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Everything posted by NoMrBond

  1. 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?
  2. I like what I am seeing Except that bit at the bottom which still says pre-alpha That bit worries me
  3. 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
  4. 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?
  5. Hi KSP Team, As DXT1 and DXT5 type DDS files are already supported, could we please get support for BC6H and BC7 type DDS image files added to KSP's loading system? The format itself is directly supported by Unity, but DDS files made in this format are rejected by the loader Cheers, NMB.
  6. 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
  7. 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
  8. Come on man, it's in the title 'leading' It's gonna be pipes and cables (and winches) isn't it? /grumblegrumble wheresthe3.75mdockingbatterysas
  9. 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?
  10. 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)
  11. 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)?
  12. Will this be manually triggerable using Advanced Tweakables? If not, could it please be.
  13. When Porkjets SPP was integrated into the game in 0.25 (I think?)
  14. Light changes? Is KSP's lighting [system, and associated modules] being updated (now possible because of the new single camera system I'm guessing)?
  15. Maybe hide a kiddy pool and an umbrella up there
  16. 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?
  17. Philae needs tiny claws! *pinchy pinchy*
  18. 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
  19. Hi Dr Nate, Thanks for keeping us in the loop with clear communication Look forward to hearing what you and the team have been up to again soon Cheers, NMB.
  20. If they stick with PhysX they might drop in the APEX Destruction extension (unless that's baked in now like APEX Cloth was?) Blast library, with the release date now being 2021 we should see at least PhysX 4.1 because Unity 2019.3 is out already with it. Perhaps they'll go for DOTS + HAVOK and we'll get stateful physics (I hope it does), then using the Cloth module on-top for body deformation becomes a possibility So maybe?
  21. A basic split of fuel types should work, since you're going to have multiple fuel types later on KSP2 should introduce them throughout the game on to get players used to the idea (and also that you need to bring the right fuel for the chosen propulsion/engine/s) A super simplified Hypergol & LF (RP-1) & Cryo (LH2) with Ox staying the same throughout may work. Perhaps being LOx and applicable everywhere, which is a bit of a stretch but would cover basically everything up to almost current era with some research progression. Maybe you want to go a step further and give Hypergolics their own oxidiser (engines and bipropellant RCS using the hypergol F/O, and monopropellant RCS using the hypergol-fuel), but that leaves hypergolic oxidiser fairly lonesome with little other commonality. Can you live with a semi-orphan resource/chemical, or tolerate oxidiser commonality? But what about mechanics, does stuff boil off, or freeze, what are your reasons for each fuel and what game purpose does it serve (if Ox being LOx is going to boil off, then you can argue to keep Hypergolic Ox which doesn't boil off since it occupies a game niche rather than become redundant). Need to consider what works at a game level without making things a chore as well, but a lot of that could be hidden behind difficult (i.e. abstracted fuel/ox like present at low difficultly, with more complexity as difficulty increases, but that's added complexity plus all that needs balancing)
  22. Take the time to make it the best it can be I mean, don't Duke Nukem your timeline But do make the game you're proud to have your name on ..also please inject the next KSP2 dev video straight into my veins, the last one has almost worn off
  23. Awesome, I wonder what engine enhancements and new parts we'll see to enable this? i.e. ability to orbit asteroids, tiny surface harpoons (Philae mini-claw?), potential new science instruments (Alice/OSIRIS/VIRTIS/MIRO/CONSERT/RSI/ROSINA/MIDAS/COSIMA/GIADA/RPC & APXS/CIVA/CONSERT/COSAC/MUPUS/Ptolemy/ROLIS/ROMAP/SD2/SESAME)
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