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KSP2 Release Notes
Everything posted by shdwlrd
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Trains
shdwlrd replied to BowlerHatGuy3's topic in Prelaunch KSP2 Suggestions & Development Discussion
Can you imagine typical twin track train for heavy rail on a low g world? You'll want something that can hold the train on the rails. Maybe something like a heavy version of a roller coaster track? -
Trains
shdwlrd replied to BowlerHatGuy3's topic in Prelaunch KSP2 Suggestions & Development Discussion
It's a possibility. How do you account for the detail required to setup rails on an crater filled moon? You would only be able to work on a couple KM at a time because you'll want to avoid as many elevation changes as possible. These are some of the points I remember. I'm not against having a light/heavy rail networks in KSP2. I think trains would be perfect for medium distance locations where rovers would take too long and it's not practical for aircraft. I'm just playing devils advocate. -
I'm going to start by saying that the play modes from KSP1 will be scrapped and replaced with a different progression system. Also, there has been many threads discussing science and how it could play into progression throughout the game. For things to do with bases and colonies, you're missing the whole resource discovery, gathering, conversion; along with craft production and launching. That is the basic usage for bases and colonies that has been confirmed. Outside of that, we don't know what the devs have planned.
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Trains
shdwlrd replied to BowlerHatGuy3's topic in Prelaunch KSP2 Suggestions & Development Discussion
Possible. There will be people who will want to place each piece individually. Having a raised track would alleviate the ground clearance problem. Yeah, the true scales could be daunting, but worthwhile in the long run. -
I wonder how many solar system would be in KSP2
shdwlrd replied to Pawelk198604's topic in Prelaunch KSP2 Discussion
In one of the early interviews, Nate did confirm that they were reworking time warp and increasing the number of steps. He didn't elaborate on the time scales, but there will be more. If you find and look at any of the screen shots with the flight UI, it is shown that there is more steps for time warp. The graph shows KSP1 time steps. The 1st four is physics warp. The rest is time warp. Thanks @Vl3d for posting this. -
Trains
shdwlrd replied to BowlerHatGuy3's topic in Prelaunch KSP2 Suggestions & Development Discussion
Trains have been suggested and discussed before. I think it was in one of the automation or ground vehicles threads. I think the main hang-up was how to construct the rails for it. -
Should celestial bodies in KSP 2 have axial tilts?
shdwlrd replied to intelliCom's topic in Prelaunch KSP2 Discussion
You hit that one right on the head. -
Colony progression
shdwlrd replied to Kapitalizing Every Word's topic in Prelaunch KSP2 Suggestions & Development Discussion
Yes, agreed. We need more info for any devs looking at this. Please. With parts for crafts, it may or may not work. But for colony and base buildings, it can work. Some stuff just makes sense. Unlocking base parts after landing on the Mun or Minmus for example. Not getting the ISRU until you are gathering resources. Not building in-situ expansions until you have a module that allows it. Not building a certain tech until you have unlocked it. Oh, definitely. It's workable, but will it have some flaws, probably. Will everyone be happy with it, oh definitely not. -
Colony progression
shdwlrd replied to Kapitalizing Every Word's topic in Prelaunch KSP2 Suggestions & Development Discussion
This is the trap everyone is falling into. Thinking that progression is going to be solely based on points gathered, and not earned. That is an old mechanic that can be easily exploited. It works in mission based games where upgrades are given over the course of the story. It doesn't work in sandbox like games. Discovery and doing tasks along with gathering works better in sandbox type games. In table top RPG's, you earn points by doing things, not just attending the session. The more you do, the faster you level. So translating to KSP, you can't unlock bases until you land your first crewed lander. You can't build an ISRU until you dig up resources. You can't build new base modules in-situ until you land manufacturing modules. You can't build new modules until you have the resources available to do so. You can't get the next level improvement until you have used the predecessor for a time. So on, so on. -
Colony progression
shdwlrd replied to Kapitalizing Every Word's topic in Prelaunch KSP2 Suggestions & Development Discussion
Colony progression really hasn't been talked about by the devs. They just gave us a basic picture into what they like to see. I can see bases and colonies progression being tied to, but separate, from the rocket parts. In the lower tech tiers, both base and rocket parts could be closely related. At later tiers, the colony and rocket parts will have diverged enough where only the base technology is the only thing in common. (Ex. Fusion reactors) As for that actual progression mechanics, we don't know. It's been repeated over and over again that the science and career modes from KSP1 are being scrapped completely. The progression mechanics for KSP2 will be different. So let colonies have labs and do research. Let colonies find and contribute to discoveries. So let colonies be apart of the whole science and discovery part of the game as how you expect it to be in RL. Why? Because we don't know the plan for progression of technology for KSP2. -
Scratch programming language
shdwlrd replied to MStefan99's topic in Prelaunch KSP2 Suggestions & Development Discussion
I think it may go beyond that. I think the scripts can't even change the games base behavior, or read or write from the games memory either. Looking at what mods have been historically allowed on consoles, assets only, and not anything that can change the games behavior. I think that would extend to the scripts too.- 92 replies
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Scratch programming language
shdwlrd replied to MStefan99's topic in Prelaunch KSP2 Suggestions & Development Discussion
See above... I don't play Minecraft, so I don't know.- 92 replies
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Scratch programming language
shdwlrd replied to MStefan99's topic in Prelaunch KSP2 Suggestions & Development Discussion
You play on PC right? So how does the fact that scripting support isn't allowed on consoles affect you?- 92 replies
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Scratch programming language
shdwlrd replied to MStefan99's topic in Prelaunch KSP2 Suggestions & Development Discussion
@Master39 I know that there are players for both consoles and PC that want and will use scripting. I'm not arguing that point. What I'm saying is any scripting added to the game that is as powerful as KOS won't be cleared for release on consoles. Nothing more, nothing less.- 92 replies
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Fair enough. Image effects like what movie time have shouldn't be a stock. It's simple enough to apply effects as a mod. If the graphical theme of the game was movie like, sure why not. But everything looks to be in a normal, realistic theme. It wouldn't be necessary for stock.
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@Vl3d you're using a poor example. The Movie Time mod effects all external cameras and you can't choose which cameras to apply the effect. From what you seem to be suggesting is to see an image taken through a telescope or imager using an effect, but what the Aziz is saying, when you look at telescope or satellite, it should be in real color, not the effect for that specific camera. There's a telescope mod that allows you to view its prospective and apply whatever effects you that image, while viewing the rest of the game in real color.
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Games are strange things. I can see colonies being handled like static crafts. All the rules that apply to your crafts apply to your colonies. The lack of power generation or reserves will shut them down like your ship in orbit.
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Should celestial bodies in KSP 2 have axial tilts?
shdwlrd replied to intelliCom's topic in Prelaunch KSP2 Discussion
No, you're not crazy. I think people just don't realize that a 1-5 degree tilt doesn't mean much. My typical equatorial orbit is off by 1-5 degrees, it doesn’t change my interplanetary transfers much. It may mean a little more expensive mid course correction burn later on, but not enough to truly worry about. -
Ahh, ok, I see what your concern is. Functional greebling like antennas, dishes, ladders, lighting was implied that they work as expected. I was thinking about greebling like external ductwork, conduits, tunnels, spacers would be non-functional.
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To me, KSP started as a build and fly type of game. Then it kind of evolved to build and explore once I realized that there was so much more to see. (Even KSP's simple graphics had some beautiful vistas here and there.) When I wanted to explore further without using cheats, the stock selection was very lacking. Then I discovered the Kraken, and stopped planning or trying grandiose missions. Basically, KSP is whatever you make of it. But the jank and limitations of the game made it difficult to go beyond build and fly.
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Kerbal Space Program 2 Knowledge Repository
shdwlrd replied to The Aziz's topic in Prelaunch KSP2 Discussion
The two would have to be separate entities, but it would very good starting point. There will be different parts, stats, locations, etc. between the similar portions of the game (The Kerbol system) to justify a new wiki. -
Nate basically confirmed that when the first colony modules were revealed. At the time, nothing for greebling colony buildings was in the works, but planned for the future. So it makes sense to have colony parts/buildings that would have no stock function.
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Kerbal Racer?
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Scratch programming language
shdwlrd replied to MStefan99's topic in Prelaunch KSP2 Suggestions & Development Discussion
As I'm not familiar with Minecraft's scripting, I won't comment on that. Basically anything that can possibly be used in an unauthorized way to access the hardware or software isn't allowed. (Similar to the warning that KOS can be used outside of it's intended purpose and to be very careful what scripts you download and run.) If you look at Keen's forums for Space Engineers, they spell out exactly why 3rd party scripts aren't allowed for the Xbox and their solution for it. Since Sony has very similar rules, the same applies with them. @mcwaffles2003 I can't. The rules for scripting (amongst other criteria for certification) is provided by MS and Sony to their registered developers only. If you look at any game that deals exclusively with scripting or programming, they will explain why they can't release them to consoles. (Basically, they are not allowed to.)- 92 replies
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shdwlrd replied to MStefan99's topic in Prelaunch KSP2 Suggestions & Development Discussion
Everything I've read on both Microsoft's and Sony's sites say they don't allow the running, creating, or sharing of 3rd party scripts on their consoles. A user created script in game or downloaded is considered a 3rd party script, so it wouldn't be allowed in the game. Intercept won't even be allowed to publish KSP2 on consoles if it has the ability to run scripts. The only way have scripts in the game is to have them published along with the main game or passed through Sony's certification board as DLC. That's it. Any other way of doing it is against the respective companies EULA.- 92 replies
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