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Nate Simpson

KSP Team
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Everything posted by Nate Simpson

  1. We know there are a number of part modders out there who have that rare blend of space engineering love and aesthetic chops, so if any of you want to design and build rocket (and colony) parts as a day job, please drop us a line! We're looking for somebody who will sweat the small stuff (i.e. what kind of MLI makes the most sense for a certain fuel tank) while also having an intuitive sense for what looks good.
  2. From build to build, stuff that's under construction tends to come and go -- that's why we try to be up-front about all of this footage being in progress. That said, it's probably worth clarifying that for every celestial body in the game, there is a local space terrain and a scaled space mesh -- the former is the procedurally-generated, highly-detailed thing that you actually land on, while the latter is the simplified representation that is seen both from a distance and in the map view. There is a seamless blend between the two versions as you near the celestial body. In the case of clouds, there are two completely different implementations for scaled space and local space. The far harder version is the local space version, as those are volumetric, traversible structures that have all sorts of complicated lighting attributes. That has been the first priority. The scaled space version is much easier to implement, and was visible a couple of builds ago... but apparently somebody was fiddling with it when this capture was taken. This is a good example of the way the "in-progress-ness" of the build can surface in the capture footage.
  3. We have honestly not come to any official decision on nomenclature for this feature, and I am famously bad at terminology ("degrees Kelvin," "combustion products"). I may in fact be the only person on the team who calls it Time Zoom. I bet Shana and Tom are crawling out of their skin just reading this. Time warp. Time warp. I'll call it Time warp from now on. Apologies for the confusion.
  4. It's actually pretty easy to tell the difference between the test scenes (like the turnarounds we showed of the fuel factories) and real flight. There are an unusually high number of real in-game shots in this particular video - anything showing a vehicle and a planet in the same shot is in-game footage. I believe this is also the first time we've shown time zoom in action - that was a shot that Tom Vinita (of FRIDAY fame) took during some testing that just happened to look really cool. The surface shot on the Mun is a real PQS terrain, but it was easier to find a pretty spot with good lighting in the test scene. The other non-game shot was the final turnaround of the Mun - that was the asset review video submitted to the team by Brandon Orden, the Mun's creator. The asset (as you can see from the in-game shots) is the same scaled-space mesh as in the real game -- again, showing it in a test scene just makes it easier for us to control lighting and camera angle. In a lot of cases it's about convenience -- the more we can use already-generated assets for these show and tells, the more time we can devote to actually working on the game. So all in all, I'm happy that as we move forward we're able to show more and more footage of the real game in action. By volume, this is the most "real" footage we've shown in a very long time.
  5. Yep! Howard Mostrom is our resident music and sound genius. I hope at some point he gets to do a dev blog, because... I don't think I'm allowed to explain the cool thing he's doing yet. So yeah. Watch this space.
  6. Busted! The shot at the end is a scaled space asset showcase - i.e. the artist just spun it in a random direction to test lighting. Pol in-game has the same orbital properties as in the original game. Good catch, though!
  7. You noticed the docks! I think Manley asked for that one personally. You are correct about the temp terrain - there is some deep new work going into that system right now that's going to knock your socks off. But yeah, if we waited for everything to be done before showing something off, we'd never show anything off! That said, I am really looking forward to the next terrain show-and-tell. So much beautiful stuff coming from both the graphics and art teams. We're finally getting to the part where things get pretty!
  8. We're still getting our materials/reflection probes dialed in. Let's just say the rocket just came out of the car wash, and Jeb sprung for the full wax treatment?
  9. Thanks to all who did my Googling for me! Digging into this now. Cheers!
  10. The space background is just the test scene skybox that Aaron uses to display in-progress effects, so no worries there. But where did you get those last two b/w images? These are INSANELY helpful. Are these from a particular paper? I want to learn more!
  11. We're trying to keep to every other Friday for now, since that's how often we do internal studio show and tells. Since @KSPStar came aboard, we've hit three in a row!
  12. Many of us are huge Nertea fans. In many ways he's been trying to turn KSP1 into KSP2 for years, and I for one am here for it.
  13. Holy mackerel, that's gorgeous! Nice work! Uh... yeah, right! THAT'S why!
  14. Yes indeed. Exhausts look radically different depending on their environmental context.
  15. Exhaust does adjust dynamically as ambient pressure changes! Yay! Alas, this is shown at the resolution at which it was captured. It was shared at a recent internal show and tell and I thought it was cool enough to show to you all. We're going to try to do a better job of keeping in the backs of our minds that any internal show and tell asset is a potential future public show and tell asset! In the meantime, pardon our pixels...
  16. I was telling Howard yesterday about how much love the music has been getting online, and he continues to be his usual humble self. It's so good though! When the drums drop in there at the end... CHILLS.
  17. We're gonna do our best. It's a bit of a tightrope, avoiding spoilers and making sure information gets out in the right order and in the right way! But with @KSPStar on the team now, we do have somebody regularly reminding us to keep our eyes open for good stuff to share.
  18. I feel like there should be a whole subgenre of colony builds that are just competing to see how far off a cliff you can suspend the Metallic Hydrogen Fuel Factory. It sorta turns into sideways Tower of Goo. Nice video! Your enthusiasm is infectious!
  19. Yes, there's a base editor called the BAE (Base Assembly Editor) that allows you to move modules around as you like. You won't need to worry about the logistics of moving parts of your colony around within the build area.
  20. Yep! Colonies can reclaim vessels (provided they're close enough), and those resources can be used to make other stuff.
  21. Oh, we've been above-board about nuclear pulse for a while now. That wasn't one of the two mystery fuels. For that image at the bottom... hm. No comment.
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