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KSP2 Release Notes
Everything posted by shdwlrd
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Not known, the devs haven't said anything. This subject has been discussed before. The general consensus is the devs will ignore it since you shouldn't be able to build enough velocity to reach a good percentage of C. Plus it would be difficult and unnecessary to program all the effects relativity. It's a game with realistic physics, not a space simulator.
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Ok, we're given a preview of a new planet. There is no context or hint to what type of star this planet is orbiting. Is it possible that this planet is orbiting a giant, very active star? Or it could be the core of an old gas giant of a dying star? Or can it a rogue planet that was thrown out of a star system? Or by some luck, it was a small star that survived its collapse? Remember we only have a very small sample set for saying how planets should be made and what materials the cores could be made of.
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Don't know, the devs never mentioned it
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Go figure, the SAS can be super unhelpful at times. I'll just pick them up to right them I guess.
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A file using the native file format from your preferred 3d editor. An .obj or .stl file works too. Not possible, the .mu importer is broken for blender 2.93. (Hence my comment "I don't want to play the which combination of software will work game.") Basically, if I'm going to make something for an existing part, I want to do it right. No worries if you don't want to, they are your assets after all. The bikes are fun to use. But there are some phantom forces being applied to the side car if you have to right them. I can't tell if it's the SAS or a weird reaction between the wheel and the stand. All I know you can stop it by turning off the SAS and releasing the wheel brake, allowing it to settle completely before reconnecting to the bike.
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Yeah, it's been awhile since I last played around with adding parts to KSP. I forgot that you have to have a rigid body between different joints to be able to manipulate them. If you can PM me a link for your original model, I can whip something up. (I don't want to play "how can I get this to work" game anymore.) (Colliders don't need to be that precise. If you look at some of the more complex shaped parts out there, the colliders are greatly simplified and will show outside of the texture layer in your favorite 3d modeling software.)
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I was thinking something like the image below. It's small, fits inline with the bike, and you don't have to hide any clipping that may happen with using the side mounted docking port. I usually use the 1.25 (APP) or Mk2 parts for small(ish) explorer planes\helos. So trying to hide parts clipping can be a pain. All you have to do is add a docking port to the nose of the bike and to the top of the stand. This is how they are typically used. But with KSP, some reimagination will have to be done.
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@AlexoffDo you know most other teaser images and videos from game titles are heavily edited. They are captured from the game engine and run through some Adobe product to remove all the imperfections with the captured material. Look at CyberPunk for examples of this. All the teasers and "play through" videos released were all running very smooth, no hiccups. Then the game was released, we all know the story about performance after that. We should be happy Intercept is willing to show us their progress warts and all throughout the project. Because most other studios would be editing the hell out of these "peeks" of new assets. Also, are you ignoring the pre-alpha notes that are on all the videos and pictures Intercept releases? Do you know what pre-alpha means?
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Nifty! Now I can add some light weight vehicles to my exploration crafts. Now how do I load & unload them. Are there plans for a stand that can be used to lock them into a cargo bay?
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That's what sledgehammers are good for.
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Keep it Simple
shdwlrd replied to Wcmille's topic in Prelaunch KSP2 Suggestions & Development Discussion
I went back and reread some of your posts. I did miss understand your position. But the position everyone is stating is something will be left out of the release. There is too much to add in the timetable there is left. So if anything that has to be left out, it should be something that's not tied to the core game play. That leaves open stuff for DLC. Example for DLC would be underwater environments. They are there and already work, but a DLC can add parts and scenery for them to look better and to better utilize them. -
We can debate about the atmosphere but it doesn't matter since its an asset preview anyway. It's going to be very close to what we will see in the game... or not. Intercept could be pulling a Marvel and feeding us "not correct info" to feed speculation.
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An analyzation of the Vab interface.
shdwlrd replied to Hyperspace Industries's topic in Prelaunch KSP2 Discussion
It's the best we have to go on right now. When I estimated the size of the craft in that shot awhile back. (It's huge by the way. Around 800m long and about 200-300m wide.) I used the 2 space planes on the front for reference. I estimated the length at about 40m and the height about 3m. So the command pod should be about 5m. (A bit of trivia, the rings, spherical tanks, containers, and spine are very reminiscent of the FFT mod by Roverdude. If that will give you the scale of things.) -
Sure, no problem. It's the same method that was used in KSP1. Multiple detail levels for the objects in space. The best way to describe it is the way Google maps handles different zoom levels. (Street, neighborhood, city, county, state, region, country, continent, globe)
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Probably because it's more reminiscent of the current planets for KSP1. Either way, they both look good. Just looks like with the current iteration Intercept stripped or didn't add the atmosphere where the older version it definitely looks to have an atmosphere.
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An analyzation of the Vab interface.
shdwlrd replied to Hyperspace Industries's topic in Prelaunch KSP2 Discussion
That's not a good picture to infer scale from. If you use this one, you can better guesstimate the size of things. -
Keep it Simple
shdwlrd replied to Wcmille's topic in Prelaunch KSP2 Suggestions & Development Discussion
It doesn't matter game version, the concept is the same. Mods run outside but with the core software, which can lead to massive problems and poor performance. DLCs are considered a part of the core software and don't usually suffer from the same problems with increased performance. So if Intercept decides to add terraforming after release because of user demand. They spend thousands of man hours for the team to create, balance, and debug the expansion, it should be released for free? So the developer's shouldn't be paid for the time and energy put into the project? Intercept won't last long with that business model. They can't support a title for very long unless they find a way to pay for it. -
Keep it Simple
shdwlrd replied to Wcmille's topic in Prelaunch KSP2 Suggestions & Development Discussion
Mods won't be able to cleanly change the whole environment for a whole planet. Mods won't be able to cleanly expand on a gameplay mechanic. There's more than parts that can be done for DLC ideas. For example; you can use mods to add runways to Kerbin, but they look out of place most of the time because you can't edit the terrain. If a DLC added runways to Kerbin, the runways will look like they belong in the area because the terrain around the runways would be edited to help the assets fit better. -
3rd paragraph, Paul discusses increasing the size of the playable space within the Kerbal universe to add more star systems to the game.
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It wouldn't be KSP without the ability to control every aspect of your flight. The devs also has said they increased the playable area substantially. Why increase the playable area if you were not going to utilize it?
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Keep it Simple
shdwlrd replied to Wcmille's topic in Prelaunch KSP2 Suggestions & Development Discussion
So you're wanting KSP2 to be delayed even further and have the possibility of becoming vaporware? -
that's a vast improvement from last years images.
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What's trivial to you maybe necessary to someone else. You may be able to do math in your head, I need a calculator or pen and paper. You may never need spell check, I rely on it. At the end of the day, if you want support after release, Intercept will have to find funding. So DLCs is the most palatable option for most people. You think of it milking money from the players. In the business sense, it's funding a continuing project. Remember, it's your choice to buy it or not. Of course you may not want support of KSP2 after release and Intercept to start a new project. Or is it you want Intercept to add everything that everyone suggests and further delay release until it becomes vaperware.
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Intro cinematic (or cool animation)
shdwlrd replied to planeticegaming's topic in Prelaunch KSP2 Discussion
The only cut scene that was mentioned was the launch count down, but it's supposedly optional if you want it or not.