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RayneCloud

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Everything posted by RayneCloud

  1. I also had this with the K2. Not sure what's going on.
  2. I imagine building colonies and orbital shipyards to build interstellar starships will give us older folx quite the challenge.
  3. Oh the list is long... Tutorials New KSC Is YUGE and amazing SO MANY PARTS Sound Design is "Chefs Kiss Meme" The planets are vury purdy, I just can't wait to see Dres's ring... PROC WINGS ZOMG YAY Love the UI personally. Music is lit Boat dock? Please to be giving boat parts kaithxbai
  4. "Coming Weeks" is not "A Few Weeks" it could be next week, or the week after. I'd expect something SoonTM personally, but that's just a Theory.. a KSP 2 Theory!
  5. I've had a blast today myself. Spent a few hours playing around and testing things . It's rough, and broken, and there's valid criticism and feedback to be given, but I'm hoping people remain fair and reasonable in doing so. Don't attack the team, talk to them, they'll listen. KSP 1 was a 10+ year long journey to get where it is. I imagine that KSP 2 has a long road ahead of it as well, with bumps and bad weather, but I also believe it will be worth it when we get to the finish line. Right now, the baseline game play of building and flying rockets to places, works. That's what KSP 1 was before career / science mode showed up. Be patient, give your feedback, you're allowed your frustrations, just be polite.
  6. At first glance? It looks to be possible, yes. That's about all I can chime in on myself.
  7. I think we're going to have to wait a bit on this one IgorZ,
  8. It's not going to be anywhere near as hard as I first thought. It is doable. I can say that much and only that much.
  9. Well, looks like Sarbian has said no... so, oh well. Wait for someone else to build their own version or for another tool to replace mechjeb.
  10. At current the parts manager button toggles the entire parts manager for ease of access to all parts on a craft and limiting "Camera Yoga" to get to a KSp1 style Part Action Menu. As an aside, the ability to right click a part does bring up the parts manager, at the part clicked, with it's tab extended. My suggestion is to "Truncate" the parts manager on Part Right Click to just that parts action window and allow this to be a toggle in UI settings so users can choose the functionality they want.
  11. I noticed a few other bits and pieces that seem to suggest there might be an in game mod manager. Anyone else seeing that or am I wrong?
  12. I'm excited for the whole of the grand adventure that will be KSP2. Just like the grand adventure that KSP 1, it not only kickstarted my career in the games industry, but it ignited my love of spaceflight and science. I look forward to this adventure, no matter what it brings.
  13. I think it's fine and I have extensive vision issues. I love the UI. It's clear, concise, informative, and not overly bright and easy to read and understand and has been designed to convey as much information to me as possible.
  14. So you don't want children to learn about STEM and Space Flight then? I mean, I guess that's a stance to take, but I don't agree with it.
  15. This is an incredibly childish post. This is a game that's trying to bring new players in to the franchise.
  16. Hey Everyone! So here's that update I promised, as I said I had to take a week off for RL reasons but here we are after about two weeks of actual work! It's not much, but I'm happy with the progress. So, today I started out with a "Test Render" in Blender to see what the desired outcome would look like, (albiet I don't have any graphical mods installed). That test render and test planet, was this, Step 2, was getting all of our primary "Maps" off of this sphere and that started with some frustration as the first output for the Diffuse Map (Color) was this, Now, these little black triangles are there for a few reasons, but there's no need to go in to details at the moment. Suffice to say, the desired outcome required some manual fine tuning of the sphere object in blneder as well as manually adding in new vertcies and the use of a plugin to help me properly bake to a texture that was manually unwrapped to a grid. That outcome was this, the first diffuse map, Much better yeah? It's also flipped and still wrong, but, baby steps and progress! (There's also still plenty of polar distortion to work out later in either gimp or fixing the unwrap process in blender) So, what's next? Well, our Normal Map and our Height Map, Again, not great by any stretch of the imagination, but progress is progress. All of this ended the work day with a test world in game as about 30 minutes ago or so, Not quite the goal eh? No, not really, but this proves the process works (albiet it needs a LOT MORE work to be better than it is) but the outcome is a planet from concept to in-game in the span of about 4 hours or so of total work. There's also still several issues to iron out, 1. The planet is being light from The Sun even at 0.04LY from it. 2. The Local PQS Space isn't colored correctly at all. 3. Local PQS Space is having generation issues, but it does generate and is landable. So that's it for today, stay tuned for more over the weekend! -Rayne
  17. Hey all! The mod isn't dead, I know I went quiet for a bit but I've been really busy IRL. Stay tuned for more info soon!
  18. This is the coolest thing ever. Well done Jeb!
  19. Here it is, Games Industry Professional (She/Her) Former Community Manager - Kerbal Space Program (2011 - 2013) Former CM - Legends of Aethereus , Heliborne, Grumpy WitchFormer US Navy Medical Professional - Disabled Veteran, Honorable Now that that is out of the way, all of my points still stand. The level of down right abuse I see here, coupled with the level of confidence displayed by those who've not worked a single day in this industry bothers me a great deal. This team is talented, dedicated, and passionate. I believe in them, and game development is HARD. I would beg you all to have some patience. Wait till the final product is in your hands and then make your critiques, but do so without the downright abusive tone. Please?
  20. Literally all of this. For all 4 games I've worked on. All of it. 100% accurate.
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