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  2. One of the biggest features of the next update is finished at long last--the long awaited Mesbin Revamp, finally bringing it up to just about the highest fidelity as is possible. Rather than being a sort of middling-quality planet that doesn't look interesting from up close, being something put there just for you to leave it, it is now one of the mod's true showpiece worlds. Here's just a teaser--this isn't even its best side! And here's a teaser of the new Shol revamp: And the final teaser: details to come.
  3. Visuals are... subjective at best: the overblown toy-cartoon style was one of the things I was hoping to mod out right away. Colonies could have an as amazing framework as they wanted, wouldn't really be useful when built on top of the bad multithreading and save/off-loaded-simulation system. Of course, MT was one of the things promised to get better someday(tm), along with HDRP, the PQS and so on, but we gotta judge what we have, because judging what they promised or showed on trailers... that hasn't gone so well.
  4. Visuals are much improved, and while a lot of this could have been (and has) hacked in with mods, the framework that was created for KSP2 is a much better starting point. There are a lot of nifty things both the team and modders would have been able to do with planets and pushing visuals further. Also, while colony building hasn't shipped, the framework that was being put in was quite general by the looks of it. Maybe modders will do something with it even in the current state. Though, I'm not sure a lot of people will bother with KSP2 now. So unfortunately, yeah, most of these things would only really have mattered with 1.0, making it kind of a wasted effort in the current state. Currently, KSP1 can provide more of these features at quality with mods, so I'm sure that's where the community will hang around.
  5. Ooooh do I smell good models? have some rep again! Welcome to the forums again! edit: you also need to put the license for your mod.
  6. When HarvesteR suggested starting with a colony sim first, my first thought was: he'd be burned at the stake by the community for even suggesting it. But if it was pitched as a spin-off rather than a sequel, as "Kerbal Colonies", that could work. An achievable goal, easily monetised in the short term. And then expand backwards from there, making further colonisation the point of all the rocket stuff, until eventually you end up with KSP2 without actually promising that from the start. It could have worked. I think that's a little harsh, but only a little. The new science system in particular really improved the gameplay, for me, by providing an actual reason to go places. But then they hid it behind a science UI that literally couldn't have been worse if they tried, and I'm not sure most people got far enough into the game to appreciate it. It's certainly not enough to justify the vast pricetag, or even the original KSP1 price. I think that's what ultimately killed it. Far, far too ambitious, so that everything ended up half finished and nothing was really in a state fit for the public, until someone made the fatal decision to push it into EA at nearly full price. Whoever made that decision ultimately killed the project. After that they were stuck making the game for a community that felt actively ripped off, and nothing short of amazing was ever going to be enough to convince large numbers of people to buy it. FS! was ok but a long way from amazing - and it didn't provide anything for marketing to work with because a science loop isn't new. Maybe another year would have brought that wow factor. You can certainly chart a trajectory that goes abysmal->not bad->awesome. Sadly the actual trajectory turned out to be distinctly sub-orbital...
  7. Today
  8. Whilst I'd like the planes-only prequel, there is value in recreating KSP1 but bigger and better. In fact, I'd say a lot of folks that are still here or that bought the game at any point wanted exactly that: better KSP1. Then you realize they went with Unity again, same middleware, same mistakes, absolutely failed to expand on anything or iterate on any system, actually gimped other systems, set themselves for failure by making other systems horribly bad. In short, instead of revisiting the base game with more modern and better systems, they made a game that suffers the same foundational issues and doesn't really bring anything new to the table to justify them. Of course, this doesn't contradict that there's lots of space for Kerbal-based spinoffs that aren't lego rocket + spaceflight sim.
  9. Along with the revamp to the Soyuz rocket, might we also see a revamp of the Vostok Blok-E upper stage? It's painfully outdated compared to the rest of the current part set
  10. Cows eat veritable grass poignantly, but somewhere Sheep sell pasture parties, primarily raucous in dancing 195105122024
  11. Thanks for the quick response. That's what I thought too, but I can't for the life of me think of anything that it could be. I'm probably going to start with a clean install and slowly add mods back in (unless something happens to jump out at you from my modlist). I'll say that I ran across one person a few pages back in this thread and a couple people on Reddit that seem to have been having the same issue so I'm pretty sure it's not just me. I'll report back if I find anything. Mod list
  12. Did you download it from the github source or did you download the release? Github source is basically a major version change in (excruciatingly slow) progress and will not work.
  13. Cows eat veritable grass poignantly, but somewhere Sheep sell pasture parties, primarily raucous in
  14. Is the bug with the Avatar, Humpback and so on tail sections still supposed to be a thing? My crafts try to "flip over" on the runway in a way, making anything over 2 parts immediately just explode and get sent a thousand meters into the air, if they have any of the problematic parts. I tried using WorldStabilizer as well after reading up some, but it didn't help at all.
  15. Can't find a couple mods that you say should be in CKAN (1) KEI - Kerbin Environmental Institute (2) KCT - Kerbal Construction Time?? I am running ksp 1.12.3 and ckan 2.1.0 v1.34.4
  16. Yesterday
  17. Oh for sure. I just wanted to bring up that the effects of different/changing atmospheric composition are way more nuanced and complex than the usual discussions around them. As to the lower nitrogen concentration, I’d expect that it would require more metabolic energy to capture each unit. I think this would tend to favor the evolution of slower, more efficient organisms all up and down the chain. On Earth we have creatures that have fascinating adaptations to poor nutrition environments, such as Koalas, Pandas, and Elon Musk. But, they’re all slow, stupid, and require external help to mate.
  18. Yeah so uhh.. I'm having the same problem. Did you ever figure out which mod that was causing it?
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