I realy think that trajectories (like from the trajectory mod for KSP1) should be visible for you. It makes atmospheric re-entries very precise and it even includes planet rotation for it's calcuations.
I suspect that the drag calculation version of Trajectories will never be included in stock, but showing the effect that planetary rotation has on the impact marker should be easy enough (they know when the impact occurs and the rotation of the planet, the computation should be easy) and in a lot of cases that would do.
OK, you're the best. Thank you for showing where to get the mods, how to, and your suggested list. I am into mission planning and execution, and I like the automation.
What I miss in KSP 2 micro engineer is the suicide burn timer that we had in Kerbal Redux (for more efficient spacex style landings), hopefully we will see it added in future updates
Yay, this is the video I've been waiting for. Mods were probably half the reason I really fell in love with KSP1. They bring so much positivity and innovation and quality to the series. And CKAN removes nearly all the effort of managing them. But first, big shoutout to Juno: New Origins. I've tinkered with it for a long time (since the original SimpleRockets) and it's just fantastic. I need a hardware upgrade to really invest in KSP2 so this is filling the gap for me until then. It's mindblowing that JNO is fully supported on mobile devices. It also runs on Steam Deck (though I'd recommend docking with a mouse & keyboard). Some of the innovations in parts and scaling are great, and the tech tree and career mode are plenty elaborate. It's every bit as challenging as KSP though, so don't think the lighter hardware requirements mean it's easy. Everyone here should try it! As for the KSP2 mods, I'm so excited to see them coming along already. MechJeb was a must for reducing repetition once I built a good launcher vehicle in the original. Alarm Clock is basically essential for managing multiple active missions. And anything that helps plan or fine-tune maneuvers of course helps reduce the frustration of imperfect mouse clicks or timing.
Thank god for K2-D2, now I can make vessels with the minimum Delta V required for their destination! My feeble human piloting skills aren't good enough for that.
i wont evem play the game until there is a mechjeb that works well for ksp2, im not that good at the game but i love exploring all the worlds and it just makes it fun for me to not have to tediously make all the maneuver nodes and execute them perfectly.
I don't remember a name but I remember a KSP 1 mod that gave velocity across all axes. When landing on Minmus, the slightest horizontal velocity will cause you to bounce. Maybe I'm just not as good as playing anymore but that mod would be really helpful so I can confirm 0 horizontal velocity and only manage vertical.
KER gave this information in KSP1, if you configure it to. Micro Engineer as shown in this video is somewhat similar so it might be able to display similar information for suicide burns and such.
A question to discussion: What do you think about the lack of funds? To me it takes away any incentive to do things cheaply or optimized. And optimization are fun which to me are gone KSP2. Cost also spotlights cost of failure and how precious the cargo are which in turn spotlights success when a thing lands in place - preferable on the landing legs.
From what I was able to stitch together, resource management is going to be the main constraint. If you look at the nuclear reactors, the description says they require uranium to work. And there are going to be other parts like that. Unfortunately that won't arrive until after interstellar, so basically three updates into the future
@@ShadowZone Thx for the answer. Start tech includes OX+ liq, so why should we ever use SRB? It is more likely we will get a weight limit like in KSP1; more likely than a limit to tons of liq fuel. I dont see myself ever using my beloved SRB.
KSP1 was mod-heavy from way back even before beta. 0.14.4 had hundreds of mods. KSP2 won't be leaving early access for probably 5 years or more, by then nobody will be eager to start modding.
I was able to see a pork chop plot a couple of times when going for interplanetary transfers, but it didn't allow me to use it to set a node. That feature is still in development for Flight Plan.
Right? JNO is a great game too with really the exact same audience. It couldn't be any more relevant! I love seeing fans and mods cross over between the two series. We all win!
There is "Kerbal Life Hacks" mod that adds several nice little convenient things to the game, one being "VAB mission tracker" so you can toggle that window from the VAB.
Could you please do a video on how to use ckan. I have a hard time figuring it out for some reason. I've always wound up just installing mods manually for KSP1
@@AthinCZI don't know what's wrong, because I don't have any filters set. I'm seeing Flightplan on the list, but the latest version is for .1.5. Everything else is showing current versions and my game is up to date.
Can you check in Settings > CKAN Settings if "Update repositories on launch" is set to active? Maybe your CKAN didn't update the info for Flight Plan yet?
Give Kontrol System 2 a shot. I've managed to write an SSTO EDL script and sort of an RTSL landing script (but I need FMRS to get functionality out of it). Documentation isn't nearly as good as kOS, and it seems to be closer to C, from what I understand. I've got a few videos on my channel on my KS2 scripts, if you want to see what it's like.
What is it that you're missing compared to original MechJeb? With Flight Plan and K2D2, you can do automatic ascent, rendezvous, transfer (still WIP), various orbit adjustments, landing on a planet or moon and returning. Yeah, the interplanetary transfer calculations are not there yet, but aside from that, it's a pretty well rounded feature set.
Mayhaps I was a bit harsh. I mostly mean a comprehensive, all-in-one type package as is the case with mechjeb. I also dislike the UI of the mods and current KSP2 in general. It was neat and novel at first, but over time I've found myself reverting to OG KSP. But most of all; THE BUUUUGS. KSP 1 bugs weren't nearly as bad as KSP 2. In my experience, they were sometimes frustrating, but oddly endearing. They added to the fun in a way. This is very much not the case with KSP 2 as we've all experienced by now. The game is just not in a state that I find playable for thousands of hours on end or for more than a few hours, even with mods. There's just far too many game breaking bugs still.
This isn't to say I hate the game or anything even close. It's just not what I expected given all the marketing and hype, but it has good bones. It just needs a few years of solid development of the game and it's mods to really be what we all wanted. I know it's not necessarily fair to compare #2 to the original given #1 has had well over a decade of time to mature, but it's a sequel that aims to surpass its predecessor, so that going to happen. KSP 1 was a passion project and it has always shown. KSP 2 feels like a nostalgia cash grab that will never receive the same level of passion. I want to love #2, but it's really hard to right now...
@milkhbox I nearly had a mission stranded in orbit around Duna because apparently if I used more than 1 engine on a single part, it messes up the delta v calculations. Making me burn through more fuel than what was shown.
Eh, honestly it's best for flying repeat missions (or portions) you've already done by yourself a bunch of times. Like if you build a good heavy lifter and just change they payload each time, then OK let it pilot your craft to orbit since that's no longer much fun after the 10th launch. Or use it to do extremely common apoapsis/periapsis adjustments and save yourself a little time, since those are pretty easy to master and then get kinda dull. If you use it to autopilot first-time flights, IMO you're just depriving yourself of fun. In KSP1, MechJeb was eventually integrated nicely into the campaign mode so you wouldn't get all its capabilities until you unlocked a fairly good number of nodes on the tech tree. I hope that ends up the same in KSP2.
@@wizardpajamas6405 I've over 5k+ hrs between pc and ps4 with ksp1.. I started on pc, did mods, then went to ps4, think ik the capabilities of mech Jeb, used alot, which killed the whole flight challenge and gaming challenge. Can do anything with mechjeb, it was basically made for those kinds of people, sad part is, they learn nothing by using it, spoiling the challenge aspect, if you build it, mechjeb will fly it/ land it/ dock it.. lol
Any same mission is dull, like sending a mining craft to mine ore to fly it back up to its mother ship lol Sat missions, and I agree with ya, using mechjeb can be useful but it's also spoiling if used all the time, plus by using it all the time, yea you personally lose out on the flying aspect/ experience/ challenge etc. Time warping is enough "auto-pilot" for me. Lol I started out on pc a long long while ago, between pc and ps4, I've over 5k hrs lol, used mods for a while, spoiled myself doing so, because at the time, there was no idea of such of ksp2, then got tired of feeling cheated, I bought a ps4 at the time just for ksp1 lol
Nice to see a bunch of the mods popping back in for use. Just need one that makes landing legs not bounce around like my drunk uncle at a rave.
I realy think that trajectories (like from the trajectory mod for KSP1) should be visible for you. It makes atmospheric re-entries very precise and it even includes planet rotation for it's calcuations.
Yeah, maybe as something you can unlock in the tech tree. This will become even more important with colonies for landing there
I think it would be a cool feature, through that mod tanks performance when I play in KSP 1.
I suspect that the drag calculation version of Trajectories will never be included in stock, but showing the effect that planetary rotation has on the impact marker should be easy enough (they know when the impact occurs and the rotation of the planet, the computation should be easy) and in a lot of cases that would do.
@@RobotGuy76 I think that it could be like @Datau03 says it could be enebled with tech tree or in the options as an experimental option
So far these mods fill all the roles I used mechjeb for, so I'm happy even if others aren't
OK, you're the best. Thank you for showing where to get the mods, how to, and your suggested list. I am into mission planning and execution, and I like the automation.
Glad I could help. Hope you enjoy playing.
Woaaa, didn't know ckan also worked in KSP2. It's so cool.
This torque tip is gold! Thanks Shadow!
You're welcome! The KER torque display was a big help for me in KSP1. It's not as smooth in Micro Engineer, but it is a great first step.
i didn’t know ker had a torque display in ksp 1, probably gonna make a space shuttle now lol
What I miss in KSP 2 micro engineer is the suicide burn timer that we had in Kerbal Redux (for more efficient spacex style landings), hopefully we will see it added in future updates
Yay, this is the video I've been waiting for. Mods were probably half the reason I really fell in love with KSP1. They bring so much positivity and innovation and quality to the series. And CKAN removes nearly all the effort of managing them.
But first, big shoutout to Juno: New Origins. I've tinkered with it for a long time (since the original SimpleRockets) and it's just fantastic. I need a hardware upgrade to really invest in KSP2 so this is filling the gap for me until then. It's mindblowing that JNO is fully supported on mobile devices. It also runs on Steam Deck (though I'd recommend docking with a mouse & keyboard). Some of the innovations in parts and scaling are great, and the tech tree and career mode are plenty elaborate. It's every bit as challenging as KSP though, so don't think the lighter hardware requirements mean it's easy. Everyone here should try it!
As for the KSP2 mods, I'm so excited to see them coming along already. MechJeb was a must for reducing repetition once I built a good launcher vehicle in the original. Alarm Clock is basically essential for managing multiple active missions. And anything that helps plan or fine-tune maneuvers of course helps reduce the frustration of imperfect mouse clicks or timing.
Thank god for K2-D2, now I can make vessels with the minimum Delta V required for their destination! My feeble human piloting skills aren't good enough for that.
Please check out the Orbital Scanner Mod. I think it adds a lot to the game!
OMG, so happy to hear about that. Orbital scanning was one of my very favorite mods in KSP1
i wont evem play the game until there is a mechjeb that works well for ksp2, im not that good at the game but i love exploring all the worlds and it just makes it fun for me to not have to tediously make all the maneuver nodes and execute them perfectly.
I don't remember a name but I remember a KSP 1 mod that gave velocity across all axes. When landing on Minmus, the slightest horizontal velocity will cause you to bounce. Maybe I'm just not as good as playing anymore but that mod would be really helpful so I can confirm 0 horizontal velocity and only manage vertical.
KER gave this information in KSP1, if you configure it to. Micro Engineer as shown in this video is somewhat similar so it might be able to display similar information for suicide burns and such.
When speaking about science, it will be great to discuss how much could one understand from vanilla tools like Kerbnet usw..
wait. Didn't Johnster Space Program also make one of the First ever FNAF x KSP fangames? I didn't know he was a channel supporter
A question to discussion: What do you think about the lack of funds? To me it takes away any incentive to do things cheaply or optimized. And optimization are fun which to me are gone KSP2. Cost also spotlights cost of failure and how precious the cargo are which in turn spotlights success when a thing lands in place - preferable on the landing legs.
From what I was able to stitch together, resource management is going to be the main constraint. If you look at the nuclear reactors, the description says they require uranium to work. And there are going to be other parts like that.
Unfortunately that won't arrive until after interstellar, so basically three updates into the future
@@ShadowZone Thx for the answer. Start tech includes OX+ liq, so why should we ever use SRB? It is more likely we will get a weight limit like in KSP1; more likely than a limit to tons of liq fuel. I dont see myself ever using my beloved SRB.
Blue Dog Design is a must for KSP2 once we approach full release.
What I'd really like for either KSP or KSP2 is a gravity assist maneuver planner app. Or did I just miss it?
How do I activate the mod ? Like opening the panel
The in-game mod menu is great, I sorely miss it from KSP 1
You have to be a mad man to dev and maintain mod for an early access
KSP1 was mod-heavy from way back even before beta. 0.14.4 had hundreds of mods.
KSP2 won't be leaving early access for probably 5 years or more, by then nobody will be eager to start modding.
oh yes! I hope it has pork chops. I miss pork chops. They made inner planetary navigation a lot easier.
I was able to see a pork chop plot a couple of times when going for interplanetary transfers, but it didn't allow me to use it to set a node. That feature is still in development for Flight Plan.
@@ShadowZone It's probably a game limition with the current orbit only nodes
Hey shadow zone do you think its better to play KSP with mods or KSP 2 with mods
KSP video sponsored by Juno 😂
Right? JNO is a great game too with really the exact same audience. It couldn't be any more relevant! I love seeing fans and mods cross over between the two series. We all win!
Skip da ad 2:04
Waiting for the real solar system mods
How did I go this long without knowing about CKAN???
Well maby it's just me, but i'd like a way to see mission descriptions in the VAB.
No it's not just you. That is sorely missing.
There is "Kerbal Life Hacks" mod that adds several nice little convenient things to the game, one being "VAB mission tracker" so you can toggle that window from the VAB.
Could you please do a video on how to use ckan. I have a hard time figuring it out for some reason. I've always wound up just installing mods manually for KSP1
He shows you how to use it 2 minutes into this video.
Ckan also has a linux version so modding on linux is a snap.
according to CKAN, Flightplan isn't updated for 0.2
There is a Flight Plan even for version 0.2.1, you probably just have the filters set incorrectly.
@@AthinCZI don't know what's wrong, because I don't have any filters set. I'm seeing Flightplan on the list, but the latest version is for .1.5. Everything else is showing current versions and my game is up to date.
Can you check in Settings > CKAN Settings if "Update repositories on launch" is set to active? Maybe your CKAN didn't update the info for Flight Plan yet?
@@ShadowZoneit was checked, but apparently CKAN hadn't updated anyway. I think its fixed now
Caesar ???
I miss so much KoS 😞
Give Kontrol System 2 a shot. I've managed to write an SSTO EDL script and sort of an RTSL landing script (but I need FMRS to get functionality out of it). Documentation isn't nearly as good as kOS, and it seems to be closer to C, from what I understand.
I've got a few videos on my channel on my KS2 scripts, if you want to see what it's like.
Mods installed, they don't show up.
ckan has to be on a compatible version. theres no mods support for current ksp 2. you have to play on 0.2
@@CaptnCrnch Nevermind, It wasn't clear where the menus were located. I have since found them.
i wish i knew how to run ckan as a non admin..... can not even open it
Misleading title. I thought acutal mechjeb had returned. Ive alreayd installed all these mods and they dont satisfy me. Oh, well. Ill keep waiting.
What is it that you're missing compared to original MechJeb?
With Flight Plan and K2D2, you can do automatic ascent, rendezvous, transfer (still WIP), various orbit adjustments, landing on a planet or moon and returning.
Yeah, the interplanetary transfer calculations are not there yet, but aside from that, it's a pretty well rounded feature set.
Mayhaps I was a bit harsh. I mostly mean a comprehensive, all-in-one type package as is the case with mechjeb. I also dislike the UI of the mods and current KSP2 in general. It was neat and novel at first, but over time I've found myself reverting to OG KSP.
But most of all; THE BUUUUGS. KSP 1 bugs weren't nearly as bad as KSP 2. In my experience, they were sometimes frustrating, but oddly endearing. They added to the fun in a way. This is very much not the case with KSP 2 as we've all experienced by now. The game is just not in a state that I find playable for thousands of hours on end or for more than a few hours, even with mods. There's just far too many game breaking bugs still.
This isn't to say I hate the game or anything even close. It's just not what I expected given all the marketing and hype, but it has good bones. It just needs a few years of solid development of the game and it's mods to really be what we all wanted. I know it's not necessarily fair to compare #2 to the original given #1 has had well over a decade of time to mature, but it's a sequel that aims to surpass its predecessor, so that going to happen.
KSP 1 was a passion project and it has always shown.
KSP 2 feels like a nostalgia cash grab that will never receive the same level of passion.
I want to love #2, but it's really hard to right now...
@milkhbox I nearly had a mission stranded in orbit around Duna because apparently if I used more than 1 engine on a single part, it messes up the delta v calculations. Making me burn through more fuel than what was shown.
The moment Starship Expansion Project gets ported to KSP 2 I am never going back to KSP 1
Want principia.
Is there any mod to make anti-alising better? The in game is really bad
Don't judge the game over 1 graphical issue. Saying "game bad" and nothing else will not magically fix the game.
@@IvanRodriguez-tl2zr I didnt mean that the game is bad, actually I really enjoy playing it, i ment that the anti alising included in the game is bad
Will it fix the deorbit bug?
What deorbit bug? Orbital decay? If you're wondering about bug fixes, look at the latest KERB update
i will start to play KSP 2 when mods like RP2, Principia and KOS are ready
Why don't they add this in the game itself ? This is so dumb
Schadowzone upvote then watch
This is a welcome addition to KSP 2 modding scene but it is a far cry from being mechjeb for KSP 2. Very misleading title.
you know no one cares about this game right?
Lol
Mechjeb/Autopilot: for those who don't know how to fly
Eh, honestly it's best for flying repeat missions (or portions) you've already done by yourself a bunch of times. Like if you build a good heavy lifter and just change they payload each time, then OK let it pilot your craft to orbit since that's no longer much fun after the 10th launch. Or use it to do extremely common apoapsis/periapsis adjustments and save yourself a little time, since those are pretty easy to master and then get kinda dull.
If you use it to autopilot first-time flights, IMO you're just depriving yourself of fun.
In KSP1, MechJeb was eventually integrated nicely into the campaign mode so you wouldn't get all its capabilities until you unlocked a fairly good number of nodes on the tech tree. I hope that ends up the same in KSP2.
@@wizardpajamas6405 I've over 5k+ hrs between pc and ps4 with ksp1..
I started on pc, did mods, then went to ps4, think ik the capabilities of mech Jeb, used alot, which killed the whole flight challenge and gaming challenge.
Can do anything with mechjeb, it was basically made for those kinds of people, sad part is, they learn nothing by using it, spoiling the challenge aspect, if you build it, mechjeb will fly it/ land it/ dock it.. lol
Any same mission is dull, like sending a mining craft to mine ore to fly it back up to its mother ship lol
Sat missions, and I agree with ya, using mechjeb can be useful but it's also spoiling if used all the time, plus by using it all the time, yea you personally lose out on the flying aspect/ experience/ challenge etc. Time warping is enough "auto-pilot" for me. Lol
I started out on pc a long long while ago, between pc and ps4, I've over 5k hrs lol, used mods for a while, spoiled myself doing so, because at the time, there was no idea of such of ksp2, then got tired of feeling cheated, I bought a ps4 at the time just for ksp1 lol