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KSP2 Release Notes
Everything posted by RayneCloud
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So, as the title says, I'm building a new mod load out for a new KSP 1 playthrough (I've not actively played KSP 1 in years) as I want to experience some new challenges and really see if I can push myself to achieve things I've yet to do in KSP 1. The Current Mod List Core includes the following, * The entire Near / Far Future Mod Suite, with the rest of Nertea's mods such as System Heat, Space Dust, MK4 Space Plane, etc * TAC-LS as my Life Support Mod of choice * OPM as a default to add new worlds to explore * Stockalike Mining Expansion with SimpleConstruction + the NotSoSimpleConstruction addon and Keridian Dynamics for building ships and bases/colonies * Feline Utility Rovers to help with rover design * Kerbal Planetary Base System as my surface installation of choice * A bunch of QoL, Graphics, and Foundational Stuff, full list below, What I'm looking for is some suggestion, or advice, on pushing past the Kerbol system.. or if anyone looks at this list and thinks they have some mods that might help make the playthrough better. I've been inspired by GU, Infinite Discoveries, Kcalbeloh, and a few other planet packs but I've never gone interstellar before and I'm not really sure what would be a good first introduction. (Some have suggest Kcalbeloh is a good first step with the wormhole). So, any thoughts all? This a pretty solid list to start with?
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Can confirm that the audio and the plume both persist in my latest testing. Though the interesting thing was the solid plume from the SRB did eventually flame out a good few minutes after the SRB ran out of fuel, but the audio effect stayed playing.
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Infinite Discoveries 0.9.9 (1.12.x)
RayneCloud replied to Sushut's topic in KSP1 Tools and Applications
You absolute mad scientist you, how in the bloody blazes did you pull this off... this is amazing. -
Science is pretty much stupid. Just get rid of it.
RayneCloud replied to JoeSchmuckatelli's topic in KSP2 Discussion
I really have to ask this question every time I see one of these, "This is stupid, get rid of it!" /Feedback/ posts.. How would you do it? Seriously, how would you design it? What do you want? Describe the form of gameplay you want. Describe your design, step for step, let's have it. Also, if you're going to talk about science in KSP2 from a point of "realism" , you do realize that we launch probes in to space that just sit in space and follow commands sent to them to just take pictures and gather data from sensors yeah? Ya know, like SOHO, JWST, MRO, LRO, Artemis, MAVEN, Trace Gas Orbiter, etc.... -
One thing that's missing, that is very SORELY missing, is KerbNet. Orbital Survey Scans, Biome and Anomaly Scanning, WayPoints. The question is, will KerbNet return? https://wiki.kerbalspaceprogram.com/wiki/KerbNet - KerbNet for the new players that don't know. Above, the Terrain Mode, Biome Mode and Resource Modes. (I do understand that resources is planned for a much later date) but can we at least have terrain, biome, and waypoint functionality and feature parity with KSP1 until then pretty please?
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I don't get any of this, what difference does it make if it takes me 1 hour of gameplay to get to the mun or 6 hours? What do you want here? We're talking about pacing, progression curves, ease of access for new players and not catering just to the old hats, etc etc etc. You might think that everyone playing is some old KSP1 vet, but I am willing to bet money that's not the case.
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For Science! - My Thoughts (And Yours Too!)
RayneCloud replied to Scarecrow71's topic in KSP2 Discussion
I honestly think we can expect to see the road map finished by the end of next year. I really do. At the very least I'd be willing to give them 6 months for colonies and 6 months for interstellar. -
Oh my gods, not these posts again.... we gonna be watching player counts every 30 minutes now?
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There are, in fact, several former KSP 1 devs and KSP 1 mod makers working on KSP 2, but people do so love being hyperbolic about things don't they? lol You've already made your mind up for not playing it yet eh? Each their own I suppose. As for the "don't change anything" thing, that's incredibly unfair and not even remotely accurate.
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Except, we can get a base idea already from the dev chat video, for example.. We see here that a Crew Observation report , Kerbin / Landed / Kerbal Space Center, gives 4 science. We have the ability to return samples or transmit data just like in the first game and I imagine data transmission will take power and time. Also this example here, We see that returning that surface sample is worth 100 science, also we get little "notes" on each science report. We see that connection is still required so basic kerbnet functions return properly, etc. This shows us fully that biomes are in fact 100% back as they should be, etc. During the dev chat they did say that Data can be transmitted for 100% reward, but samples need to be returned to the KSC. We also get science from mission completion as well. During their first test mission they brought back 147 science points which is a little under 20% of what Page 1 requires for a full unlock. We can infer from all this information, that as you progress in to each new tech page, and t he costs skyrocket, you're going to HAVE to explore outward and you wont be able to just sit around kerbin local with the Mun and Minmus.
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I actually think with this new progression, that a MPL might be even more valuable now, as you'd actually have a use to long form science production. Something that happens in KSP when I play with the whole of the near future and far future mod series. That and with the money part of KSP 1 and having the policies that science turns in to money, it really helps be a nice loop. I'm just excited to see what comes next
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I wanted to take a moment to look at the different tech trees from a UI/UX position, as well as gameplay and feature parity. I figured we could start with the stock KSP 1 tree taking a look at it as it stands with t he final update to KSP 1. The KSP 1 Tech Tree has, * 9 Tiers * 61 Total Nodes * Requires 18 468 Science to unlock * IS a singular Large UI that does make it somewhat harder to drill down on compared to the newer Tree. The KSP 2 Tech Tree * 4 "Pages" * 26 Rows * 87 Nodes * Requires, * 1,010 Science Points for Page 1 which includes 8 rows and 25 nodes. Page 2 requires, * 11,170 Science spread across 7 rows and 26 nodes Page 3 requires, * 42,900 Science across 6 rows and 20 nodes Page 4 Requires, * 97,000 Science across 5 rows and 16 nodes KSP 1 Totals, Nodes: 61 Total Science Required to Unlock: 18,468 KSP 2 Totals, Nodes: 87 (An increase of 26 additional nodes over the stock ksp 1 tech tree.) Total Science Required to Unlock: 152,080 (An over 8 times increase in total science required to unlock the entire tree in KSP 2.) KSP 1 Total Science Parts: 14 Labs: 1 Experiment Storage: 1 Telescopes: 1 Sensors: 8 Resource Scanners: 3 KSP 2 Total Science Parts with 0.2.0: 9 * 5 XS Science Parts * 2 SM Science Parts * 2 MD Science Parts I imagine we'll not only see feature parity here (as I imagine some sensors or experiments will be merged in to a singular part) but we'll also see additional science parts as the game progresses no doubt with resource scanners and colony science etc. I imagine there's also just as much science to collect as there was in KSP 1, which as a note had nearly 370k science to recover across all biomes (someone feel free to correct me on that if I am wrong.) In short, The tech tree is bigger, easier to navigate and read, and seems to perhaps have extended science oriented gameplay beyond that of KSP 1. Thoughts all?
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"Your own life, or your band’s, or even your species’ might be owed to a restless few—drawn, by a craving they can hardly articulate or understand, to undiscovered lands and new worlds." - Carl Sagan I am excited again for the first time in months. This will be the first big proper update to the game and I can not wait. Great job team!
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Yes actually, I am. It's a distinct downgrade and lack of feature parity with stock KSP1 that makes it very disappointing all things considered that's true, but my hope is that it's at least a proper stepping stone to seeing that feature parity happen when we move forward. Such as seeing the resource scanners (of which we had 3 in ksp1) and parts that offer the same functionality as the SENTINEL IRT. I'm happy because it seems like a good enough solid foundation to see that KSP 2 has even more science options than KSP 1 did.
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Nate Simpson at Space Creator Day talks about KSP 2.
RayneCloud replied to RayneCloud's topic in KSP2 Discussion
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Nate Simpson at Space Creator Day talks about KSP 2.
RayneCloud replied to RayneCloud's topic in KSP2 Discussion
I mean, seriously, well done team! -
Honestly, this is really really worth a watch. I really appreciate the honesty here from Nate that there was a lot of underestimation and mistakes made and I feel very confident that the team is going to move forward in a good way.
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You promised us communication, where is it?
RayneCloud replied to RayneCloud's topic in KSP2 Discussion
I can promise you that not a single dev I've ever worked with would see that score and be happy with it. We don't get in to game dev to make bad games, and KSP2 isn't a bad game, it's got issues and it's not perfect, no game is and no game ever will be. We get in to gaming to share worlds and experiences with others. We hope that when the game goes out in to the public that they like it and enjoy it, and if they don't, they're usually two options... Give Up or Get to work. This team, I truly believe, has taken the second option. Again, all I wanted, was more open and dedicated communication HERE, on the forums, where we were promised such. I don't want to be on the discord, and while yes, I can look to the right and see the discord integrated dev tracker thingy, I'd rather like to know where Nate's previous Friday posts have gone. My hope, is that they're just head down working on 1.5 and that 1.5 will bring even more fixes, improvement, and some new features.