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Everything posted by TLTay
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When is the next KSP2 Episode coming out?
TLTay replied to Sky Kerman's topic in Prelaunch KSP2 Discussion
Hopefully they will include a setting to adjust the distance at which this happens to make it less obvious. I know they have to optimize for low-end systems, but those ppl with high-end systems would rather have the option of making life harder on the GPU in exchange for more natural looking terrain loading. -
Did anybody save the video or have a link to it? Why wait to watch it? The PR team might be on a schedule, but I'm not...
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When is the next KSP2 Episode coming out?
TLTay replied to Sky Kerman's topic in Prelaunch KSP2 Discussion
How did the planets look in comparison to what was shown before? More polished than the show and tell on terrain? -
When is the next KSP2 Episode coming out?
TLTay replied to Sky Kerman's topic in Prelaunch KSP2 Discussion
They posted it, realized it posted up immediately instead of delayed, and took it down I guess? It's about the planets, say the ppl on reddt who got to see it before it went private. -
VR is a neat trick. My vive is gathering dust where I hung it up and haven't touched it in over a year. I can't imagine trying to use KSP in VR with mechjeb and all of the other tools.
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The distances between stars will be much less than in real life, and the tech will not be sufficient to reach a high enough speed to matter. It will probably be ignored or simplified in favor of putting the time and effort into more relevant tasks. I'm sure some mod team will probably add it to principia 2.0 or something a few years after release at great cpu compute cost.
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I hope Nate is ok. We haven't heard from him in a while, and he usually comments once or twice on show and tell.
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When is the next KSP2 Episode coming out?
TLTay replied to Sky Kerman's topic in Prelaunch KSP2 Discussion
Someone posted a link to a news article from a month or two ago in which it said "early 2022" for a release date. They're probably just saving videos for closer to release or may have cancelled them in favor of other things. -
I was thinking the same thing the other day. The original planets in the 2019-2020 info looked like modded KSP1, tbh. Maybe they got approval to increase depth, scope, and budget after KSP2 rocketed up on the wishlist charts?
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Another year delay? Please no. I was initially told in 2019 that I'd be playing KSP2 in early 2020. It's almost 2022. I'm fairly patient and don't want to seem ungrateful to the devs, but I'd really like something positive to help take my mind off of an increasingly disastrous and dystopian world.
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I wonder if they will tell us when they enter Alpha, Beta, etc?
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Do you mean the shapes of the cliffs and stuff changing as the camera gets closer/farther away?
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I noticed that too. I'm guessing this is outside the game engine since it's for asset review purposes. Also, I noticed the rings glitch out when they are viewed directly from the side. I think the star and rings are added in just for looks, with the light source not coming from the star.
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It would be pretty neat to find out more info about the release date or a video of some kind... concern is creeping back in.
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KSP1 Features That Might Not Make KSP2
TLTay replied to Ahres's topic in Prelaunch KSP2 Suggestions & Development Discussion
The "harbor" area was very briefly visible in the "clouds" show and tell. No buildings were visible at the time.- 11 replies
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I wonder what role Nertea is playing on the team?
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Gotta be career for me. I like working around technological/logistical/funding constraints. I want to feel like I've earned it.
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I'm really curious to hear a development story or recap when it's released. Hopefully they can talk about it at that point. Or maybe work a developer history into a credits video or something?
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I see the outlines look a lot like really old CGI of 3D shapes, but it feels odd with the textures being modern. My unsolicited opinion is to take the textures and effects down to practically nothing, while maintaining the outline/wireframe 1980's CGI look. That way, people can practice the physics without losing the "cool factor" of the more realistic graphics when they do the maneuver for real. Also, this would allow landing and orbit insertion practice for a planet without spoiling the visual coolness when you actually do it.
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They pretty much have to have an accurate landing autopilot worked out for the AI to use if the supply run mechanic will be anything more than abstracted, so why not let the player use it after they've proven themselves capable?
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I sure hope so, but there's already a long and occasionally heated thread on that already. No official info released on aero yet.
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