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KSP2 Release Notes
Everything posted by ShawnPhillips
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
ShawnPhillips replied to Nertea's topic in KSP1 Mod Releases
The download issues are and issue with SpaceDock servers. CKAN usually downloads through SpaceDock. VITAS has reboot the servers and downloads are to be working again. -
Graphical Improvements to KSP
ShawnPhillips replied to mcwaffles2003's topic in Prelaunch KSP2 Discussion
As seen from space, There are currently no released screenshots or videos showing clouds from within the atmosphere. Last I heard, the devs where still undecided on whether Kerbin will have clouds. That was a few months ago, but we haven't gotten any new information since then. -
Any new news on KSP 2 planets?
ShawnPhillips replied to Zevulus's topic in Prelaunch KSP2 Discussion
The entire Kerbol system is in and the same as KSP 1, though the planets have all had some visual overhauls to look better. On top of that there are "Multiple" other star systems with many new planets, but only a few have had their names confirmed. -
When Dose KPS2 Start in 2020
ShawnPhillips replied to Auss Space Program's topic in Prelaunch KSP2 Discussion
The rumored Delay says Fiscal Year 2021, which starts on April 1st of the 2020 Calendar year, So it could very well still be Spring 2020. -
KSP's limitations come from the game code, not the Engine code. KSP started life as a side project by 1 guy at a marketing company. KSP 2 is being developed from scratch by a team of experienced game developers. It is being rebuilt from scratch in order to get around the limitations that are built too deeply into KSP1's core game code to be fixed at this point.
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Will ksp2 be modable to at least the same extend of ksp?
ShawnPhillips replied to paul23's topic in Prelaunch KSP2 Discussion
According to the devs, KSP2 will be even more moddable then KSP1. -
What will happen with KSP1?
ShawnPhillips replied to HECHICERO100's topic in Prelaunch KSP2 Discussion
Squad will continue with KSP for a while. KSP 2 is being developed by a different Studio. -
Shutter speed is still a thing in Video recording. Longer Shutter speeds creates more motion blur in the video.
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- bloom
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Motion blur in films isn't used to hide a poorly made scene, it is an artifact of Shutter speed, and if anything is necessary in Film as most movies still run at 24 FPS. Everything you listed can (and should in all games) be options in the graphic settings. Many of these graphical options are things that some people may want in the game for making cinematic videos.
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No, The GAME code is not the same as the Engine code, It was KSP's original core Game Coding that was limiting it, not the Engine. Also take note that KSP is currently running on an older version of Unity while KSP 2 will be on the Latest version, and thus has better native support for Engine features added after KSP1 began development.
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You don't know much about how Game Engine work, do you? There is nothing wrong with KSP 2 still using Unity. Unity is a good engine and will likely work out great. KSP1 had a lot of issues with the core code of the game limiting it's own capabilities. Likely a side effect of the game starting out life as a side project by one man when Squad was a Marketing company, not a game dev company. KSP 2's code is being rewritten from scratch to overcomes KSP's inherent limitations and push Unity much further then what the Original game could.
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Move to Washington, get a job as a QA tester.
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No more free dlc for old players :-)
ShawnPhillips replied to Pawelk198604's topic in Prelaunch KSP2 Discussion
KSP 2 is an entirely different project being developed by a different development team, KSP1 will still be supported and updated by Squad. The existence of KSP2 does not mean no more KSP1 DLCs, KSP2 was already well into development when the Breaking Ground DLC released.- 74 replies
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Just because DX12 will be the default doesn't mean any Unity games will have Raytracing by default. Still up to the developers to enable it.
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DasValdez KSP2 Interview Information
ShawnPhillips replied to GoldForest's topic in Prelaunch KSP2 Discussion
I'd be perfectly OK with them as long as they offer a good set of difficulty options. KSP1 already has plenty of options to adjust difficulty of things like entry heat, comm-net, Plasma blackout, G-forces, etc. So I hope KSP 2 continues to offer plenty of adjustment options to fine tune each player's desired difficulty. -
Will jet and chemical engines look nice
ShawnPhillips replied to SpaceFace545's topic in Prelaunch KSP2 Discussion
I kinda hope that because they already rebuilt the old design of the poodle that they decide to keep it along side the newer redesign from KSP1, Maybe just rename one of them. Scott manly suggested calling one of them the Laberdoodle, and I'm on board with that. -
Scott Manly and a bunch of other KSP YouTubers that where invited to watch a special demo at Pax West say they came out of it very optimistic. Devs where taking notes on the things the Scott and the others where asking about.
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Pretty sure that isn't even possible with any type of complex software. You could spend a million hours hunting down and fixing bugs, but as soon as the build goes live a user will find a bug. Plus sometimes a bug may accidentally get hardcoded into a game's source code early on making it near impossible to fix. I've seen other games where a known bug keeps showing up in subsequent sequels.
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KSP 2 will ruin the original
ShawnPhillips replied to Thelizard's topic in Prelaunch KSP2 Discussion
There was a huge debate about this in the Minecraft Community when the 1.9 update released, Whether the next update would be 2.0. It wasn't, it was 1.10 because that is how version numbering system in Software is typically handled. If KSP1 continues being updated beyond version 1.9 I'd expect it to be version 1.10. -
I just built a new PC with an i9-9900k and RTX 2080 Super, I'd hope it can handle KSP2.