40 i think its supposed to pick a random part to explode every few seconds, but that makes it almost impossible due to it almost always picking the cockpit
It looks like there's a blue box in the spaceplane mission planner where spacecraft parts explode every 10000ms (so you lose a part every 10 seconds). The game is probably just blowing up the part at the front of the vehicle every time, so you lose the cockpit first. Why that box is in the mission planner, I don't know.
14:46 that box in the lower end sayng that for the active vessel, a part explodes every 10 seconds might be the culprit. It may had the intention of slowly erode the craft as you land it. But it's always starting with the control module.
did that german guy really make a mod where your plane loses its engines, it tells you to land the plane, then the plane just blows up 3 seconds later? what the hell?
Increasingly difficult missions would be a super engaging way to learn this game or for even experienced players to have fun.. Would be great to see a revival of community missions
I, um... was actually hit kinda hard by my first kerbal death, and that's when I knew all about the revert button! XD It was Valentina in a "speed rover" at the KSC. That was the day I learned what KSP's impact tolerance figures mean. I have never forgotten.
You couldn't destroy the buildings most likely because your "Structure Damage Tolerance" or whatever it's called is set to 200% be default. This scale isn't actually linear, so setting it to 100% should make the mission much easier.
Btw the crash at 0:15 wasn’t his fault, the handlebars didn’t move and I saw him try to move them, but even then maybe he just didn’t lubricate the handlebars
I would not mind seeing an updated career mode tutorial series in KSP 1 in the same style as you did in KSP 2. I recently got a few friends interested in KSP, and they want to know how things work/ how to get through their first career mode. As always, great video, even if some of the missions did not work.
@plebisMaximus though true, I still think an updated tutorial series would be cool with the features that have been added since, plus the DLCs and maybe some visual mods.
Can you do a starship recreation with orbita refueling, a mission to Duna, and a super heavy landing with working grid fins(not js aerobrakes) or maybe deploying a lunar gateway station? Pleaseeeeee
Heya, adding to modpack recommendations: Kerbinside Remastered, and then Kerbinside GAP and Extras. This adds new runways all around Kerbin and contracts to fly over to them. Some runways are very hard to land on (at least if you use FAR, idk about stock - and if you're using a supersonic passenger plane for them. A cessna can land easily), making it a super fun challenge.
SAYING WHAT NEEDS TO BE SAID! This was on of the few features I genuinely have come to when I was bored and needed more of a fundamental challenge beyond "to Eeloo but 1 ton lighter". It sucks that this part of making history was so ignored because it told Squad to not bother with anything outside of part packs and what modders have already put in the game. Granted wat is available is pretty broken, but hopefully people will start playing around in the mission now, and hopefully we get a few better, maybe almost "Minecraft adventure map" type missions soon? If no one else does, I might.
May I recommend that you install a life support mod such as TAC-LS and try a mission where the goal is to keep a base on Minmus or Duna alive for a certain time?
i did something like the orion drive in the same way, without the springy piston. it just used the recoil from the gun. i could never animate the stupid piston properly. did get to orbit tho.
Makes you wonder if the mission designer would be a fun way to introduce asynchronous multiplayer in KSP. For example, would it be enjoyable to design a refueling mission for your space station and post it to some contract fulfillment (matchmaking?) system? It's obviously very un-fun if nobody ever flies the mission you designed.
Missions were DLC, therefore they had to be separated from the rest of the game in order to drive DLC purchases. If they had been integrated into career and science modes, and if people who hadn't bought the DLC were able to run missions (just not create them), then they would have been much more functional and popular.
Hey Matt! I wonder if it’s a problem with the mission system or the people making the missions. I’m thinking you could probably get viewers to make missions, I might have a crack at it!
Matt, you should really look at Atmosphere Autopilot - even if you're not using its autopilot features, the flight handling is way better than stock SAS
@@KiithnarasAshaa Changing reality to make your PID work, which modding the parts to remove latency is, is an admission of failure. You call the stock autopilot garbage, but the stock autopilot can handle the stock physics simulation and AA can not.
Matt i know you just did a low science mun rescue mission but i accidentally trapped some intern on the mun and i cant manage to make a craft to save him
If youre looking for cool mods to try out, id highly recommend the near future/far future series of mods, which have really cool parts based on experimental or theoretical irl tech including an Orion drive!
Copying and pasting my comment from the last video where I compiled a bunch of mods people were recommending and my own personal recommendations for your new modded playthrough in case you haven't seen it, so here they are, I use all of these in my personal career save file (I didn't add contract pacts since you seem to be going for a science save file) aside from the ones you are already using, that I HIGHLY Recommend and what they do: (Didn't add the dependency mods since CKAN automatically installs them whenever you select one of these mods) ~~Quality of life/Immersion mods~~ -Astrogator: Gives a list of all the optimal transfer windows from your location and lets you time warp to them with pinpoint accuracy -Betterburntime: Gives burn time indicators for suicide burns and target rendezvous -Community Tech Tree & Hide Empty Tech Tree Nodes: Massively increased Tech Tree to support part mods in the future -Chatterer&Chatterer Extended: Makes Kerbal radio chatter with mission control for immersion -Connected Living Space: Makes crafts with crew capacity unable to transfer crew between each other unless they are next to each other or internally connected with parts that can pass crew(like crew tubes and docking ports), to incentivize realistic colony/station building -Docking Cam: Camera for seeing through docking ports to better align docking -FreeIVA & Trough the Eyes of a Kerbal: Lets you freely walk/float around the inside of a craft as a kerbal, to explore the insides of what you built, amazing with space stations and colonies. -Easy Vessel Switch: One-click to switch between vessels in flight -Kerbal Joint Reinforcement Continued: Makes joints stiffer to need to rely less on autostruts -KSP Community Fixes: Fixes a bunch of Stock KSP bugs and adds various QOL features -Rocket Sound Enhancement&Rocket Sound Enhancement - Default: Updates sounds for stock engines/decouplers/wheels etc. -ScienceAlert Realerted: Lets you know when science is available and lets you automatically run and collect them (useful for when there are tons of new science experiments you don't know when to run) -Ship Manifest: Allows you to more precisely control the resources within a vessel -Trajectories: In-flight trajectory visualizer for better aligning yourself for landings, extremely useful for landing multiple craft in a single place -Waypointmanager: Lets you display waypoints during flight -Hudreplacer&Ztheme: Cool looking Dark Mode UI that just looks super sleek(to make it look even more like a modern game). ~~More Visual mods~~ -Distant Object Enhancement & Default config: Lets you visually see other celestial bodies from way, way farther away, where you can literally pick them out one by one on the skybox -Planetshine&Default config: Planets&Moons reflect light on the vessel for more realistic lighting ~~New parts mods~~ -Cryo Tanks & Core: Liquid Hydrogen fuel tanks and LH Storage capability for stock tanks -Cryogenic Engines: Liquid Hydrogen fueled engines -JX2 Antenna: Adds an antenna with 1000G transmission power for use with interstellar craft -Heat Control: New categories of Radiator parts for Near Future parts -Kerbal Atomics: New Nuclear Engine types and reactors -Kerbal Atomics Other Mod Support: Lets some of the new nuclear engines to use Liquid Hydrogen instead of stock Liquid Fuel -Kerbal Planetary Base System: New Part category for building surface bases -The entire Near Future Catalog: Adds an entire tier of very high-tech parts for massive missions -Far Future Technologies: Adds an even higher tier of parts for interstellar-capable craft -Restock+: Fills in a lot of size gaps in the stock parts catalog by adding smaller and/or bigger versions of existing stock parts -Stockalike Station Parts Expansion Redux & Internal Spaces: New station parts for various sizes & internal space files for use with FreeIVA -Universal Storage II Finalized: Modular Parts for custom service modules, also has integration with Life Support mods ~~New Gameplay Systems~~ -Community Resource Pack: Support for new resources for use with other mods -DeepFreeze Continued: Being able to Freeze-Thaw Kerbals for long journeys -SCANsat: New system for mapping out celestial bodies in real time -Space Dust & Space Dust Unbound: Introduces a new harvesting system for atmospheric/exospheric resources for use with high-tech engines -System Heat & configs: Changes the Stock Heat system for a more robust one for more realism and need for radiators -USI Catalog: Non-hardcore Life support system to make manned flights a lot harder (since you can't just leave them in space to do 40 years of gravity assists), and for colonies/space stations to actually mean something (You can also go for TCA Life Support instead if you want a few more resources to manage) ~~New Destinations~~ -Outer Planets Mod: Extends the Kerbol System by adding analogs of Saturn, Uranus and Neptune with a few moons for each -Minor Planets Expansion: Extends Outer Planets Mod even more by adding 15 more objects like analogs for more Asteroid and Kuiper Belt Objects and various Comets -Kcalbeloh System: Adds 3 new star systems that all orbit a blackhole outside the Kerbol system, and a wormhole on the orbit of Sarnus for OPM (or Jool if you don't have OPM) for better access to it
For life support Snacks might be a good choice too, in the base config it only has a single life support resource, which can be partially recycled from waste by using a part that is already in base KSP (I can't remember if it's the hitchiker pod or the science lab) and waste can be produced from ore thus allowing self-sufficience if a base can mine ore and recycle waste
It might be the loop that says Explode Spacecraft "Active Vessel" every 10000ms starting 20 seconds after the crash message :D So yeah it seems like your viewers just wanna mess with you :D
I beg you, please use the built in manouevre editor in the bottom left corner of the screen instead of trying to do specific adjustments with the node that way!! you can just manually do the 0.1m/s adjustment burns you need to do to get the 0.0km separation you need instead of doing that the tedious way
Matt I have a proposal for you, go to the moon and back but in a single stage, atmospheric engines are not allowed, if mining is allowed, decide, yes or no, and if you say yes: You can, king of SSTO!!!
What an odd conglomerate of specialties. Space engineering enthusiast, eye doctor, and mountain biker. When will you become a professional basketball player and also king of England?
@MattLowne just thinking out loud with KSP news. First it’s sad about KSP 2 especially as a long time player that grew up with KSP. Just what if, without the fine print of everything and ip’s. The whole scope of actual players of KSP chip in and buy KSP 2, then as a community with communication and a driving force to just continue forever making a great game…
Calamity SSTO seems to be the closest mission to something we would have seen in a story mode. It starts off normal, then an unexpected twist happens that raises the steaks. Edit: A shame it’s bugged
Are you sure buildings integrity is not set to max (undestructable)? Matt, in aircraft operation (or spacecraft if you have passengers as well as a crew), we don't count lives but souls. Six souls on board, that's what the captain would say.
Take your personal data back with Incogni! Use code MATTLOWNE at the link below and get 60% off an annual plan: incogni.com/mattlowne
hello...
ew built in ad
@@aetheriox463 should you really say "ew" to the most common thing on this platform?
@@Evanthecat99 yes, because ads are disgusting. if your service/product is good, you dont need to advertise.
@@aetheriox463 you are aware that most of the people you are subbed to do ads, right?
I'm getting a sense of why missions were never that popular.
ever heard of sturgeons law?
@@FlightlessAviator Ninety percent of everything is crap.
Is destructible buildings enabled for the wrecking ball mission? Perhaps the mission is possible, just the settings are wrong?
Or it really wasn't playtested...
Destructible buildings is enabled in most of my saves but I've never been able to scratch them. I think for sandbox mode the enable checkbox is a lie, though it could be the other slider which has them take only 5% damage by default. Dunno about science mode.
I've literally slammed a nose cone and fins on a Space Shuttle SRB and hurled it at the VAB and it stayed intact. They are ridiculously robust, UNLESS you aren't trying to destroy them. I've tapped one with a particularly heavy Shuttle before (probably should have used a different launch vehicle, but it worked) and the building blew up.
6:28 It says: "Zu erreichende Höhe" = "Height to be reached" and "Testgeschwindigkeit" = "Test velocity"
12:52 The blue boxes say: "Teil explodieren lassen" = "Let part explode", "Teil versagen lassen" = "Let part fail" (I won't translate the part names here). The red box says: "Raumfahrzeug zerstört" = "Spacecraft destroyed" when you zoom out, the grey boxes are just for the system dialogue and a delay, then the next blue box says: "Raumfahrzeug explodier...(en lassen?)" "(Let?) spacecraft explod... (e)". I guess that's the culprit here.
as someone who speaks german i find it funny that you didnt connect "explodieren" to "explode"
i like people who speak german, do you wanna be friends?
@@SunBear69420 Nein. Wir Freunden uns nicht mit fremden an.
@@AlexanderSchwarz-ck3cxJa das is zu richtig
I remember thinking about how cool missions will be and then they just weren't. I hope it becomes fashionable to make and play them :D
It won't. Game's held together by duct tape and modder sweat. A common Quality of Life modification is to disable missions to reduce load time. They're that useless.
@@marr750 Yeah this game is gonna die unfortunately. But that was bound to happen. KSP2 never had a chance of living up to this at release and it got defunded plenty of times as well, so that also kills the future for this game. I think slowly the KSP youtubers are gonna leave and then the player count will gradually decline close to 0. So that's it for our little rocket sim :( or until somebody does a space simulator like this in the future some day.
@@CDiPaola04 don't be so freaking melodramatic. KSP isn't going anywhere, because there's nothing else like it. Look at stalker or skyrim if you want to see how far mods can take a game. Stalker is from like 2007 and gets bigger and bigger mod updates
@@CDiPaola04 In time Juno New Origins may overtake KSP but for now mods will keep KSP going strong.
@@Tiwack01for rocket building Jno is far past ksp with the extreme procedural nature of parts
There was an update that made the buildings borderline impossible to destroy for some reason
Buildings became far more resilient a few years back, you might need to go to an older version for that one
Yeah I remember having them blow up all the time and haven’t had it happen in a while
Yeah, it’s so sad, cause you used to be able to do bombing missions or whatever, and now you need a Saturn V to blow up the VAB
12:40 i think its supposed to pick a random part to explode every few seconds, but that makes it almost impossible due to it almost always picking the cockpit
It looks like there's a blue box in the spaceplane mission planner where spacecraft parts explode every 10000ms (so you lose a part every 10 seconds). The game is probably just blowing up the part at the front of the vehicle every time, so you lose the cockpit first. Why that box is in the mission planner, I don't know.
14:46 that box in the lower end sayng that for the active vessel, a part explodes every 10 seconds might be the culprit. It may had the intention of slowly erode the craft as you land it. But it's always starting with the control module.
did that german guy really make a mod where your plane loses its engines, it tells you to land the plane, then the plane just blows up 3 seconds later? what the hell?
German humor is no laughing matter.
It was so nice that Jeb was able to take a quick correspondence course in engineering, to complete the mission. 🙂
Increasingly difficult missions would be a super engaging way to learn this game or for even experienced players to have fun.. Would be great to see a revival of community missions
Yeah, I think all these missions were made in older versions of KSP. Therefore they don’t really work anymore.
I, um... was actually hit kinda hard by my first kerbal death, and that's when I knew all about the revert button! XD It was Valentina in a "speed rover" at the KSC. That was the day I learned what KSP's impact tolerance figures mean. I have never forgotten.
You couldn't destroy the buildings most likely because your "Structure Damage Tolerance" or whatever it's called is set to 200% be default. This scale isn't actually linear, so setting it to 100% should make the mission much easier.
How are you playing ksp while mountain biking?!?!? Skill %100
Steam deck, obviously.
Btw the crash at 0:15 wasn’t his fault, the handlebars didn’t move and I saw him try to move them, but even then maybe he just didn’t lubricate the handlebars
You shouldn't move the handle bars all that much to steer.
"What if I just do some spinning, that's a good trick" Oh y ou thought you could sneak that reference in, didn't you!
Betteridge's law of headlines states that any headline posed as a question can be answered with no.
I would not mind seeing an updated career mode tutorial series in KSP 1 in the same style as you did in KSP 2. I recently got a few friends interested in KSP, and they want to know how things work/ how to get through their first career mode.
As always, great video, even if some of the missions did not work.
The Scott Manley series still works. Crazy, with how old it is.
@plebisMaximus though true, I still think an updated tutorial series would be cool with the features that have been added since, plus the DLCs and maybe some visual mods.
Can you do a starship recreation with orbita refueling, a mission to Duna, and a super heavy landing with working grid fins(not js aerobrakes) or maybe deploying a lunar gateway station? Pleaseeeeee
The Trauma Center music is perfect for moments of tension. Good on you for picking it.
In the game settings you can tweak the UI scale as well as some other elements about it
we got engineer Jebediah before GTA VI💀
This will be a great summer
Not in the netherlands:(
Matt, you should try the FreeIVA mod and some IVA enhancement mods, like ASET, MAS, RPM and DE IVA extensions, and do a full mission only in IVA
Heya, adding to modpack recommendations:
Kerbinside Remastered, and then Kerbinside GAP and Extras. This adds new runways all around Kerbin and contracts to fly over to them. Some runways are very hard to land on (at least if you use FAR, idk about stock - and if you're using a supersonic passenger plane for them. A cessna can land easily), making it a super fun challenge.
SAYING WHAT NEEDS TO BE SAID! This was on of the few features I genuinely have come to when I was bored and needed more of a fundamental challenge beyond "to Eeloo but 1 ton lighter". It sucks that this part of making history was so ignored because it told Squad to not bother with anything outside of part packs and what modders have already put in the game. Granted wat is available is pretty broken, but hopefully people will start playing around in the mission now, and hopefully we get a few better, maybe almost "Minecraft adventure map" type missions soon? If no one else does, I might.
May I recommend that you install a life support mod such as TAC-LS and try a mission where the goal is to keep a base on Minmus or Duna alive for a certain time?
Oh hey neat a Zenurik user
Your pilot just took an emergency online training course to become qualified as an engineer. Perfectly legit.
i did something like the orion drive in the same way, without the springy piston. it just used the recoil from the gun. i could never animate the stupid piston properly. did get to orbit tho.
Makes you wonder if the mission designer would be a fun way to introduce asynchronous multiplayer in KSP. For example, would it be enjoyable to design a refueling mission for your space station and post it to some contract fulfillment (matchmaking?) system? It's obviously very un-fun if nobody ever flies the mission you designed.
Welp now I wanna make a few missions that are actually good. Hopefully Matt sees them.
nahh make them bad to annoy matt
you know the original guys in the first spacewalk mission also landed in the mountains, and used a similar craft.
Chocolate or mint ice cream?
Mint, I hate chocolate.
Vanilla
Mint
Both
Minmus flavour ice cream is best.
great vid. btw u should play around with the mkiv spaceplane and near future aeronautics mods in your modded playthrough to make some insane SSTOs.
never have i ever heard matt call jeb "jebblediah"
Jeb'll-die-ah
This probably wasn’t a bug but air friction burning your SSTO, or your kerbals accidentally added mystery goo into the fuel.
i love that stock orion drive very cool, unfortunate how every mission seems to not work
Missions were DLC, therefore they had to be separated from the rest of the game in order to drive DLC purchases. If they had been integrated into career and science modes, and if people who hadn't bought the DLC were able to run missions (just not create them), then they would have been much more functional and popular.
Hey Matt! I wonder if it’s a problem with the mission system or the people making the missions. I’m thinking you could probably get viewers to make missions, I might have a crack at it!
17:10
*Laughs in Mechjeb*
Ayyy, i just started mountainbiking in the summer to satisfy my need to ski.
Watch your knees, do some karate kicks on your turns. Get it bub
This is my new favorite video of yours it’s so catastrophic
God I love seeing KSP 1 videos again from Matt…😊. This mission play is interesting p, definitely worth doing!
I recommend the persistent rotation mod, so you can't time warp cheese rotation.
Did we forget to actually link the other mission videos, mastah Wayne?
Maybe you had the damage to buildings setting off, or the damage to buildings slider too low. By default, buildings have 20x their health.
For the wrenching ball you have to disable in destroyable buildings
Use the reaction wheels to destroy the space center!
Live wheel reaction:
Just in time matt good luck on mountain biking without breaking your ankle
Woah! The orion Drive ship looks really goddamn cool, I want to make one of my own now!
Shoulda tried rolling it down from the VLaunch pad!
Matt, you should really look at Atmosphere Autopilot - even if you're not using its autopilot features, the flight handling is way better than stock SAS
It handles better because it hacks out control surface latency.
@@nathanbrown8680 More because it uses a properly damped and customizable PID control loop rather than the garbage under-damped feedback of stock KSP
@@KiithnarasAshaa Changing reality to make your PID work, which modding the parts to remove latency is, is an admission of failure. You call the stock autopilot garbage, but the stock autopilot can handle the stock physics simulation and AA can not.
Matt amazing content you should try out spaceflight simulator or ellipse rocket sim
Matt i know you just did a low science mun rescue mission but i accidentally trapped some intern on the mun and i cant manage to make a craft to save him
If youre looking for cool mods to try out, id highly recommend the near future/far future series of mods, which have really cool parts based on experimental or theoretical irl tech including an Orion drive!
Good to see ksp 1 is still dope n stuff
"THE ORB OF DOOM"
BEST
CLICKBAIT
TITLE
EVER
you should play through the dunatian
Copying and pasting my comment from the last video where I compiled a bunch of mods people were recommending and my own personal recommendations for your new modded playthrough in case you haven't seen it, so here they are, I use all of these in my personal career save file (I didn't add contract pacts since you seem to be going for a science save file) aside from the ones you are already using, that I HIGHLY Recommend and what they do:
(Didn't add the dependency mods since CKAN automatically installs them whenever you select one of these mods)
~~Quality of life/Immersion mods~~
-Astrogator: Gives a list of all the optimal transfer windows from your location and lets you time warp to them with pinpoint accuracy
-Betterburntime: Gives burn time indicators for suicide burns and target rendezvous
-Community Tech Tree & Hide Empty Tech Tree Nodes: Massively increased Tech Tree to support part mods in the future
-Chatterer&Chatterer Extended: Makes Kerbal radio chatter with mission control for immersion
-Connected Living Space: Makes crafts with crew capacity unable to transfer crew between each other unless they are next to each other or internally connected with parts that can pass crew(like crew tubes and docking ports), to incentivize realistic colony/station building
-Docking Cam: Camera for seeing through docking ports to better align docking
-FreeIVA & Trough the Eyes of a Kerbal: Lets you freely walk/float around the inside of a craft as a kerbal, to explore the insides of what you built, amazing with space stations and colonies.
-Easy Vessel Switch: One-click to switch between vessels in flight
-Kerbal Joint Reinforcement Continued: Makes joints stiffer to need to rely less on autostruts
-KSP Community Fixes: Fixes a bunch of Stock KSP bugs and adds various QOL features
-Rocket Sound Enhancement&Rocket Sound Enhancement - Default: Updates sounds for stock engines/decouplers/wheels etc.
-ScienceAlert Realerted: Lets you know when science is available and lets you automatically run and collect them (useful for when there are tons of new science experiments you don't know when to run)
-Ship Manifest: Allows you to more precisely control the resources within a vessel
-Trajectories: In-flight trajectory visualizer for better aligning yourself for landings, extremely useful for landing multiple craft in a single place
-Waypointmanager: Lets you display waypoints during flight
-Hudreplacer&Ztheme: Cool looking Dark Mode UI that just looks super sleek(to make it look even more like a modern game).
~~More Visual mods~~
-Distant Object Enhancement & Default config: Lets you visually see other celestial bodies from way, way farther away, where you can literally pick them out one by one on the skybox
-Planetshine&Default config: Planets&Moons reflect light on the vessel for more realistic lighting
~~New parts mods~~
-Cryo Tanks & Core: Liquid Hydrogen fuel tanks and LH Storage capability for stock tanks
-Cryogenic Engines: Liquid Hydrogen fueled engines
-JX2 Antenna: Adds an antenna with 1000G transmission power for use with interstellar craft
-Heat Control: New categories of Radiator parts for Near Future parts
-Kerbal Atomics: New Nuclear Engine types and reactors
-Kerbal Atomics Other Mod Support: Lets some of the new nuclear engines to use Liquid Hydrogen instead of stock Liquid Fuel
-Kerbal Planetary Base System: New Part category for building surface bases
-The entire Near Future Catalog: Adds an entire tier of very high-tech parts for massive missions
-Far Future Technologies: Adds an even higher tier of parts for interstellar-capable craft
-Restock+: Fills in a lot of size gaps in the stock parts catalog by adding smaller and/or bigger versions of existing stock parts
-Stockalike Station Parts Expansion Redux & Internal Spaces: New station parts for various sizes & internal space files for use with FreeIVA
-Universal Storage II Finalized: Modular Parts for custom service modules, also has integration with Life Support mods
~~New Gameplay Systems~~
-Community Resource Pack: Support for new resources for use with other mods
-DeepFreeze Continued: Being able to Freeze-Thaw Kerbals for long journeys
-SCANsat: New system for mapping out celestial bodies in real time
-Space Dust & Space Dust Unbound: Introduces a new harvesting system for atmospheric/exospheric resources for use with high-tech engines
-System Heat & configs: Changes the Stock Heat system for a more robust one for more realism and need for radiators
-USI Catalog: Non-hardcore Life support system to make manned flights a lot harder (since you can't just leave them in space to do 40 years of gravity assists), and for colonies/space stations to actually mean something (You can also go for TCA Life Support instead if you want a few more resources to manage)
~~New Destinations~~
-Outer Planets Mod: Extends the Kerbol System by adding analogs of Saturn, Uranus and Neptune with a few moons for each
-Minor Planets Expansion: Extends Outer Planets Mod even more by adding 15 more objects like analogs for more Asteroid and Kuiper Belt Objects and various Comets
-Kcalbeloh System: Adds 3 new star systems that all orbit a blackhole outside the Kerbol system, and a wormhole on the orbit of Sarnus for OPM (or Jool if you don't have OPM) for better access to it
thanks
For life support Snacks might be a good choice too, in the base config it only has a single life support resource, which can be partially recycled from waste by using a part that is already in base KSP (I can't remember if it's the hitchiker pod or the science lab) and waste can be produced from ore thus allowing self-sufficience if a base can mine ore and recycle waste
I’d also reccomend interstellar, also I’m not sure if he’s using ckan since ( I think) they don’t have the volumetric clouds mod he keeps mentioning
Also extraplanetary launchpads is (in my opinion) a must-have mod for sure
Thanks!
more of this please
That final mission would have been perfect if they'd just named the ship the Kobayashi Maru.
Rip the mountain biking…
And the wrecking ball…
They got rid of destructible buildings a while back. Have no clue why but that’s why the wrecking ball didn’t work
It's a setting
It's still in the game??
you should make a MB channel mat!
It might be the loop that says Explode Spacecraft "Active Vessel" every 10000ms starting 20 seconds after the crash message :D So yeah it seems like your viewers just wanna mess with you :D
I beg you, please use the built in manouevre editor in the bottom left corner of the screen instead of trying to do specific adjustments with the node that way!! you can just manually do the 0.1m/s adjustment burns you need to do to get the 0.0km separation you need instead of doing that the tedious way
I know on the console version there’s a building damage modifier. Is that available on PC?
I think you need to drop the ball above ksc
What mods do you use
this game its so incredible, they should make a sequence for it
Sequence
Does he know
27:19 - 28:24
Fixing outside the box :)
A sport that I am very good at....Occasiona-
I CAME IN LIKE A WRECKING BALL
The real mission was the game edits we made along the way...
Matt I have a proposal for you, go to the moon and back but in a single stage, atmospheric engines are not allowed, if mining is allowed, decide, yes or no, and if you say yes: You can, king of SSTO!!!
Adjust UI size in the settings
What an odd conglomerate of specialties. Space engineering enthusiast, eye doctor, and mountain biker. When will you become a professional basketball player and also king of England?
the biggest ksp2 missed potential is everything they promised (why the HELL aren’t colonies in the game yet??)
@MattLowne just thinking out loud with KSP news. First it’s sad about KSP 2 especially as a long time player that grew up with KSP.
Just what if, without the fine print of everything and ip’s. The whole scope of actual players of KSP chip in and buy KSP 2, then as a community with communication and a driving force to just continue forever making a great game…
Can you do a impossible mission go to jool's atmosphere and survive then go back to kerban please try in ksp2 in your you're TH-cam channel
crappy week, nothing better than a new Matt lowne video to make it better
Calamity SSTO seems to be the closest mission to something we would have seen in a story mode.
It starts off normal, then an unexpected twist happens that raises the steaks.
Edit:
A shame it’s bugged
🥩🥩🥩
i thought you where gonna do the mod thing
Hey Matt lowne I have an idea for you make a portal themed music video for KSP
Are you sure buildings integrity is not set to max (undestructable)?
Matt, in aircraft operation (or spacecraft if you have passengers as well as a crew), we don't count lives but souls. Six souls on board, that's what the captain would say.
This raises the question of whether Kerbals _have_ souls…
This will never not be funny.
Mission three plot twist: they never said you had to fix a ROCKET engine. They actually meant the game engine. 😏
Matt's gonna wreck his back, again, isn't he?...
WE LOVE MATT
That was a pretty lame corner there you crashed with your bike 😂 thankfully your ksp videos are aweseome!
The ksp1 videos are amazing
I love them
Thank you
*KSP
@@pappi8338 ??
dude kobayashi maru’d it
I love you Matt!!!!!
Love your vids.
I got an update to KSP2 a couple days ago. Seems like they’re still doing something with it.
The team gets laid off at the end of this month, they're done.
You should do a MB video with shadow :)