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Everything posted by NoMrBond
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Developer Insights #18 - Graphics of Early Access KSP2
NoMrBond replied to Intercept Games's topic in Dev Diaries
What renderer is the game currently using? -
Every time you hear the developers talk about the game, you can tell they really care, makes me excited for the future of the game because they really want to make it right (and do right by the community, and modders too)
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Seems like a solar system map? Big light at the left being the star while the next two look like planets on orbit lines (with moons) Perhaps they're showing us the layout of other solar systems we could visit (in KSP2)?
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Developer Insights #17 - Engines Archetypes
NoMrBond replied to Intercept Games's topic in Dev Diaries
Given that later, higher-tech engines could just be straight up better than earlier ones, how will KSP2 handle this? Could the engines be improved or diverged to fill niches with variants (e.g. LR-87-3 on kerolox, LR87-5 on hypergols or LR-87-LH2 on hydrolox) or an upgrade system (e.g. S-3D->H-1->RS-27) to keep them relevant as surrounding technologies improve? -
Seems like a safe bet that airstrips would be covered under the whole 'can build new bases' thing considering what's been show of establishing new VABS/locations already
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Because pre-alpha (usually) means they're still in the research phase and have not settled on what features they want to implement, or feel they can implement Maybe pre-alpha means something different for the IG team, but the idea that there is still not a firm-ish set of features and game scope just has me scratching my head is all A rough outline of what Intercept considers the pre-alpha/alpha/beta stages would be helpful?
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I like what I am seeing Except that bit at the bottom which still says pre-alpha That bit worries me
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Would it be possible to follow this the rest of the way through in a future installment? Taking it from the blockout model shown at the end, through the rest of the process to a finalised functional in-game part
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Perhaps members of Intercept (either including or specifically Nate) could do an official Reddit, Twitch KSP-TV or KSP Discord AMA session at some point? Have a pre-thread where people can submit questions, which are parsed/moderated/collated to avoid live-thread internet insanity/trolling. Leave some space/time for live-prompted questions, or have other team members also answering in the thread as-is/when-is possible I imagine there's a lot of pressure on their time for development but hopefully they could get some time for some community outreach, maybe the community manager/s could swing something that works for them in lieu of other in-person events which have been forgone due to the current global situation?
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KSP Loading…: Leading up to something special
NoMrBond replied to UomoCapra's topic in KSP1 The Daily Kerbal
This is what I'm hoping 1.12 is leading up to With a feature video of a sky-crane style landing with the rover being suspended from the sky-crane with cables- 177 replies
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On one hand, I'd glad to see these effects in game which looks like it's actually flexing SHURIKEN for massive amounts of particles without turning into a slideshow On the other hand, I'd also like like to see this tech make it into the engine/rcs particle effect system which bogs down quite significantly with far fewer elements
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KSP Loading…: Leading up to something special
NoMrBond replied to UomoCapra's topic in KSP1 The Daily Kerbal
Come on man, it's in the title 'leading' It's gonna be pipes and cables (and winches) isn't it? /grumblegrumble wheresthe3.75mdockingbatterysas- 177 replies
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KSP Loading... Preview: New Solar Panels
NoMrBond replied to StarSlay3r's topic in KSP1 The Daily Kerbal
Friday is for KSP2 announcements /hinthint -
It seems unlikely that they'll work on integrating the CUDA branch of PhysX over the integrated CPU-only branch of PhysX as this would only benefit PC players, and then only those with suitable nvidia cards Could get HAVOK though?
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Will KSP 2 be optimised for NVMe M.2 on PC ?
NoMrBond replied to Infinity and Beyond's topic in Prelaunch KSP2 Discussion
I thought KSP's loading was slow because some part of it was only ticking over on a per-frame basis (I forget how asset ingest is tied to Unity frame/ticks), plus nothing happens in parallel with the loading, and you have to load almost everything right at the start. So even with the fastest HD/SSD/NVME drives in the world, you stop seeing any loading speed improvements as soon as your drive can supply info faster than KSP can ingest it I highly doubt KSP2 will use the same kind of loading (probably move to Unity asset bundles), but will it use DirectStorageAPI (the PC equivalent of XBX's Velocity architecture or PS5's Kraken-12) for like really taking advantage of storage access speeds, who knows (it's not out yet) -
Will higher level engineers use less 'stuff' from kits to repair parts (i.e. a low level engineer uses up a whole kit to repair a wheel, but a L5 engineer can repair 2 wheels with the same amount of duct-tape repair kit)?
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KSP Loading...: Some Reassembly in Progress!
NoMrBond replied to UomoCapra's topic in KSP1 The Daily Kerbal
Will this be manually triggerable using Advanced Tweakables? If not, could it please be. -
When Porkjets SPP was integrated into the game in 0.25 (I think?)
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Light changes? Is KSP's lighting [system, and associated modules] being updated (now possible because of the new single camera system I'm guessing)?
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Maybe hide a kiddy pool and an umbrella up there
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KSP Loading...: Sharing Horizons with ESA
NoMrBond replied to UomoCapra's topic in KSP1 The Daily Kerbal
*pinchy pinchy* -
Possibly via a directory like Flags are currently, i.e. drop a correct (size/aspect/format) image in .../KerbalSpaceProgram/GameData/Squad/Flags/ and it appears in-game .../KerbalSpaceProgram/GameData/Squad/Suits/ perhaps?
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Philae needs tiny claws! *pinchy pinchy*
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Would it be possible for the Jool clouds to get some depth? I mean, the new look way is way better than the legacy immobile green but a bit of shadow/height on the cloud features would really give it something extra