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Rocketology

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Everything posted by Rocketology

  1. @JPLRepo Thank you, Sir for all that you have given to the community all these years!
  2. Nailed it first try! https://clips.twitch.tv/KnottyCreativeCatTwitchRaid-vroDRqu7XRMsXyA2 Received a response from the official NASA Twitter on it - which is pretty cool!
  3. This is one of those items that you didn't know you needed until you see it! This will really help with those niche creations or when creating a Kerbalized analogue of a real craft! Well done @JadeOfMaar
  4. That is so awesome! This makes my hear pump cartoon style for KSP 2!!! \o/
  5. I hadn't played or even heard of Kerbal Space Program until it kept showing up in my Steam queue after it's 1.0 release - even though I kept clicking "not interested". As it looked like an indie game aimed at kids, little did I know that it is aimed at kids, the kid that still resides in all of us looking and learning at new things in wonder! I finally, after the umteempth time it showed in my queue, I downloaded the demo - my life hasn't been the same since! I spent over 40 hours in about 3 days just in the demo - needless to say, I bought the game. From there, I spent 2 straight days trying to get to Mun and back - finally did it! And promptly realized on reentry that I had forgotten to attach parachutes... From there, I discovered the great Scott Manley who eloquently lays out many of KSP's complexities in a simple to understand way - Thank you Scott Manley! From there, I discovered Twitch where @EJ_SA, @DasValdez, & @MatoroIgnika were the trifecta of KSP live streaming at the time - and inspired me to give live streaming a go! So through Kerbal Space Program, I have learned more about space flight and engineering in general, than I did while being an R&D engineer with Hewlett-Packard! Thank you @SQUAD for creating a game that not only entertains beyond reason, it teaches, it inspires, and changes the courses of peoples' lives! This is truly the best game I have ever played, and continue to play (even well beyond 10K hours now) - it's truly a privilege! KSP 2 certainly has some huge expectations in it now!
  6. KSP 1.12 is Coming in Hawt! Ground anchors for the win!
  7. @JadeOfMaar As always, you are JadeOfMaarvelousness! Thanks again, my friend!
  8. Thanks for the update on this! This is definitely one of my must have mods for flying planes!
  9. @benjee10And another homerun! Seriously, another great work! Do you have a twitter handle or instagram for promoting your stuff?
  10. @benjee10 Already so much praise in here from some heavy hitters, not sure it's possible to pour more sugar on the work you have achieved here, well done! And the video, is fantastic!
  11. I was just commenting the other day that KSP 2 needs to look better than what you can achieve with modded KSP 1. And it looks like they are going to achieve it! This looks amazing! (This is from the visuals built into the JNSQ Planet Pack from Team Galileo)
  12. @Zorg @CobaltWolf Seriously, I cannot believe how epic this mod has become! It's always been great, now it's truly a masterpiece!
  13. Not sure why leveraging (in this case, meaning; taking maximum advantage) of something that you have already paid for and developed would take resources away from KSP 2? To leverage something, it must already exist - therefore KSP 2 would already be complete. And the audience for a Real Scale Real Solar System game only partially overlaps KSP, and that audience would be considerably larger if you didn't have to go through the mod installation process. Once again, given how much enthusiasm and public interest there is what is happening IRL, and this interest will continue to grow (it's the same reason KSP 1 *still* continues to sell, what do you think keeps paying for the free updates?) with everything that will be happening over the next several years. This is also one of the main reasons PD is investing so heavily in the development of KSP 2, the market is ripe for it (in their words, it will be a AAA title) - again, it makes sense to take that investment and leverage into other products, that don't compete, but compliment each other. (If you think they compete, then you need to give RSS/ RO RP-1 a go as it delivers an entirely different experience than vanilla KSP.)
  14. You clearly didn't read the OP. It would be a separate game built on a similar platform - just as Grand Theft Auto V and Red Dead Redemption 2 are different games, but built on more or less the same platform. Skyrim to Skyrim Special Edition was a massive engine upgrade because it went from 32 to 64 bit. And arguably, they would have to done it to the base platform sooner or later anyway - and that base platform goes back to Morrowind. My point is that it just makes sense to leverage the core work into other platforms. Using the example above, GTA V cost an estimated $265 million to develop, but leveraging most of that platform into Red Dead Redemption 2 only cost an est. $80-100 million. That's a pretty radical reduction in dev cost for what is to most people an entirely different game. Admittedly, this is an extreme example, but it gets the point across. And it wouldn't dilute or take away from KSP 2 in any way - even if developed by the same teams, just as RD2 didn't hinder GTA V.
  15. Squad still is. T2/ PD only bought Kerbal Space Program, not Squad, and then contracted back dev work for KSP to Squad.
  16. To clarify, it doesn't have to be Intercept Games (which isn't an independent studio as Squad is - they have the full backing of Private Division and Take-Two, and access to their deep pockets) or take away resources from KSP 2. It can be any other studio under PD/ T2 - and why them? Because the core tech that is already being paid for KSP 2 could be leveraged into another game with minimal cost and time. This is what most studios do, and charge the full new game amount each iteration, i.e. every sports game franchise, just about every Bethesda game, etc. It's smart business, especially if targeting a narrower market, think Oblivion>Fallout 3> Skyrim>Fallout 4>Fallout 76 (same core tech, no overburdened studio, no sacrificing resources for one over another, just leverage). For those unfamiliar with how software (games) are developed, it's a combination of different teams and expertise - the team doing the core game programming are not creating the art. Generally speaking, once the core is laid out - that team usually moves onto another project as their part is 90% done - with maybe some residual bug fixing/ tweaking, so again, wouldn't over burden or take away resources.
  17. Those most vocal here seem to be against having a more detailed and realistic space game - why would you be against that? Moar detailed space games is moar better! And for anyone that is against this, which of you have actually set up and played an RSS/ RO RP-0 or RP-1 playthrough? I know at least some of you have not, which is fine. It isn't for everyone, just as KSP itself or GTA V isn't for everyone. But just because it's not for you, doesn't mean you have to go against, why would you?
  18. According to Nate Simpson, KSP 2 will not have native N-Body physics, just persistent rotation. N-Body physics is fun to mess with, but if you want to have comprehensive orbital infrastructure, it becomes overwhelmingly tedious with a quickness unless you could have some sort of automated station keeping system and it would need to not require as much background processing as Principia does.
  19. Major functionality shouldn't have to be put on the mod community, especially not so much work for free - and imagine what they could do with a game that already has the basics in it? There really isn't a better game engine for this type of game, the Unity engine is way better than most give it credit for. If your basis of opinion is KSP 1, you have to remember that Squad isn't a video game developer, they are an internet marketing company that made a game on the side with little to no experience making a game. So they literally Kerbaled together KSP, learning as they went along with lots of mistakes in the core code that can't be undone w/o re-writing from scratch, hence KSP 2. Should look at how many games are built on the Unity engine, you'll likely really be surprised. Are there better game engines for very specific aspects, yes, but at the expense that it can't do the others, specifically accommodating a massive, game world that requires extreme precision in asset placement. A custom game engine, requires a massive amount of capital and time to develop, that doesn't even happen for a single AAA title unless they have plans to leverage it out for multitude of games. RSS/ RO isn't "a mod" - it's an entire suite of mods that requires many people to develop and maintain. Again, imagine what mod authors could do with a stand alone game that has all the core functionality and tutorials already. And I think way more people have given RSS/ RO a go than you think, and that community has only continued to grow. It would also likely be a much larger pool of players if you didn't have to go through the conversion process to even get started. And it is a conversion process, not just a quick mod install process.
  20. KSP 1 has developed an incredible following over the last decade, has inspired many to seek an aerospace career, and has opened up a whole new level of enthusiasm for space exploration. And from this, a group of like minded people leveraged their talent to create one of the most prolific, awe inspiring, and challenging set of mods for KSP; RSS/ RO RP-1. That's Real Scale, Real Solar System, Realism Overhaul, and RP-1 is the career mode for it. The sheer amount of changes made to KSP via RSS/ RO RP-1 makes it an entirely different experience from stock KSP. Where stock KSP is an incredible balance between game and simulator, the RSS/ RO suite moves that needle deep into simulator territory, again, delivering a unique, and deeply satisfying experience (if you stick with and learn enough from it) that the stock game can't provide, even as good as the stock game is. RSS/ RO mod suite really pushes the base game to it's limits (and tries in many ways to push past these) and is thus limited by it. KSP 2 and the hype that it's already generating, reigniting the enthusiasm of current players, bringing back former players, and still growing with new players for KSP 1 - the release of KSP 2 is going to take all that to a whole new level. Which in turn, will lead to an even greater audience looking for more depth, challenge, and simulation of real space flight. Add to this the growing public interest in space flight in general inspired by what is happening with NASA and companies like SpaceX, Blue Origin, Rocket Lab, and more, the potential for a Real Scale, Real Solar System, RP-1 inspired stand alone simulator could not be better than right now. PD please leverage the tech for KSP 2 into a stand alone Real Scale, Real Solar System simulator! (You can hold the Space Frogs for this one.) Please like this post and share your most inspiring moments and screen shots from your RSS/ RO play throughs and maybe we can garner enough interest to get PD to deliver!
  21. Aircraft usage in KSP mostly boils down to play style and how well you understand the aerodynamics of planes as they are more subject to them compared to a rocket since they spend the entire flight in atmosphere. I use planes a LOT in the early career, they are great money makers and science gatherers for survey missions. And Kerbin itself is worth exploring, lots of easter eggs to be found and vistas to see! Mid to late game, I use aircraft (and boats) for recovery operations as I tend to play the game without using the 'recover' button unless I am at a launch facility for added challenge (and grief!). I also start using space planes a lot from mid to late game for trips to LKO and back as they are simply the most cost effective way of moving cargo and Kerbals from the surface to LKO and back. I hope that KSP 2 has a similar early game as I enjoy the challenge of the early game. One of the big pillars that KSP 2 is being built around though is interplanetary travel - so likely the game will be geared to get you there fairly quickly in whatever "career" mode the game will have just as KSP 1 career gets you to Mun almost too quickly, IMO. I hope that it's as adjustable though as KSP 1 is in how you choose to play, rapid advancement or slow.
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