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Nate Simpson

KSP Team
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Everything posted by Nate Simpson

  1. There is actually something quietly revolutionary being shown in that mockup: the addition of visible surface attach nodes (that little round bean on the right side of that fuel tank) makes vehicle construction significantly more user-friendly. I think I played KSP for a few years before I realized that there is in fact an invisible, but very real, third node on radially-attachable parts that exists alongside the visible stack attach nodes at each end. Being able to see that node, and representing it differently from stack nodes, helps the player understand why when they attach something radially it may suddenly rotate 180 degrees, or why it'll get a good connection when offset from its parent by 8 meters, but not by 9 meters. Little improvements like this do accumulate, and the devil is absolutely in the details. It's Levin's job to obsess over these incremental adjustments, but once you actually get your hands on the game you'll see how well it pays off. As a side note -- especially with UX/UI design, we very often use screenshots from KSP1 as a baseline. As others have correctly speculated, using areas of the game that are under construction just adds new variables to track, and Levin doesn't want to have to spend additional time clarifying what's part of the official plan and what's just a bug. This is a much cleaner way of handling mockups.
  2. Yes, the color controls in the VAB allow for application of color on a whole-vehicle or a per-part basis. You select your default color scheme when you start a new game, and your vehicles automatically have that color scheme. But I've found that you can make some incredibly cool-looking vehicles by changing the color of individual parts. For example, this candy corn rocket:
  3. It's not a bug. I was wondering when somebody would notice this.
  4. This is with team colors turned off. When they're applied (which you've probably seen in other released footage), there's a coat of paint on the vehicle that is much more matte. You can apply different team colors (a primary and a secondary) either to the whole vehicle or on a per-part basis. You can also modulate the opacity of both team colors. Lots of rainbow rockets getting made here at Intercept!
  5. Hey look, it's Friday! In the interest of further opening a window into the on-the-ground development of KSP2, I'm going to occasionally post images of things that are still in-progress (but which are cool enough to share anyway). In this case, we've got Kerbals under glass, and you can catch a peek at some IVA details inside the Mk1 and Mk1 inline cockpits. Just seeing these guys in their seats was a very exciting moment for us. Credit to Matt Reynolds, who built the cockpits and interiors, and animator/engineer Paul Zimmer, the bringer-to-life of all things Kerbal! Maybe one more little treat. Artist Sung Campbell was messing around with terrain the other day and took this lovely test shot: Have a great weekend, everybody!
  6. Hello, all. Gonna rip the band-aid off fast here: Kerbal Space Program 2 will release in 2022 instead of fall 2021. I know this is frustrating, especially considering that this isn’t the first time we’ve adjusted our schedule. We knew we were taking on an immense technical and creative challenge when we started this project. We’ve heard time and again from this community that quality is paramount, and we feel the same way. It’s not enough to deliver a bunch of new features – those features have to be woven together into a stable, polished whole. We’re creating a reliable foundation on which players and modders alike can build for another decade or more. That involves solving problems that have never been solved before, and that takes time. We’ve got a team of talented people working every challenge from every angle, and because I’m lucky enough to get a front row seat, I can see the huge leaps we’re making. It’s killing us how much of this we have to keep under our hats until the game is released. We can’t express how much we're looking forward to soaking up all your reactions and discoveries on that day. In the meantime, we’ll keep posting cool images here to give you a taste of what’s in store. We will also continue to release feature videos and developer diaries that go more in-depth on specific areas of the game, and hopefully those will help 2021 to go by a little faster. Stay tuned for a new dev diary coming soon, as well as a new Feature Video this winter. Thanks as always for sharing our commitment to making KSP2 as great as we all know it has to be. -Nate Simpson [Click here to enter the discussion thread for this post ]
  7. On your first point, that is correct. Especially given that you'll encounter some very deep gravity wells in other star systems. On your second point: yep, transferable through regular docking ports.
  8. Yep, this is correct. The BAE is just a VAB for colonies, and colonies can be built on the surface or in orbit. As has been speculated elsewhere in this thread, the BAE has its own parts palette that is populated based on various constraints (tech tree advancement, colony population, presence of nearby not-yet-unpacked phase 1 colony modules, presence of various construction-blocking capabilities like ISRU). On the surface, the BAE includes the local topology as a building constraint.
  9. The mushroom buildings are among the largest of the phase 1 colony modules -- i.e. they are brought to the site by vehicles, rather than built out of local materials. Basically very large space tents. The rectangular buildings you see on the right are examples of phase 2 habs that are much heavier-duty and made on site. So you're right on the money here -- as your colony matures there will be less inflatable stuff and a lot more heavy metal.
  10. Either Coop has clandestinely added some kind of Terminator Kerbal, or he added a point light behind the camera to get a nice highlight.
  11. 3D Artist Jonathan Cooper set up a test scene to review some of his colony parts, as well as to play with some team color and lighting variations. Coop spends a lot of time obsessing over detail and consistency, and I love how it's paying off as the modules are used in combination. The two structures immediately behind the Kerbals are Xenon fuel factories. I have no idea why you'd want two of these. These Kerbals must be really excited about tiny space probes.
  12. This was a ton of fun to record. Thanks for taking the time to put together such great questions! Now I need to figure out where at KSC to put the dive pool...
  13. It's a good question. The short version is that the navball at the center of the screen, especially at lower screen resolutions, covers up a significant portion of the scene -- including the bottom of your rocket (and more importantly, the rocket's shadow on the ground, which many players use to gauge altitude during the final phases of a propulsive landing). We tested multiple (and by that, I mean dozens of) HUD variants, with both players of the original game (like me) and new players. Anecdotally, players who had not played KSP before liked the less-cluttered presentation of the navball at the corner, while existing KSP players were pretty split. In the end, we decided that we'd leave it to individual players to decide.
  14. By popular demand, there will be a navball-center option available for the flight HUD.
  15. Every week. I just had my ears re-blown out by Tom 20 minutes ago at this morning's standup.
  16. Quick note about that shot of Ovin doing a backflip: yes, axial tilt will be a thing. No, that's not how Ovin rotates. That's just us showing off the nice ring shadows in a test scene.
  17. Hello all, It's Friday, the day that our team does an internal show and tell to see all the best stuff everybody's been working on. We thought it would be cool to share some show and tell highlights with you all (there are definitely a few big reveals in this footage). We showed a version of this footage at PAX East in the Before Times, but there are some new shots mixed in here for people who may have caught that presentation. Hope you like it!
  18. This is an extremely important point, and sums up the whole challenge of building tutorials for this game. If we over-focus on the goal of minimizing TTM (Time To Mun) as a success criterion, we can reliably get new players up there in a couple of hours. But in doing that, we rob the player of what for many was the most gratifying moment of achievement in the game. So our goal must be to expose concepts in a way, and in an order, that provides the player with a framework within which they can still exercise their own creativity. A slower progression, earned through trial-and-error, is the Kerbal Way, and our tutorials must honor that. It's been really challenging -- when all is said and done, I hope we get a chance to show off more of what didn't make it into the game, because Raf has done a whole lot of really beautiful work! There are tutorials for more advanced concepts, including interstellar navigation.
  19. It's right there, south of the ridge. Must be a trick of the lighting or something, as we would never do something as silly as forgetting to add Dres' most recognizable feature!
  20. Dres is coming along nicely, isn't it? Courtesy o f our talented environment artist, Sung Campbell.
  21. This is pretty accurate! I'd only add that you can use delivery routes to automate resource collection missions, as well.
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