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KSP2 Release Notes
Everything posted by RayneCloud
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Will get on that later.
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Engines Section is Done, (Tank Section is Huge, gonna take a bit.) Note: Engine Plates not only obsolete some older engine parts, but massively increase engine options and layout options for lifters, transfer stages, landers, etc
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I uh, love Restock and Restock plus @Vl3dbut umm, just covering the stock parts list for now lol
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Truth Side note, there's 12 total categories of part in KSP 2 and the one that's changed the most (I think) is fuel tanks, (followed by aerodynamics parts) so, these two sections might be a bit off....
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Later in the day, kiddo to school and then I'll get to it before work.
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So... more?
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So being awake early and bored, and having counted the parts out before out of sheer boredom, I thought it would be neat to make a more visual representation of the parts parity KSP 2 has with KSP 1. This is just part 1 to see if anyone is interested in more? I just thought it was neat to see what parts are missing, and what new parts we got. As a note, the "Command Section" is missing 2 parts from KSP 1 Stock but we gained 5 new parts. So, we went from 23 parts of this type to 26. So a net gain quite literally Sections Command: Posted Above Fuel Tanks: WIP Engines: https://forum.kerbalspaceprogram.com/index.php?/topic/214189-ksp-2-parts-parity-part-deux/&do=findComment&comment=4249806 Structure: WIP Coupling: WIP Payload: WIP Aerodynamics: WIP Ground: WIP Thermal: WIP Electrical: WIP Communication: WIP Utility: WIP
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Add Making History Parts as Stock
RayneCloud replied to almagnus1's topic in KSP2 Suggestions and Development Discussion
1. We already have a large selection of fuel tanks in the stock game, 64 in total with 34 of them being Methalox tanks and covering most of the making history tanks. 2. Engine plates have made a few of the making history engines obsolete, and some of them are in the game. 3. All of the making history panels and tube parts are in KSP 2 already. 4. As stated, all the engine plates are in KSP 2 already. 5. The stack decouplers are in KS2 already. 6. Fairings, wheels, and heat shields, are in KSP 2 already. In short, did you bother looking at the parts in the game? Because literally most of making history is already in KSP2. What we'd want, is breaking ground, not making making history. -
Please no wobble (Solved!!!)
RayneCloud replied to Superluminaut's topic in KSP2 Suggestions and Development Discussion
We've seen some stronger and more advanced strut parts in the back end, so this might be some sort of design decision to force players to build smaller and more compact vehicles at the start of their campaign, using a Tech 1 strut to move to larger vehicles and a Tech 2 strut to go even larger. I think the problem is that, the joint rigidity is way to low even if this was a design decision. Though, if you fly the stock rockets the K1 and K2, they have no issues with wobble what so ever. (The K2 needed fixing, so I threw a stack separator in it.)- 68 replies
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A Twitter thread on terrain rendering performance.
RayneCloud replied to Chilkoot's topic in KSP2 Discussion
Need I remind you of the communit ybased volunteer experimental testing team that Skunky and I started -
That is factually untrue. Epic has over 62+ million users and steam has 120 million with up around 60 million daily active users. While that's only /half/ of steams user base, it's still... that.. HALF. That's a HUGE store front and a huge point of sale location. Also, Epic takes 8% and steam takes 30%+ , and if I were launching a game, I'd launch on Epic to get more revenue and not have to counter that revenue loss to steams cut by increasing sales numbers.
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I never claimed this. I do not work for IG. I am one of the Former Community Mangers for Kerbal Space Program 1. Something you can see by looking at my posting history, and can be backed up by the moderation staff. I am here because I loved this community and I love KSP and space.
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We're here with you. We've got your back if you have ours. We're embarking on another grand adventure, together.
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From one former CM turned QA to another? You're doing a good job and yes, I mean that. I had some frustrations and some feedback and you are in here talking to us and I am really glad that you are.
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Thanks Dakota. I appreciate you being in here with us and responding.
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While I can't speak on what happened with my departure from KSP 1, I can say that the team was some of the best and brightest I've ever worked with and I believe in this team as well. Some of the older KSP 1 devs are with KSP 2 as well from what little I've gathered. This team does care, and they do listen. I'm not sure where the line is for most people, but remember dev's are human beings please.
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You say while partaking on forums that are moderated and controlled by the exact same studio.
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Discord has a lot of really good options now, it's just a matter of setting it up correctly and it helps a lot with real time interaction. They just need to mirror here on the forums and be more vocal elsewhere. Which they've heard.
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Discord.
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That makes sense, but not having at least a comm's mirroring in effect for the start point and foundation of the community is a bit of an oversight. I'm not upset tho, and I mean no disrespect to Dakota and the team.