magoigor
-
Posts
20 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by magoigor
-
-
19 hours ago, WelshSteW said:
I haven't read all 47 pages, so apologies if these have been mentioned already.
- An option to generate a new solar system for each game. Different planets, moons etc. I've mentioned this in another thread, but I don't like knowing exactly how much delta-v is required for everything. I'd like to have to discover it, by sending probes or something. It'd increase the replayability for me.
- Some way of making better (or cooler) ships, and having them be reusable. I know we can build some pretty cool looking ships at the moment, but it's hard work, and it's a bit cheaty with part clipping etc. Being able to have ships with a bit of character, something like in the spoilers below, would be awesome. Even if they only became available later in the game, that'd be fine.
- Some sort of career mode or a progression mode. The current career mode isn't great, but the idea of it is good, imo. I don't like having access to everything, or knowing everything about the solar system (or galaxy, or universe, depending on how big KSP2 ends up) straight away.
Those are pretty good suggestions, also that second spaceship looks a lot like the Orca from elite dangerous haha
-
Agreed, I heard on Next Gen Tech video that there are going be engines that will burn for months, years (so I assume that it won't be like a instant travel when going to other start systems and you are going to have to timelapse), if it is like that I believe that there'd also be cryogen pods to preserve kerbals and life support stuff (unless if there is some kind of recycler). But we will only know when the game releases xd.
-
I wish there is
Life support
Cryogenic stasis
Lua scripting language for modding
Weaponry
I plan making mods for it
-
In the trailer, you can see on some planet's atmospheres, they are moving, principally on jool's scene, if you look closer. ( I think it's Jool )
I really hope that "dynamic" or animated atmospheres are a thing :p
-
2 minutes ago, lajoswinkler said:
Really? Eyeball grime? Bad HDR? What possible purpose would those things have in KSP other than making the game look ugly?
actually the only effect i would like to see is juuuuust a little bit of chromatic aberration, It looks realistic on some rocket photos and videos, idk, but I want it to be very realistic
-
ORION DRIVE CANNON HAHAHAH
-
I wish there are all those effects in the game, but options to toggle for people who does not like them :))
-
do you also have a exhaust position editor? Lol i have serious isses moving those to the riight spot
-
I just made a engine, and everything works perfectly, but, the default ksp engine effects are too small for it, I couldn't figure a way to make a engine effect with part tools, also didn't find any tutorials... if theres any documentation or tutorial on that, i would be very thankful :p.
-
I found Jesus Kerman in kerbal
-
On 5/11/2019 at 11:06 AM, Gargamel said:
Moved to Gameplay Questions.
oki
-
Thank you, i think i get it, also i like your Planeroid lol
-
8 minutes ago, 5thHorseman said:
Could you post a screnshot? I see nothing in the stock config labeled "REP force." I also don't see one labeled antenna signal strength, though there is one named "Range Modifier"
Are you using mods?
Sorry , it is called DSN modifier , my game language was a bit different, but i still does not know what it means :p
-
Hey, when I'm configuring career mode, there is antenna signal strength slider, I always leave it to 0.10, but it's still much, and there is another one called REP force modifier, but I could not find what exactly it means, does it have anything to do with antenna strength?
-
Thank you, guys! I'll try to figure out how it works lol
-
Hey, so I'm new to coding and I wanted to know if there is a way to edit attachment nodes while playing so i can figure out the real position where I should place it, there's a small misalignment but I don't see what is wrong in the code...
https://prnt.sc/nlw3nw <- image
Top part node config:
node_stack_top = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -1.0, 0.0, 0.0, -1.0, 0.0Bottom part node config:
node_stack_bottom = 0.0, -0.41, 0.0, 0.0, -1.0, 0.0, 1
node_stack_top = 0.0, 0.41, 0.0, 0.0, -1.0, 0.0, 1Bottom part was placed after Top part
the nodes are put perfectly on top of the part, but theres an small misalignment as you can see in the picture
I really don't know what is going on...
-
33 minutes ago, Eskandare said:
So basically like an GPU (Ground Power Unit) I believe use the resource converter from the ISRU and have it require for example air and liquid fuel. I guess the best example would be on the fuelcell part. You could give it a resource intake for air and use liquid fuel from a tank. Anyway that should point you in the right direction
Yeaah sort of, we know that intake air is only obtainable in the atmosphere, I will search more to find how exactly it works. Thank you :D!
-
Hey, so basically I'm trying to find a way to make a generator that only works in a certain environment, like a normal RTG, except that it should only generate something when it's in that environment.
I couldn't find proper documentation on how to do that, I believe I would need to do some visual studio scripting, but I am still learning.
the parts are working, they just need the functionality, anyone knows if there is already a module that can do that, or how should I start?
Thank you!
-
Are you going to update it for 1.7? it's a really nice and realistic mod and I would like to see it continue :p
What are you going to do the day KSP2 is released?
in Prelaunch KSP2 Discussion
Posted
My biggest plan for KSP 2 is try out Multiplayer with a few friends and see how similarly I can recreate a Elite Dangerous styled gameplay with Colonies, Stations
where everyone has their own personal exploration ships, It would be pretty awesome