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Everything posted by MrFancyPL

  1. One of the biggest goals that devs set for KSP2 is accessibility. I agree, learning curve in original KSP game was pretty steep, and without YT or this forum it would be even steeper. One thing I am afraid that it's curve will remain steep compared to KSP is mod creation. KSP is a landscape of art made by many people, and before version 1.12.3 it was everchanging, so naturally certain code, and artstyle inside game were evolving. The result of that state of things were many attempts to make tutorial series about mod creation, that were soon doomed by obsoletion. KSP 2 will also come through that same evolution mechanism that original game did via Early Access, but this time game is made by people having much deeper understanding in fields they work in. After Early Access, we may suspect that most changes to the game will be based on the code created and tested earlier, so base of the game will be less susceptible to change. This will also apply to the style of the game, since this time it is more uniform and planned. Therefore, I suggest creation of the modding tutorial by devs. I fully realise, this is quite heavy request, both in time and effort, but in my opinion it can really help in setting the bar for other modding communities. Here are the topics I believe that are worth mentioning -modelling -texturing and animation -rigging -unity import -troubleshooting While i fully understand chances to put this idea to life are bleak, and community probably could handle creation of tutorials by themselves, I belive there are other things that KSP2 authors to do to aid in creation of mods, not only for newbie, but also for advanced modders. Here is listed what I mean by that: - better access to code in general (e.g. ablility to not only access Kerbals suit textures, but also their rigs, mesh and so on. It will make creating animations, suit, helmet and accessory much easier. I think it could in this way, in which community wouldn’t infringe any licensing of the game.) -creation of set of standards of 3d models, texturing and animations, to create art. More uniform (texture resolution and density, color pallettes, polygon counts, possibly lod levels for parts, file in universal 3d mesh format that contains shapes of profiles used by parts, size of fillets/bevels to keep them consistent, other data that could aid in texturing such as levels of specular map for different materials.). Good job in this spirit was done in the Restock wiki on GitHub, but I believe it could be expanded. I don’t believe all mods should ‘stockalike’, variation in art is sometimes necessary to make it stand out, but standards could help beginning mod creators to create better stuff. -toolbox for modders – it kind of overlaps with last point, but could be expanded. Please join the discussion, or add other ideas below. Thanks in advance.
  2. I've seen the discussions on Steam KSP2 page. Let's just say, people there aren't very friendly. I really appreciate work that moderators are putting together to keep this forum friendly to everyone. I hope it'll stay the same.
  3. Ehh, where I know it form? (I played Escape From Tarkov)
  4. Of course it is. I bet it is a whole lot easier iterating/bugfixing/working on a subset of the product, than on the whole of it. Fact, that they aren't sharing all of the features at the same time doesn't mean they don't have them prepared. It means testers (us) won't scatter across all the features of the full game, and we'll be focused on the parts of it they will test. I personally don't think thats bad, but I am scared AF for KSP2, if they can deliver (especially, that big publisher is at the steer).
  5. Hello, I have installed ACK and Waterfall, but plumes don't work on the SRBs, other plumes seem to work fine. Modlist:
  6. Would be nice if there would be ability to make big solar farms in space and beaming this power via IR to ground stations (or beaming to the ships on orbit). I know KSP2 is aiming to utilize far future technologies, but would be great to push to the edge everything "near future". IDK how much hassle it would be to implement it tho, but if you guys have time, that is great idea, that was implemented in some mods for KSP1. Also, i suspect, with the new resource system, it would work more reliably than in KSP1. Also, please consider adding procedural truss as a standalone part. It would be very useful in creation of big trusses.
  7. I like how you are taking care of things that haven't been taken care of in KSP1. It looks very promising!
  8. That's understandable. This part has great design and potential, so I was suprised this was a 'bonus' part. Also sad that there is not very much things that you could stick into this dome (from any mods).
  9. https://github.com/post-kerbin-mining-corporation/StationPartsExpansionRedux/tree/2-0-0 Here you go. Click green "Code" icon, then "Download as zip". You still have to get all the depedencies tho.
  10. @coyotesfrontier I think he stated it for people that would immediately start posting creations with this on e.g. Reddit. I posted it for bug catching purposes. But nonetheless I will delete it and post it again if @Nertea will say so.
  11. I don't really know how Nertea wants it to function, but currently: -You can walk inside them, but in some places collider stops you from going near wall. -There is no other way to get inside them other than some clipping stuff with airlocks, or place inside seat and spawn kerbal inside. I think it would be nice to add hatches on the inside and outside, and add crew capacity 1 as a buffer. That's what I can tell for now.
  12. Dome North and South wall nodes are placed incorrectly (model is ok, but the construction node for north is placed on the south and vice versa). West and east nodes seem to function well.
  13. My speculation: Minimal: 64bit system (Win, possibly Mac and Linux) AMD Ryzen 1600 or Intel Core i5 9400 8GB RAM Nvidia GTX 1060 or AMD RX 570 (must be compatibile with directX 12, i think there also will be options to use dX11 instead, but not lower) 20-30 GB of disk space Broadband internet connection (multiplayer) Recommended: 64bit system (Win, possibly Mac and Linux) AMD Ryzen 3500x/3600 or Intel analogue 16 GB of RAM (scaled accordingly for higher res textures) Nvidia GTX 1660ti or AMD rx 5500xt (must be compatibile with directX 12, i think there also will be options to use dX11 instead, but not lower) 20-30GB for the base game, 15-30 for possible DLC's (don't know how many will be made) Broadband internet connection (multiplayer) Raytracing, or very large resolutions, like 4k: 64bit system (Win, possibly Mac and Linux) Any CPU with matching performance of the recommended specs CPU's, or higher 16GB RAM (I have a feeling, that this number will be higher, but, I'm not sure, so I am writing recommended specs instead) Raytracing cards for optimal performance ( some older cards also have Raytracing capabilities added via drivers, but they are not taken into account) Disk space as above Internet Connection as above What do y'all think ?
  14. @Nertea It appears to be a problem with the newest release for 1.11 . Debug console is printing "NullReferenceException: Object reference not set to an instance of an object" if you add any tank from the mod to the editor. While in flight console says "[ModuleCryoTankPowerHandler]: Critical configuration error: Multiple ModuleCryoTank nodes found with identical or no moduleName".
  15. Ability to strap things to the ground. Why devs added construction lamp, if you can't properly place them, and they are just rolling on the ground, or falling.
  16. @Nate Simpson One of the simplest QoL features of the builders (VAB etc.) would be ability to disable UI for showcases of the crafts, like this one. Please consider adding it.
  17. If jetpacks are not glued to the kerbals, I would propose to add tethers for early career spacewalking.
  18. They should withdrawl the release statement/date rather than just keeping doing the same thing. In my opinion that would be much more honest.
  19. Yeah. But i think publisher is more greedy this time, because KSP is "hot topic", so the game will not be released in "early access", because of one simple reason: it will balance the expectations and desire for this game, so there will not be a "boom" in sales after release. In my opinion that's why devs are trying sell us a pig in a poke - not revealing any critical features, and only some "cosmetic".
  20. I've followed exacts steps from parttools 1.10 installation instruction and I also have the exact error like @theonegalen. This ( Shader error in 'KSP/Alpha/CutoffBackground': failed to open source file: '../CustomUnityShadowLibrary.cginc' at Assets/PartTools/Shaders/AutoLight.cginc(6) (on d3d11) ) error is even on the unity ksp part import tutorial. @JPLRepo Can you save help us ? (1.9 parttools work normally)
  21. The first thing i will do in KSP2 is making vehicle with landing legs and/ or wheels to test if they will drift on surface ( not like Tokyo drift, i mean while they are parked). If they not, I will proceed to have fun.
  22. It's big. @Nertea is reducing scope to minimum, because of that all Antimatter branch fell out for now. So I don't think at the moment it's a possibility.
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