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NoMrBond

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Posts posted by NoMrBond

  1. On 10/6/2023 at 12:12 PM, chefsbrian said:

    doubt its worth the time to explore it so late in development.

    I don't know, they've already talked about switching from their own legacy multi camera custom render pipeline to HDRP, and from PQS to CBT, which both sound pretty in-depth as to game systems they'll touch

    For all we know it was already in the plan to use it for colonies and the like, which exist, but we haven't seen any of yet

    Or maybe they're just updating from 2020LTS to 2022LTS because the '20 is falling out of support, I was hoping they'd be planning on using some of the new features and capabilities which were coming along with the engine update

  2. It almost seems like the physics needs a fix akin to the krakensbane solution?

    When the part mass difference becomes too large, the smaller mass object starts getting calculated relative to the larger mass object rather than all joints being the same kind of joint

    So you only end up grouping constellations of parts with acceptable (to the physics solver) mass scales together, and everything else is relative

    So lets say, you have two large objects bridged by docking ports, in the current system physics would go HUMUNGOUS-tiny-tiny-HUMUNGOUS, but what if (at the physics level) the game just did the joint as HUMUNGOUS-HUMUNGOUS with the docking ports visually present (placed by relative position), but not in the physics hierarchy.

  3. 1 hour ago, Nate Simpson said:

    Fixed loss of vehicle on reference frame change when physicsless parts present

    Does this also address the inability to stage launch from bodies?

    That was kinda distressing when challenged to an Apollo style mission, but if you tried to do the ascent stage launch from the Munar surface it would just... not let you leave, and keep teleporting you back to the ground because you were "Landed"

  4. 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)

  5. 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?

     

  6. 1 hour ago, The Aziz said:

    Yes because it wasn't told over and over that this text means it's not a product that would be shipped or a currently most complete build... You expect feature complete software 4+ months from release window?

    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?

  7. 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?

  8. 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

  9. 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)

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