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KSP2 Release Notes
Everything posted by RayneCloud
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HDRP or the High Definition Render Pipeline.. What is it? HDRP is a hybrid rendering solution that supports a lot of modern rendering techniques, things such as rasterized ray tracing and path tracing. Among many other modern rendering features and solutions. The move to Unity HDRP has me (as a lay person, remember I'm just a QA lead that knows enough to understand the very basics here) very excited with the future goals of this project now. Let's see a few nifty bits about HDRP and what it can offer to any projects utilizing it shall we? Let's take a look at some lighting, atmospherics, and terrain videos. Lighting Clouds and Atmospherics Enhanced Terrain Systems Unity HDRP Workflow Demo and Terrain Demo by JaniYa For CBT or "Concurrent Behavior Trees" I'd like to showcase something from SIGGRAPH 2021, Remember, this is a year + old and has advanced much past this demo video. Here's some nifty Photos with HDRP, In short, the move to Unity HDRP and moving forward with a CBT based terrain generation system, that those of us in the industry have seen studies and early tech on, is one that has me extremely excited for the future. While I'm not even remotely capable of explaining this like Mortoc, would, or even truly capable of understanding all of it myself... I hope these videos and some of my own research can help you all get a little more excited about the future as well. This is just me, as a note, exploring and researching and keeping track of tech in the industry and not me saying "This is coming for ksp!" I don't work for IG, I have no clue what they're doing anymore than you do outside current communications, my goal here is just to just educate and excite people and maybe inspire others to pursue a career in game development. Please take this post at its core meaning, education.
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Developer Insights #18 - Graphics of Early Access KSP2
RayneCloud replied to Intercept Games's topic in Dev Diaries
That's just like, your opinion man. It's also one I don't agree with, and one I think you are absolutely wrong on if you bother exploring any of the planets and see things that KSP 1 could not generate. -
Today was lots of good comms Nate, thanks so much.
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Developer Insights #18 - Graphics of Early Access KSP2
RayneCloud replied to Intercept Games's topic in Dev Diaries
Here's a vid going in to CBT in terrain from SIGGRAPH for those curious. I'm VERY Excited about the future of a CBT based terrain generation system. -
Developer Insights #18 - Graphics of Early Access KSP2
RayneCloud replied to Intercept Games's topic in Dev Diaries
This is what I was looking forward to! Thanks so much! -
For the love of the good gods in the sky, this isn't a "Waiting" situation. *slams her head in to her desk* Devs don't "wait" to put a patch out. We get bug reports, we collate, attempt to reproduce, triage, work on fixes, merge fixes, test fixes before and after merges, hope fix a doesn't cause bug b, and work hard towards getting a public build out that is stable, performant, and the "fixes" actually STICK. How many times have you read dev notes for another game that said, You went and played he update, and sure enough, "Nope, X is not fixed, also you broke Y" Hmm? How many times? I might be frustrated and disappointed like the rest of you, believe me I am, but I want a solid, performant, stable, first patch to come in like a wrecking ball and fix as much as possible. I will wait. I have KSP 1 mods to keep me company. I have dozens of other games, I'm certain a lot of you have large libraries as well, go explore something else. So many of you forget patch 0.7.3, the first version of KSP and how very little there was, KSP 0.7.3 didn't even have space in it... So many of you forget the 91 Updates across nearly a decade of work. So many of you forget the monthly update cadence that KSP 1 had until release. (or near monthly, 0.16 was July 2012 and 0.17 was sept 2012 but meh, point stands) I would ask you lot to stop wildly speculating about a work flow, and work environment you know nothing about (and that's not an insult, it's just the truth, I don't either.) but if you're not going to, you can at least stop wildly speculating about motives and intent for a few days? Good gods above it's annoying. "The devs are waiting so people can't refund!" Like... COME ON. GROW UP. Good lords. I'm going to regret posting this as soon as I post it, I know that, but, meh, I'm frustrated to so...take it or leave it.
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You know you're like the 3rd or 4th person to post something like this? Games drop off. Especially EA games. Do you know how many games on steam have above a 1000 players? Above a 150, out of nearly 60,000 games on team.
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You need to test the fixes you have implemented so that they don't break other things, and actually "take" as in, the fixes actually work. I'm sure we've all seen "Fixed X" dev notes in any of our fave games only to go test that fix and, welp, no, it's not fixed.
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I remain as supportive, positive, and optimistic as I possibly can be. However, the public news of layoffs, the review scores, the absolute denial and "all is well!" "just do another weekly challenge!" attitude is not helping. Not when 50% of the community has an extremely degraded gameplay experience, and the viewpoint is that there is a straight up refusal to address the communities fears and worries. The fears and worries being that KSP 2 will not see a completed road map. We need, and deserve, answers. Not corp speak, answers. We need and deserve communication, not "in the coming days and weeks and months" Now. Talk to us, the community, and answer our questions, honestly. Please. Side Note: This is not an "Oh god even Rayne is scared!" situation. I've been supportive, positive, and over all optimistic and I will remain so, but todays news of layoffs was an incredibly huge blow to my own moral and hopes and dreams of KSP2 as a player and a lover of this franchise. It was a huge blow to the morale, faith, and overall atmosphere of the community. That, is why I am asking for answers. So in short, Talk to us, please. Respectfully, Rayne.
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Yes, that's how it is now. I just block people and move on. It helps.
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Ah, I must have misunderstood then, fair point Shadow.
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In the most recent video from @ShadowZone that he posted today, Nate sai during the interview that their own internal testing vehicle part size is around a 150 parts as they think that's the "sweet spot" for vehicle design and creativity. So, I imagine they're trying to balance performance impact around that part count. Even KSP 1 struggles with large complex vehicles, but that limit is closer to around a 1,000 parts from what I've seen of certain creators on youtube and twitch.
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Abandoned? I.. what? KSP 1 launched as version 0.7.3 to the public in 2011 and had two major DLC packs, and a decade of development across 91 updates... it's DONE. lol
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Predictions for updates
RayneCloud replied to Tazooka's topic in KSP2 Suggestions and Development Discussion
Given what I've seen of some internals (game files stuff) , and my personal experience in the industry, (in regards to how sprints work, etc) I very much expect quarterly large updates and bi-weekly to monthly updates. Just my personal experience and speculation here, but I'm thinking around about a year to a max of two years to see the project "Finished". -
UKSA Challenge "All these worlds are Ours." I've always dreamed of this challenge, this ultimate goal of having at least one orbital and surface "Colony" on every planet and moon in the Kerbolar System, and then taking that to steps even farther beyond with life support, construction, shipyards, and even adding in OPM to truly push the boundaries of "Challenge" in KSP 1. So, here I am, sharing this with you all to see what you think. The Mission: Expand Kerbalkind's influence to the whole of the Kerbolar System and make the Kerbals a Multiplanetary Species that has exploited the resources of their entire home Solar System, Kerbol. Challenge Goals * One Orbital Colony per Celestial * One Surface Colony per Celestial Challenge Ruleset (Base) * SP / MP / Sharing: The "Default" setting for this challenge is a "Single Player" experience to push your knowledge of KSP, and of mods, to achieve a grand goal. If you'd like to share and go MP with it however, feel free to do so, you need only state that you've chosen to play MP with or without Save Sharing. in any posts. * FTL : Disallowed (See Difficulty Modes for Exceptions) * OPM: Required (See Difficulty Modes for Exceptions) * Life Support: Required (See Difficulty Modes for Exceptions) * Game Mode: Career Mode / Medium Difficulty or Higher (See Difficulty Modes for Exceptions) * Interstellar End Game: Special Rule - (See Difficulty Modes for Exceptions) * Ironman (No Kerbal Respawns): Optional * Mod List: Required - You must include the mods you're using in any post sharing your progression of this challenge. (Feel free to truncate the list of mods and make sure to spoiler the list in any posts.) * MODS USED MUST BE PUBLIC: Any mod you use must be available to the KSP community publicly. * Colony Guidelines: To Count, a "Colony" must be a "Base" that is either an Orbital or Surface Installation that has life support for at least 20 or more Kerbals. (seats in "Command" Parts do not count.) * Outposts: Outposts may be surface or orbital installations that are focused on logistics and operations and may be entirely automated. These could be "gas stations" or other facilities like "surface labs" for science gathering. Achievements Achievement: To Go Even Further Beyond - Swap out the Stock Solar System for KSRSS, A Rescale Mod of your Choice, or "Real Solar System." Achievement: Articles of Colonization - All your Colonies are entirely Self Sufficient Achievement: Harbor Grand Master - Build at least two fully operational Ship Yards that can produce vehicles in space using any mods of your choosing. Achievement: Colonial Fleet Command - Have at least one "Ship" in orbit of every planet. (Check Quote for Guidelines) Achievement: In a Galaxy Far Far Away - Swap the Stock+OPM system requirement with another planet pack + expansion if needed. The replacement system must have more than 20 celestials in total. (Check Quote for Guidelines) Achievement: Three Sisters - Colonize the Stock System with OPM as well as GPP Secondary and GEP (This pack turns Kerbol in to a Trinary Star System and removes the need for a /True Interstellar/ Mod.) Difficulty Options (For those that want to partake but have a more tailored experience with the challenge. Difficulty mode chosen must be stated when undertaking the challenge.) Very Easy * FTL: Allowed * Game Modes: Any / Sandbox Allowed * Life Support: Not Required * OPM: Not required * Kerbals in Command Parts Count towards Colony Size Easy * FTL: Allowed * Game Modes: Science or Career Mode On Easy * Life Support; Required (Suggested LS Mods for Easy: Snacks, USI Life Support) * OPM: Not Required Medium * FTL: Disallowed * Game Modes: Science or Career Mode On Medium * Life Support; Required (Suggested LS Mods for Medium: TAC-LS) * OPM: Required Hard * FTL: Disallowed * Game Modes: Career Mode On Hard or Science Mode Equivalent * Life Support; Required (Suggested LS Mods for Hard: TAC-LS)) * OPM: Required Very Hard * As Hard Mode + Add in at least one other Solar System and have at least one Surface and Orbital Colony in that system. How to Share Progress Please feel free to share screenshots, videos, and "blogs" / updates ni this thread of your progress if you choose to undertake this Challenge. Mod Suggestions: WIP Special Thanks: @JadeOfMaarFor feedback, support, and guidance. Also, for tolerating me talking about this challenge way to much... >.>
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*self snip* Nevermind.
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Rayne's List o recommended Mods for KSP 2
RayneCloud replied to RayneCloud's topic in KSP2 Mod Discussions
Added a new mod suggestion. An in game transfer window calculator. -
I was there with him, learning from him, and you'd be 100% correct Nate, there were things the team dealt with regarding builds even back then including builds failing outright. So you have my sympathy and continued respected Sir. Seeing this update from you was exactly what I think the community wanted and needed and what I personally was hoping for. Keep it up, we have your back.