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KSP2 Release Notes
Everything posted by mattinoz
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When Dose KPS2 Start in 2020
mattinoz replied to Auss Space Program's topic in Prelaunch KSP2 Discussion
Hardly a rumour given it was in annual report. -
Which features will you forgo for an early release?
mattinoz replied to Xd the great's topic in Prelaunch KSP2 Discussion
Get the engine right and that includes Multi-player as a way of keeping the engine people focused on efficient calculations and robust state. Also engine needs to be able handle 2 solar systems from get go as well. So not sure anything on the list can be cut as it is needed to be play tested to make sure engine is ticking along correctly and fit for the ongoing purpose of the game. Maybe the interface can be only active in beta mode but even that seems problematic. -
KSP 2 Multiplayer Discussion Thread
mattinoz replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Well more direct syncing services would have kicked in minutes before it happened for one.- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
mattinoz replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Actually should be a very short wait as multi-player data syncing in those cases is non-critical to current player environment so could be backgrounded. The only roadblock will be bundling your own data. It's not like you can casually bumble into another players zone in KSP.- 1,629 replies
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Will Skyhook tech be available in KSP 2?
mattinoz replied to Bej Kerman's topic in Prelaunch KSP2 Discussion
Well yes that is exactly what is was thinking. Indeed now even more amazed haven't seen that well explored in Sci-fi. Maybe because once set up and running it wouldn't create much in way of political tension to drive the storyline. So guessing now question is how to capture iron rich asteroid and extrude into a very long cable out of it to get it started. Edited: to wonder out loud if it would technically work at any height then why couldn't you build it on the ground using a spring as the wire that could expand as it accelerated. Could be mass produced in segments then lay them out around the earth then use the solar panels on the tether nodes to start it spinning faster and faster. Each segment would only need expand 15% of it's length to get from sea level to 80km. Then you have cheap lift platform to get other parts up there to strengthen it up to take more load. Even build the next one at 80km and get to expand out to what ever the next worthwhile level is or at angles to make mesh. Matt get back to work stop thinking about this. -
Will Skyhook tech be available in KSP 2?
mattinoz replied to Bej Kerman's topic in Prelaunch KSP2 Discussion
Every time I read this I wonder why not build a big ring right around the earth equator spinning orbital velocity for it elevation then have electric trains going backwards to hold position above a spot on earth long enough to drop a hook down then pick up a payload drag it back up to the ring and up to speed in the process. So quick google and found it is a Tesla concept. https://en.wikipedia.org/wiki/Orbital_ring -
Would a vacuum airship be useful on Mars?
mattinoz replied to RealKerbal3x's topic in Science & Spaceflight
If said envelope was shaped to be lift body then even if you couldn’t get a lift state it would still make flying easier. -
Will KSP 2 be released to mobile?
mattinoz replied to The quantum physicist's topic in Prelaunch KSP2 Discussion
Most mobile SOC these days are in range of baseline PC KSP was released for in the beginning. If KSP is better coded from ground up to speed it up and use modern ideas then mobile might be possible to an extent. Issue is controls need to take up too much of limited screen space. yes unmod able is a given on mobile. Would love to see anything KSP on mobile even if companion to desktop game not holding breath. -
Sea Dragon launch featured in 'For All Mankind'
mattinoz replied to DDE's topic in Science & Spaceflight
So what do you think the reference to it carrying plutonium in the audio just before launch? -
Why not.... especially if they crank up the silliness while doing it. Like a Mars/Duna like planet but in the zone to retain water and atomsphere. With Kangaroos bounding around grassy planes. Planet would not have as high a life support overhead of duna but would still need some to support kerbals.
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Will there be pre-order available?
mattinoz replied to jwanders's topic in Prelaunch KSP2 Discussion
Really doubt it. Commercial developer that has accounting standards to meet. There will be most likely some regular DLC to fund ongoing development. -
procedural parts or in the style that we have right now?
mattinoz replied to έķ νίĻĻάίή's topic in Prelaunch KSP2 Discussion
Some parts are fairly dull in the middle at best of times. -
What if one of the foundations they have designed in already is to decouple orbital physics from craft physics? Then why not show it off with and do things KSP1 couldn't handle due to initial design. That is the thing we have on idea about as yet what file breaking and compatibility breaking design changes are in KSP2 or what functional advantages they might allow.
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Difficulty Options For Life Support
mattinoz replied to mcwaffles2003's topic in Prelaunch KSP2 Discussion
How much of the function can be built into a given pod though? a mk1 can’t have much more than a day or so. Mk 1-3 what a week or 2.. station parts like science pod should cope with a few months without supplies or support. Those spinning Habs in the video should handle a year or 2. But if you want to push it there should be an overhead. A grand tour in a mk1 capsule shouldn’t be something that just works. -
Not sure it can be nonsensical and scientific at the same time. I mean if it's followed a scientific method and come up with a fantastic answer there is some sense to it. Maybe sense that is based on bad data bad assumptions but still sensiblity of some sort.
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Difficulty Options For Life Support
mattinoz replied to mcwaffles2003's topic in Prelaunch KSP2 Discussion
I would have said the same of orbital mechanics before KSP1 but there I was floating in virtual space erroring all over the shop. Still, yes Life Support needs to be balanced and documented and this is equally true of so many parts of KSP1 and mods that make it in to the trailer. -
Difficulty Options For Life Support
mattinoz replied to mcwaffles2003's topic in Prelaunch KSP2 Discussion
If they use a good model like USI LS that is simple then the player is well advanced before life support concerns kick in and provide them a new level of not unexpected challenge. i found the lack the life support in vanilla immersion breaking once you had crew in space for weeks if not years at a time. Still they can have fun with it and make it very kerbal but see no reason to turn it off if parts are assumed to forfill a certain roll. -
In the case noted couldn't you do a multipass aerobrake. say 3 passes so you could dump the heatshield for the final pass when the craft is slow enough to deal with reentry heat. Add a small probe core and engines on the shield boosts it out of atmosphere set it up to rendezvous with a tug to take it back. Although kOS makes these sorts of things more fun build test fly once get to use them on going. Deflation would still be useful here to make the easy to pack on to a tug for the return journey.
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Possibly Confirmed Features of KSP2
mattinoz replied to mcwaffles2003's topic in Prelaunch KSP2 Discussion
Or they'd have a different name. -
KSP2 Flight UI from Developer Story Trailer
mattinoz replied to PistonMiner's topic in Prelaunch KSP2 Discussion
Could be the elements are designed to go over an artwork chrome not yet in game. They should go one way or other even both. Cockpit base chrome to tie it together and control locations or no chrome and transparency. -
Possibly Confirmed Features of KSP2
mattinoz replied to mcwaffles2003's topic in Prelaunch KSP2 Discussion
Would be nice to have a glide path that skirts the mountain range. -
I believe I too would clap mid presentation for sub-assembly editing while not attached. Hoping maybe sub-assemblies created this way or added to library will "symbolised" so editing effects all instances. Even maybe allow you to carry over improvements to a sub-assembly to another launch of an older craft.
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Which one of you is Star Theory?
mattinoz replied to SpaceFace545's topic in Prelaunch KSP2 Discussion
Somewhere between South Africa and Perth according to https://www.antipodesmap.com/ Well that explains the heavy coat. -
In the video they show the build on pad but I'm sure they said this was just for the video. Still would be one way to make build time a thing.