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KSP2 Release Notes
Everything posted by shdwlrd
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Very informative, if you can draw conclusions from incomplete information. Or at least one can speculate from what was talked about. Thanks @Rock3tman_ for posting the interview and thanks Nate and Paul for doing it. Now its just waiting for someone to transcribe it, you know, to use for points of reference.
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I like the different environmental effects. I hope I will be able to actually use them. It's neat that the coloration of the buildings will sync with the colors chosen by the player. I'm not a fan of the mushroom topped colony buildings. I hope to be able to move away from that design when the colony matures.
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Yeah, that is correct. That is one situation you can use it for. It could also be used for scanning large swathes of the stars for science, places to travel to, asteroids, etc.
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Or fall of 2021, depending on which hemisphere you live on. Speculation is late 3rd-4th quarter of 2021.
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I personally would remove the whole module, and redo it. But real plumes is one mod I never had an issue with using. Switching the real plume fx to the stock fx was never a priority for me. (Unless the maintainers for real plume removed the KSO fx.) If you ask in the module manager thread, I'm sure someone their could answer your question.
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If they keep the actual scaling similar to the stuff they've shown so far; yes, that interstellar engine is enormous, and the shield is even larger. Better coding along with what Master39 has said, it will help with the performance.
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Too add to this; there will be parts that make the making history Saturn V parts look small. Just to guess from the pictures shown so far, 30-40m diameter parts could be used. Probably some that are larger.
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I can agree with that. Not having to freeze frame every couple seconds would be a nice change. Something focused on one or a few subjects would be enough to keep the community satisfied for a while.
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It seems like you missed the removal of the old rcs module for the cabin.
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Try these fixes for the dauntless RCS and engines. The remarked numbers should be the original values for the thrust and isp. The patches themselves switch the modules to the stock equivalents. Try these fixes for the super25 engines and rcs. same stipulations as above. Hope these help you out.
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Don't know, but really don't think so. A lot of the parts from KSP1 that was used for the reveal trailer is from before Squad started doing their parts revamps.
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Developer Insights #6 – Kerbals, The First New Look
shdwlrd replied to Zimm's topic in Prelaunch KSP2 Discussion
It would be funny if the copilot was Jeb. They are panicking and Jeb is like; no worries, I got this. -
That sounds about right over all. But if I'm remembering correctly, Nate call out the error immediately and was overruled with the afore mentioned quote "it looks better that way". Just thinking about that exchange, I'm wondering if it was a bunch of little things like that started the ball rolling for the hoopla with Star Theory and KSP2? That is a conversation for another thread though.
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Somewhere there's an explanation to why Duna axis was tilted 90 degrees, but the devs knew about it immediately. Something about time and marketing if I remember correctly.
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The various assembly buildings and features would be a good option for an update. There's a few things I can think of that would make me say not now. It could be finished but not linked to the various launch sites in the game. It could be feature complete, but very janky operation of the features. There could be a part feature they don't want to expose. (They should be able to work around it, but it's a reason.) It could be they don't know what to call the colony and orbital assembly buildings.
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@mcwaffles2003 i still stand by both responses. None of them are game spoilers, but now isn't the time to address them. Some items on the list still may need to be fleshed out, some items may be in development, while some items just isn't worth the time to do an update for at the moment. As I said, the devs are perfectionists when they release stuff. This community can be really tough on the developers at times. (Look at the old dev notes from Squad.) I bet they're willing to play the bad guys for not releasing info rather than rile the community up with options and features that can't make it into the game, or have changed from the original concept. (Looking at KSP1 in regards to multiplayer, atmosphere properties, etc.) The only reasons we have gotten updates is to show off a feature, something they think is cool, to show the method to their madness, and worth their time to make. (Usually rolled all up one video.) Right now we know they have a playable alpha and still are testing and developing features. Most of the things you are asking about I wouldn't even bother talking about until there was a beta release.
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The big problems with the alcubierre drive isn't the exotic matter per se. It's the energy requirements that the exotic matter is supposed to solve. We also don't know how to manipulate space time, gravity, or the fabric of space itself. Hell, we as a species can barely understand how afore mentioned works, yet alone get to a point to prove the theories right or wrong. At some point I can see a player getting a craft to a good percentage of "C". But that would be using conventional means with cheats.
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Well, there isn't much else to show off. Orbital mechanics isn't going to change. We already know that they are using Unity for the game engine. We already know most of the engines and drives they are using. The only things they can talk about is the colony and logistical mechanics, if they have them figured out. They could also talk about multiplayer, but I don't see that happening anytime soon. So they only really have new planets, parts, and animations to show off. So yeah, more of the same.
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Not going to happen, no warp drives, alcubierre drives, hyperdrives, wormholes, stargates, or any other forms of faster than light sci-fi tech in stock. That will be up to the modders.
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Should Certain Mods be Stock in KSP 2?
shdwlrd replied to probe137's topic in Prelaunch KSP2 Discussion
Nope, the big station shown is around Jool. The ringed gas giant is around another star. Look up Scott Manley's and ShadowZone's interview with Nate Simpson from PAX west. They are not adding planets to the Kerbol system. Squads old grand plans for KSP are moot since Squad isn't developing KSP2. Intercept studios is making KSP2. -
Should Certain Mods be Stock in KSP 2?
shdwlrd replied to probe137's topic in Prelaunch KSP2 Discussion
Nate has said that the Kerbol system won't change other than an art pass. In other star systems. -
I believe KSP2 will release near the said time frame. I do think that there will be some bugs, but I don't think they will be anything game breaking.
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There's already a discussion about Puff (Mike).
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Should Certain Mods be Stock in KSP 2?
shdwlrd replied to probe137's topic in Prelaunch KSP2 Discussion
Or lack of proper positional info relative to the target on all 3 axis. I can't eyeball that in a third person perspective and I can't tell the distance using the docking camera trick. I've played about a year before I found MJ. In that time I when from over an hour to dock to about 25-30 mins. My docking time and the frustration levels haven't improved much since 2014. Docking is one of the few things that will cause me to rage quit KSP.