There are three new types of procedural wings: Wings, Stabilizers, and All-Moving Control Surfaces. If you want to see no paint on the part at all, select the primary color and drag the transparency slider all the way down. If you want to see only a primary color on your part, select the accent color and drag the transparency slider all the way down. You can control the visibility of both primary and accent colors via the transparency slider to the right of the color swatch. If you only want to change the color of a single part, select the Part button at the top of the dialog. This tool allows you to assign both a primary color and an accent color to your vehicle. To change the color of all or part of your vehicle, select the color picker on the VAB toolbar. To focus the camera on a particular part, middle-click that part. This is handy for lining up edges and making sure that angles are just right.Ĭlicking and dragging the middle mouse button allows you to track the VAB camera along the vehicle’s long axis. You’ll find a few other new capabilities in the VAB, as well:īy selecting the View Cube at lower left, you can enter and exit Plan View, which gives you an orthogonal perspective of your vehicle from one of six directions. To switch between vertical (rockets) and horizonal (planes and rovers) construction modes, toggle the workspace orientation button at the lower left corner of the screen. In contrast to the separate Vehicle Assembly Building and Spaceplane Hangar of the original KSP, KSP2 has only a single VAB within which all vehicles are created. To change which part of a subassembly is its Anchor, select this tool and then click on the part of the vehicle you wish to set as the root part. the part of the subassembly that will be its main point of manipulation/attachment. The Part Anchor tool at the bottom of the screen controls which part within a subassembly is its root part – eg. The Launch Assembly tool, which lives on the VAB toolbar at the bottom of the screen, can be used to designate which subassembly in the workspace is your flight-ready vehicle. You control which subassembly in a workspace will go to the launchpad when you select the Launch button. Your Workspace Filename, on the other hand, should change every time you want to create a unique save of your construction progress - so ”Kerpollo 11A,“ ”Kerpollo 11B,“ etc. Your vehicle name is what you’ll see in the Tracking Station when your vehicle is in flight - for example, “Kerpollo 11”. You now have a Vehicle Name and a separate Workspace Filename. There are a few new concepts that come along with this change: Since KSP2 allows players to work on multiple assemblies simultaneously, you may want to think of a workspace save as a snapshot of everything that’s being worked on for a given engineering project. Instead, you save a workspace that may comprise several subassemblies. When you save your work in the VAB, you don’t just save one craft file anymore. Your input on the effectiveness of these learning tools is extremely valuable, so please feel free to submit your feedback via the launcher feedback tools. New tutorials will be added to the training center as the game grows during Early Access. You can access any tutorial even during normal flight – simply open the ESC menu and select Training Center, and your current flight will be paused and then automatically resumed when the tutorial has ended. There are currently four main lessons, ranging from basic rocketry to interplanetary maneuvering. The all-new training center provides players with sequential lessons that teach the basics of spaceflight, starting with core concepts and then moving into simulated flights that give you an opportunity to try out what you’ve learned. Kerbal Space Program 2 encompasses many new features, most of which will continue to improve over the course of Early Access.
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