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Nate Simpson

KSP Team
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Everything posted by Nate Simpson

  1. 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!
  2. 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!
  3. 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.
  4. Holy mackerel, that's gorgeous! Nice work! Uh... yeah, right! THAT'S why!
  5. Yes indeed. Exhausts look radically different depending on their environmental context.
  6. 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...
  7. 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.
  8. 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.
  9. 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!
  10. 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.
  11. Yep! Colonies can reclaim vessels (provided they're close enough), and those resources can be used to make other stuff.
  12. 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.
  13. You might not be shocked to discover that they're awesome to work with, too! But don't tell RoverDude or he'll get a big head over it.
  14. As others have said, there's an "easier" path and a "harder" path for building large colony modules. There's nothing (other than physics) stopping you from attempting to bootstrap a colony straight through Phase 1 and deep into Phase 2 by putting a ton of colonists, raw materials, and Phase 1 colony parts on an enormous lander. That's an area where I'm really looking forward to peoples' individual solutions to the interstellar colonization challenge. You'll be able to make some very ambitious colonizer ships that can essentially contain cities-in-a-box. But since you won't necessarily know what unique environmental challenges those colonists will face, you can either go full yolo and hope your design is flexible enough to work with whatever you stumble across, or you can send interstellar probes first to get a sense of what you'll be dealing with. THIS GAME IS SO RAD, GUYS! But if insane superlanders isn't your bag, the sane(er) way of doing this is to establish a small foothold colony and then set up one or more delivery routes - automated dropoff missions that periodically bring new materials to your colony to allow it to grow on a slower timeline. In practice, this method of growth works best at least until you get to the metallic hydrogen portion of the progression. That's when your heavy lift abilities start to get silly.
  15. There are more than four fuel types. There are two fuels we have not talked about yet.
  16. Correct! The three small factories shown here are Phase 1 factories, which are brought to the surface in vehicles (you can tell, both by their scale and their tech level, that these are early-progression parts). The two larger factories can only be built (using very large amounts of collected resources) on-site after you have installed an ISRU module. Some parts are stackable and some are not (we are trying to follow commonsense rules on this). Surface-attachability is still a thing as well, so if you're feeling bold, you can pretty much stick anything to anything. But your mileage may vary there. To elaborate a little on the colony module connection logic: you'll frequently see "sanctioned" connection points around their bases and underneath, as well as occasionally on top -- these are appointed with stack attach nodes and will give you a nice orderly Lego-like connection that keeps everything on-grid and tidy. But as with vehicle parts, all colony parts also have a surface attach node that allows attachment of the part to other parts in a much more freeform way. As colonies mature and get more complex, being able to keep everything on-grid is surprisingly handy. But we also recognize that Kerbal is also about freeform creativity, so if you want to get weird with it, we're happy to let you be you.
  17. I assume there will be mods aplenty to diversify the fuel and resource types. Never fear!
  18. Yep! Good old monoprop. Internally, we assume monoprop is hydrazine -- that's what informed the factory details, anyway. But it works the same way it does in KSP1.
  19. Now that we have @KSPStar, we're going to hopefully be getting these out a little more frequently. Now there's a person whose job is to remind us to record stuff!
  20. I'm excited to see Howard's music getting so much love here. I'm forwarding these comments to him as they pop up. We've already picked out the music that'll be on the next show and tell video! It's really pretty, too.
  21. I think he actually did an interview about this recently, so I don't believe this is a huge scoop. But yes, he's splitting his time between KSP and KSP2 these days. I don't know if you've met him -- he's just about the most fun human I've ever met! We're sensitive to this -- you still need to place radiators and drills for these (and in the case of radiators, you'll need quite a few). For the reactors, if we broke them down into smaller chunks, they would no longer be recognizable as reactors. We'd have to do something like separate cryostats and steam turbines or something? I'd actually love to see a mod that broke these things down to such a granular level -- but I suspect it's a little too fiddly considering how many other things you'll be keeping track of when you develop a colony... We are massive fans of the Wanderers video -- I gave it a shout-out on our Kerbal trailer animatic video here:
  22. Ah! Yes, the BAE is not a structure. You can almost think of it as a virtual blueprinting interface, where you build and modify your colony and then the actual "building" action takes place when you hit the Build button at the end. Does that answer your question?
  23. The ground colony VAB is already out there -- it's even in the last shot of the announcement trailer. It's that thing that the final rocket falls off of. Basically a big box with a landing pad on its roof.
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