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KSP2 Release Notes
Everything posted by mattinoz
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Which platform would you prefer to play KSP2 on?
mattinoz replied to Ember12's topic in Prelaunch KSP2 Discussion
If SteamDeck is considered a viable option then surely iPad / Mac Hybrid version should be considered just as viable. Sure iPad version would need some fairly aggressive min. spec hardware support but still certainly the iPadPro and current models match re-exceed KSP 1 hardware. -
Should celestial bodies in KSP 2 have axial tilts?
mattinoz replied to intelliCom's topic in Prelaunch KSP2 Discussion
A long time ago in a forum far .... There was a workshopped plan if axial tilt was a game improvement and this is pretty close to recall as to how it looked. Only exception was Kerbin and the Mun were matched so in terms of player progression you still had a straight shot from equatorial orbit to an body. That makes minus the first body you need to learn plane changes for. Having Mimus on the solar plane make a great incentive to build a colony there, Fuelbase or shipyard. Then you can go further afield by diving back to Kerbin. Axial tilt could slow the game progression down a bit as it would be worth waiting for ideal launch times. No more first rocket at sunrise launch for Mun by sunset. -
Based on this I think sepia wasn't ever a thing of digitally transferred images it is a film/analogue tech thing so shouldn't be on the list. But yes have always been in favour of a fog in KSP even to the point of in multi-player games or even your own games not being able see realtime images unless you have access to a set of live eyes. Make setting up sat-networks around bodies encouraged* before sending Kerbals. I wonder if there is a neat trick with Image upscaling based on Machine Learning to allow the game to ship with lower res images,textures and maps then allow the host hardware to regenerate the the full res on device as a function of looking at the world. Sure each player ends up with a slightly different set of high res images but hopefully not enough to make a playing difference. Each level of tech causes an upgrade to the texturing resource files. A lot of that could run background while drifting in space which is let's face it a big amount of time in game. Would be a badge of honour to how big your texture file is in your game folder as to how much ground you've covered. *Let's face it's KSP there will be just times we just go and wing it against all good advice.
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Should celestial bodies in KSP 2 have axial tilts?
mattinoz replied to intelliCom's topic in Prelaunch KSP2 Discussion
Yes but like many of us we learned what we needed to know to stop getting it wrong by watch others who’d worked it out. That built buzz and community around the game. if there is no new challenges in the Kerbol system for advanced players and the notable streamers why would they play in the sand box and make new content. You’ll be on your own or following videos from version 1. The streaming will all be from interstellar stock systems or a mod system. To my mind tweaking the stock system is a must so players new and old are challenged in the same space. Axial tilt seems a good start it that it can be used to make some transfer easier and some harder. New outer planets also which will see lots of interesting gravity assists videos being made. -
Transparent pods/control stations
mattinoz replied to Ryaja's topic in Prelaunch KSP2 Suggestions & Development Discussion
These pods along with ScienceLabs and maybe some others should be chair-less the Kerbal in them would float or hold-on the hand-grip. Not just sit there like grinning idiots. -
It also make the game more modable if there is a base game system that makes a structure that is consistent. Gives the mods something to hang one without making a system from scratch. You don't need 6 competing life support systems with a vast array of mods compatible with half of them if there is a solid base. They don't need to go overboard either, concentrate on good game play then if a modder wants to make a process around making x-factor more realistic they can.
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If you divide the universe in to manageable chunks for the physics engine when it seems odd to me ruling out using that mini-verse to create the local gravity playground. Assuming the system will include visible bodies then the central sun(s) of the system are likely to be included unless a long way out. Seems to me it would be less complicated long term to have a system handle it than to fine tune it be hand. Sure systems will be on rails and craft will be able to go on rails to avoid station keeping. I do wonder if it will be possible to get in such a low system gravity situation that kerbals will be sub-orbital to a colony ship when EVA.
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https://www.kerbalspaceprogram.com/dev-diaries/developer-insights-4-ksp2-engineering/ According. to this early insights there will be multiple places in the game that more than 1 body physics will be applicable Rask/Rusk is only one example of it. There was early talk of a spacial graph that extracted mini-scenes that a craft was in assuming that system is what decides how many bodies have enough gravitational influence but I doubt it ramp up based on system specs as that would make it harder for new players to learn from more experienced players with better hardware.
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I did pay for 1 to 2 dlc expansions a year say 8-9 month turnaround would need to be like KSP expansion and each one include a new game machanic or system a bunch of parts toys to go with that and a new system that really challenges the system. wouldn’t pay individually for parts. Would love to see collaborations with moders in the DLC packs. if paying a mod craft sharing would rather that be direct with producer. would subscribe to host or share hosting costs of a private multi player game.
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The first question about docking we’d need an answer for is does the game with its new spacial graph, multiplayer and such consider the craft merged in to on craft when docked or do they now remain 2 or more. requiring a explicit merging to allow space construction without merging with the construction platform. then all the construction clamps also come in the play as options.
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Solution to the minmus paradox
mattinoz replied to Newgame space program's topic in Prelaunch KSP2 Discussion
Shame they didn't sneak an ice cream minus 2 in one of the other systems at the right distance. Well not that we know of... -
I might be about to say something dumb but... if the star exhaust had energy to cause damage when it seem to me it would be worth while having some deflector round the engine to push it in the direction of exhaust. Indeed the engines around would reflect in the wrong direction and reduce thrust. Given the evidence we have to date seem like its harmless.
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So looks like 1 month less each time between tentpole videos. Only one tentpole left with modding/multiplayer.... that tentpole would indeed make sense to be followed by a Community Stalwart event of well known moders and streamer which means beta release ready to play say a month after. So thinking release 4 +1 + 1 months just in time to built hype for xmas.
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Kerbal Space Program 2: Episode 5 - Interstellar Travel
mattinoz replied to StarSlay3r's topic in Prelaunch KSP2 Discussion
and Modding in same video last tentpoles of the announcement all that time ago.- 344 replies
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Multiplayer and KSP2 community I'm sure we'll see many of these things. And mods for the ones that can't be done in stock
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Automation integrated systems
mattinoz replied to Vl3d's topic in Prelaunch KSP2 Suggestions & Development Discussion
Yes every command pod should be fit for a purpose any features for that purpose should be assumed to be installed by the engineer in the design team responsible. Sure pods would get better over time have more function to service new purpose but should fit a mission profile the player would currently be targeting. Sure that probably means a bigger range of Pods or support pods. I mean you wouldn't send an Apollo to Mars so you shouldn't expect it to have the function required to get there.- 40 replies
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Anything floating around "nearby*" would seem to be fair game. Junk, Moons, asteroids, planets. anywhere with a lower launch cost than from the surface. Kerbals have advantage over us a lower launch cost and well there dense *nearby would seem to be relative to the Dv used to get it and where the fuel for the Dv comes from.
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Surely the point of building in space is to use material from space instead of launching it. I which case you only need to launch the smallest machine that can build something bigger. Just don't install the the ravenous AI on it. Would think a bunch of 3D printer drones just restocking them with ribbon somehow like harvesting space junk.
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I want to build a network of asteroid cycler colonies that harvest nearby small asteroids to feed the machine on them to build a supply of escape pods for delivering passengers and cargo to destinations as they pass. Bonus points if they can railgun or "spinner-apolt" the escape pods towards the destination to reduce fuel supplies needed.
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Rotating Habs?
mattinoz replied to jaf's topic in Prelaunch KSP2 Suggestions & Development Discussion
Failing that you could just spin your craft up to speed during the orbit breaking burn. Plus continuous acceleration on rails will give semi-offical gravity like in the expanse. Seem KSP2 has most bases covered from what we have seen. -
Well sure we hear you but.... the radiators already look a lot like solar panels and the game is modable .... So do you want to have us using a half hearted mod that converts the radiators into solar panels and posts creations of things not intended by the game but still massive fun to build that need procedural solar panels. First thought I had was solar and radiator domes for colonies. Maybe cover over a small carter with geothermal power plant inside making a nice location for crops.