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Developer Insights #13 – KSP2 Resource System


Intercept Games

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11 minutes ago, whatsEJstandfor said:

I don't see how you're reading it that way. What part specifically makes you think that?

Senior Engineer whose job is to "technically design, build and implement" this kind of systems being assigned to KSP2 in December 2021 at the earliest (after 1.12.3)? And writing about a system which, theoretically, should have been designed, built and let's say mostly implemented before he got assigned? Seems weird to me.

Edited by J.Random
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Games rarely get coding new things perfect the first time and as new stuff gets added more flaws get discovered, thus requiring people to upkeep code, it is not unusual for backdoor game systems to get worked on and refined as scope increases (not to mention the devs purposefully showing off gameplay things that reveal not too much gameplay features (see how they've purposefully been super vague about heat management)). If you spend enough time you can read into anything and find reasons to get upset, I still don't recommend doing this. 

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I'm kind of confused by so many people assuming 'resource management' means something different from what the OP described.

He lays out what he's been working on fairly plainly:

Quote

having worked on KSP1 for many years, I can apply all my KSP knowledge, familiarity, and learnings from spending years on KSP1 to solving some of the bigger problems we had with KSP1

This does not imply some kind of new addition to the game, or anything (specifically) related to colonies or management of colonies or resource gathering - other than that it likely applies to ISRU in the same way that KSP1 had ISRU - and the parts had to work with one another.  

He explains further:

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a fundamental underlying system that is critical to the function of rocket ships and planes

Finally:

Quote

n KSP1, one of the most common issues was that resources could only be accessed, consumed, and generated if the parts of a vessel were loaded into memory/within physics range. What we referred to as “loaded” or “off-rails”. In KSP2 these issues are no longer a problem/restriction due to the KSP2 Resource System being Architected and built from the ground up. All of the components of the Resource System live and execute in the Simulation side of the KSP2 Architecture which means they are independent of physical objects and parts.

The change in the underlying system described is more akin to Kraken-Killing than some new insight into making KSP2 less like KSP1 and more like some kind of resource-management sim.  It's a space-flight sim; rocket ships and planes utilize fuel, electricity and other resources at different rates, based on their properties and player calls.  The parts we slap onto the ships we build may or may not need access to resources and those that do will use only the required resources and will utilize resources at different rates. 

Example: Science Jr. does not need fuel - but it might need electricity.  So the 'resources' managed by the sub system gets a call for electricity from Science Jr. and gets fed electricity from a different part, let's call it a 'battery' or a 'solar panel' and so the system feeds it what it needs (and keeps track of expenditures and transfers).  The rocket engine you slapped on the tail might need fuel and might generate electricity, but it doesn't need ore - and when you rebuild the ship, but slap a different engine on it; the same parts will need to send the same resources at a different rate.  Or... maybe... the player put on the wrong resource - and the engine calls for fuel, but the part contains the wrong fuel - and the system has to know how to ignore those calls. 

So... again... those parts have to communicate with other parts how and when and what resources are being used or generated - and the system described sends them where appropriate.

The big change being revealed is thus, that even if your ship isn't 'loaded' or 'within physics range' it will/should work as expected; utilizing and expending resources 'critical to the function of rocket ships and planes', thus solving one of the 'bigger problems' or 'common issues' that existed from the time of KSP1.

 

Edited by JoeSchmuckatelli
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