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Everything posted by Xurkitree
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MWAHAHAHAHA ITS KERBOL NOW WHO'S GOING TO STOP ME, THE SUN? bruh, its already declared they're using unity. Unity is also a proper engine, and this time they won't be hacking on solutions onto it, and they will be using one of newer versions. Also, the team developing KSP 2 is completely seperate from KSP 1, much less the people who made this in the first place. They clearly decided that using Unity for round 2 would be for the best.
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Xurkitree replied to Gameslinx's topic in KSP1 Mod Releases
GET YOTED UPON @Gameslinx- 1,614 replies
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- kopernicus
- beyond home
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Is Kerbal Space Program 2 a Simple Rockets 2 copy or....
Xurkitree replied to VoidCosmos's topic in The Lounge
SR 2 is built with the intention of moving to a mobile platform. Hence, the PC release is where all the bugs are hammered out. Most likely, to optimise for mobile devices, the controls are built with touchscreens in mind, and to save on parts, models, textures and data, everything is procedural. -
How are Rask and Rusk going to work?
Xurkitree replied to EnderKid2's topic in Prelaunch KSP2 Discussion
Do tell me guys. In an n-body simulation, how do you set up the initial orbital parameters of Rask and Rusk such that they start orbiting together from the start? There isn't any central point around which they can be parented, and neither can they be set up to collapse to a binary after loading around whatever star they're around. Meanwhile, for a body-on-rails thing, one can put them around a barycentre at the start. Maybe the barycentre can have some sort of HazardousBody effect that causes Ships to explode before they can come close enough for extreme orbital maneuvers. Please, think about the practicalities of setting up such a system on the epoch, rather than thinking about its stability. AFAIK, even Principia can't set up Binaries from the outset. Its easier to just go for patched conics to set this up, and let the Kraken guard the barycentre. -
How are Rask and Rusk going to work?
Xurkitree replied to EnderKid2's topic in Prelaunch KSP2 Discussion
The issue with the naked singularitiy is also kraken attacks. Venture too close and the kraken gets you. -
This has to be the fastest growing thread in the forums right? Anyways, come on SQUAD, I want news on KSP 1.8! Don't leave us hanging with just Mun and Duna revamps! What about Eve?! Dres?! Jool?! I wanna know more about 1.8! And I sure hope there's 1.9!
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Volume 2 in KSP 2. Please make it happen lmao.
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boy i hope there are low graphic settings for poor GPUs. Also better optimisations to run on weaker PCs.
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CHECK HERE FIRST - common suggestions.
Xurkitree replied to sal_vager's topic in KSP1 Suggestions & Development Discussion
We can finally yeet this topic out the window with KSP 2- 95 replies
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- suggestions
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How are Rask and Rusk going to work?
Xurkitree replied to EnderKid2's topic in Prelaunch KSP2 Discussion
Because Principia doesn't deal with too many bodies well and it would mean altering the Jool System. Also how would one set the inital orbit of the binaries? It's perfectly possible for a binary to be present in Principia, but what are their original orbits? The solution for this is to create an n body simulation that merges them into a binary after the game starts, but it would be weird and too much effort. This is exactly what I'm talking about. I've dealt with lava binaries in the making of my planet mod so that's how I pulled it off. -
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Ksp 3 memes when
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How are Rask and Rusk going to work?
Xurkitree replied to EnderKid2's topic in Prelaunch KSP2 Discussion
If you're creating a barycentre, generally it's a extremely small body with the combined mass of both bodies, so it approaches neutron star black hole levels of density. No, figure 8s arent possible, but barycentre dives could be. Of course the implementation could be completely different,like allowing the creations of point sized or a single source of gravity without a body, that sorta thing. But binaries, especially a cool one like lava world binaries needs to be there, realism or no. -
Kerbal Space Program 2 Speculation Thread
Xurkitree replied to NSEP's topic in Prelaunch KSP2 Discussion
It isn't actual gameplay, but it is a render of what it might look like. It looks Hella cool, I always wanted lava worlds. -
HOLY excrements YES
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Kerbal Space Program 2 Speculation Thread
Xurkitree replied to NSEP's topic in Prelaunch KSP2 Discussion
So um this could be Rask and Rusk (thanks to JadeOfMaar for pointing this out) -
MY HYPE KNOWS NO BOUNDS
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The kerbals could use improvments. The skin appears glossy, compared to normal skin, and their eyes are not properly done. Hopefully this is fixed going into release.
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HYPEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE KSP 2 Trailer crashing my night like
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somebody pin this. I think this is the 10th time listening to this.
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You know, we were all laughing when I suggested that the planet updates in 1.8 was simply buildup to a new planet in KSP 1 - AND INSTEAD WE GOT KSP 2 PLANET YEET
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I'm surprised by the number of people who have heard/played ksp, although none of them played/play them as much as i do. Also thanks for the music thing, I'm hype!
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WAIT ONE MORE Damn i should really get my wishes straight. BETTER MUSIC. Custom tracks. Even nicer would be the ability to substitute our own.
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What that "Not Actual Gameplay" really means?
Xurkitree replied to Climberfx's topic in Prelaunch KSP2 Discussion
Very far. Its completely rendered in what ever animation software the new devs are using. But the art direction seems solid, so hopefully it should transfer into gameplay as well. -
dude i have an Intel HD 620, using scatterer immediately causes the game to stutter