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KSP2 Release Notes
Everything posted by mattinoz
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Discovery of New Planets
mattinoz replied to jackal_loaf's topic in Prelaunch KSP2 Suggestions & Development Discussion
Why boring? Those missions in real lift have been pretty inspiring voyages of discovery. If anything it would be great if progression made trips like that more valuable gameplay wise. More mapping a discovery parts in the early stages, tighter launch loads or less progression points on Kerbin so gravity slingshots to do flybys has good gameplay targeting. Those sorts of missions could be fun challenges with high rewards both in terms of skills and opening up the game world. -
Nintendo Switch platform
mattinoz replied to AstroWolfie's topic in Prelaunch KSP2 Suggestions & Development Discussion
I would have thought iOS and MacOS would be targets before switch. yes, yes, who wants to play KSP on tiny screen with limited controls .... oddly on one has said that about switch. -
Mods or DLC or both or a JV between Mod makers and the team like content creator packs (which lets the mods run console). Many options to push the game in a certain direction test the market potential to amp up the challenge factor. If the game runs 10+ years making money to justify it the better for everyone.
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- ksp2 suggestions
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Add parts for linking that are a bit flexible. Can cope with either compression or tension (ie. struts) or shear to tie parts of the tree together and allow resources to flow but force transfer is limited to only the plane they are designed for. Limits the compute as it can take out feedback loops. Might help with giant stations and colonies as there would be only very limited situations sub-sections of the massive craft would impact each other otherwise they are just floating along together. We know craft building is changing even the sub-assembly system that has been shown already allows for multi root craft where the roots are always distinct. A more flexibly approach to how sub-assemblies can come together might be possible.
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Delivery Routes and Physics
mattinoz replied to poopslayer78's topic in Prelaunch KSP2 Suggestions & Development Discussion
While it good to discuss until there has been a bit of play through it's hard to know if potential problems will be real barriers. Still, Once you have flown a route the orbital mechanics of that route are known minimum spec's or a spec window for the route would be known. 2 factors seem critical thrust to weight and dV. I'd think they could if it proves to be an issue allow ship upgrades for a route. I'd think over time many would establish new infrastructure in the game that would make old routes redundant before they need distinct upgrades. ie an orbital parts workshop pulling some material from the surface of the body it orbits and some from the body your initial supply route was coming from. -
Delivery Routes and Physics
mattinoz replied to poopslayer78's topic in Prelaunch KSP2 Suggestions & Development Discussion
One simple solution each solar system runs like clockwork. Each supply run only happens when conditions are identical. for more complex the route the longer it will be for route to turn up again. As bigger engines come online the more routes open up that can occur more regularly. also as colony come online the need for the complex routes drops out of usefulness. the only problem with 2 can be solved with a UI that asks if you want to repeat it every x days. with options to spawn new ship if one hasn't returned to load up new cargo. -
Coustom flag creator
mattinoz replied to Average Memer's topic in Prelaunch KSP2 Suggestions & Development Discussion
Agree having graphic program to design flag would be overkill but what would be great is to have tools in game to use flag well like:- A) have a default flag of our own. either upload own or pick a stock one B) use the new paint system to pick up colours from our flag System picks a 3 colour scheme based on flag. Stretch goals C) have paint system use flag design as super graphics for part allowing us scale the flag to any size to wrap a face or the whole part. Like wings and tails. Thinking like this D) Allow as to have multiple "companies/divisions" to have own default flag and autocolor saved ships spawned for that company in company colours Say if you have a set design for an air race in multi-player each player would get the colour scheme based on their flag. -
Surely large (or indeed super large) ships like this would have some form of external crew elevator inside the truss system or attached to the side for the pilot/engineers to go down and ready the craft for mission after so many years static. It would be shame if we had to place those parts by hand. Yes while the crew EVA it shouldn't need to be a player controlled untethered EVA it still should happen via crew move interface and be automated so we see the activity. There should be timefactor involved so as ships get larger and lager the time to get to there right place extends. It would be a fun use of portraits to see crew moving around the craft, using external and internal elevators, ladders and the like. Also you should be able to switch crew in the interface and not have to make an empty slot for one crew to move at a time.
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Kerbal Space Program 2 Release into Early Access Feb 24th
mattinoz replied to Intercept Games's topic in 2022
Yes, A bit slack to wait this long to tell that part of the community they are 3rd class in the eyes of the team. they should have ripped the bandage off much earlier. -
It feels like the sense of achievement in KSP2 is going to higher because the scenery is going to be so nice.
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Hey @Nate Simpson any word yet if "PC" means all the personal computer platforms KSP 1 runs on or just a limited version of those platforms?
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How long will interstellar journeys take?
mattinoz replied to Sky Kerman's topic in Prelaunch KSP2 Discussion
At Warpx1,000,000 a Kerbal decade is 92 secs so say x100,000 15-16mins. Given the furthest extents of KSP 1 were a couple of hours at max warp in the earlier times of the game I don't think 4 to 5 decades is out of the question for the dedicated players. This can be done without increasing time warp max factor but still allowing engine burns at full current timewarp.- 17 replies
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What about interstellar communication?
mattinoz replied to Kspsk's topic in Prelaunch KSP2 Discussion
Have they tried asking dad instead? -
ksc in the newest gameplay video
mattinoz replied to jastrone's topic in Prelaunch KSP2 Suggestions & Development Discussion
Looks like we are get crawlers and launch towers with mass limits instead of odd ground breaks from to much mass of KSP1. Hopefully maybe some Construction time mechanic as well. No more starting a game at sunrise and heading for the Mun at sunset. -
I think some concerns can be backgrounded by saying parts are fit of purpose. Habitation Modules for flights or colonies beyond Kerbins protective shadow need to deal with Cosmic radiation so it should be assumed this has been taken care of in the part design and mass. Other times how much a how little life support becomes a design choice and can't be assumed to be embedded in the part. Green house grow food vs pack a bunch of freeze dried food either way needs lots and lots of water that can be recycled to some degree. transit craft or colony, presupply vs resupply all these choices can the craft(s) needed.
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A smaller size class still might be generally useful the full span of the game, sure yes bogging player down early game should be avoided but that is true of current KSP instead of random strange take temp here, here and contracts so you build a plane and then walk a bit. small probe rockets could be used to teachify landing accuracy. Late game your colony ship could then use them to set up a network of scanners and relays as you arrive in the new system.
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Mods still have a much easier time and can be compatible with each other if there is base system to expand on in the game rather than having to build it themselves or rely on another mod as base.
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Robotic kerbals
mattinoz replied to awsumguy76801's topic in Prelaunch KSP2 Suggestions & Development Discussion
I suggest the Kerbal model has way too many polygons if rendering engine is producing that photography phenomenon. -
Robotic kerbals
mattinoz replied to awsumguy76801's topic in Prelaunch KSP2 Suggestions & Development Discussion
They'd still need a capsule for radiation protection. Otherwise you'd have to space harden every one of the thousands of chips that would be inside.. -
Life support - a hard or soft limitation?
mattinoz replied to Vl3d's topic in Prelaunch KSP2 Discussion
I think given the bulk of the mass used to keep organic live alive is water that ends up a bit dirty in the process then there is scope for a first tier that recycles that component to reduce the mass "consumed" but not replenish. Grey water + EC might say reduce consumption by 30% or the is assumption the basic life support kg/kerbal/day and EC/kerbal/day factors that is in. Sure these are prone to problems given they break down in every show about space travel. So might be better it isn't factored in. don't want kerbal drilling holes to get the water radiation shield to avoid dying of thirst. -
Life support - a hard or soft limitation?
mattinoz replied to Vl3d's topic in Prelaunch KSP2 Discussion
I think if you are going to talk LS look at which moders are part of team, see which systems they built or had a hand in and what that might tell about possible thinking. the one that comes to mind is Roverdude USI LS which was designed fairly late and reasonably simple and scalable. One exposed resource and waste that was hidden unless you had recycling parts to extend out the supplies. -
Cargo for automated resupply missions
mattinoz replied to Vl3d's topic in Prelaunch KSP2 Suggestions & Development Discussion
It would be great if those Containers just carried a single resource called Cargo (tonnes) that could be converted to any other resource of the same mass. Like that was the item in the container all along. Almost like someone had thought about prior to sending but also like if you change your mind and revert the flight prior to making a call you could do anything you like. Maybe if you have a skilled Kerbal like a quartermaster any empty cargo bay could be used as a mini-VAB to build things out of the cargo. Like the team didn't build the sub craft there they just unpacked and made it ready. Similar Craft should have a Passengers count who each have a baggage allowance. Adding before a tonnage of cargo to the craft overall but also a life support load as well. Once the craft arrives the Passengers spill out and become whatever the base needed. -
What areas of future technology would you like to see?
mattinoz replied to t_v's topic in Prelaunch KSP2 Discussion
In a similar vain 3D printing with Lunar/Mars/Mum/Duna dirt would be cool addition to game for more advanced colonies maybe not super freeform. -
Which platform would you prefer to play KSP2 on?
mattinoz replied to Ember12's topic in Prelaunch KSP2 Discussion
It is either as modable or more modable than the console editions. Scripted mods using a language entirely interpreted language within the app can be treated as "content" and can avoid app review process of the AppStore, similar parts mods. Which would put it ahead of console editions unless they have improved a lot.