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KSP2 Release Notes
Everything posted by mattinoz
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Will Moons produce tides on bodies with water?
- 136 replies
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- ksp2
- show and tell
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Part Recovery improvements
mattinoz replied to MKI's topic in Prelaunch KSP2 Suggestions & Development Discussion
Would love to see a payload building (MiniVAB) that lets you bring in recovered craft, boosters, SSTO and the like and load new materials in/on to them for relaunch. -
That was the easy one - "what most excites you about KSP2" was too hard for me.
- 78 replies
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- kerbal space program
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If they have changed the game so it’s never trying to hold everything together then the floating point numbers don’t need to stretch as far and can be more precise close in. they have given us enough teases to say something is fundamentally different to the very core of the game. So if we like the idea of something then it’s worth talking about as the conditions that made it impossible might not exist. Or they might the fun is we don’t know.
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Who’s to say this will still be true for KSP2. We know the craft files aren’t compatible so they might have a system that keeps them separated like the docked craft is one of the storage containers we’ve seen. The craft doesn’t need to know details just what is required to calculate physics. Would seem a handy way to do LOD physics to treat big chunks of the craft as structurally sound unless they flag otherwise.
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I recall talk of changing rocket structures to add engine plates that carried multiple engines as a single cluster. the function could be part of that part making them look like a single engine in the editor. It would need some smarts to work out stats for the cluster but Higher tech versions could enable interesting extra functions like throttle patterns or thrust vectoring.
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Autonomous Kerbals
mattinoz replied to Nirgal's topic in Prelaunch KSP2 Suggestions & Development Discussion
I'm very much in favour of Kerbals having some autonomy. I would love automated flag planting image landing say 100's kerbals on the mun having them all walk out form a big circle around the craft then on cue plant a big ring of flags. I'm sure there are a 100 more practical uses but.... who really wants to dwell on those. -
Why not just NER or NED? or KERN - Kerbal Extendable Rocket Nuclear - "Putting the right space between things"
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KSP 2 Pricing and older players
mattinoz replied to Jeb_Needs_A_Parachute's topic in Prelaunch KSP2 Discussion
Only way you'll get close to that is a Star Trek super box set in a bargain bin. -
KSP 2 interview w Nate Simpson:
mattinoz replied to Minmus Taster's topic in Prelaunch KSP2 Discussion
At the risk of reading to much in to but Kerbals when self will be your avatars and be connected to the max number of players in the multiplayer frame. Sounds good to me even to run single player game as multi-actor game. -
A big problem I foresee with KSP 2: pc resources
mattinoz replied to king of nowhere's topic in Prelaunch KSP2 Discussion
Still a testament to the original game and team that people are still passionate about it 10 years down the track even with almost comical major systems. -
I've seen this before ---- it's basically GIT or another subversion tool much like the ones the developers use to handle multiple coders working on the project.
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Lego rockets had procedural tanks, ie I could build a tank as many modules long as I could find the pieces for. I really don't get why the approach above shouldn't be considered more lego not less. Agree fully it shouldn't be blanket procedural or no procedural it should depend on the part family and what makes sense to balance the game. If tanks and cargo bays are procedurally along with already confirmed wings then there can still be limits to length that could still be unlock as player advances.
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A big problem I foresee with KSP 2: pc resources
mattinoz replied to king of nowhere's topic in Prelaunch KSP2 Discussion
If they are setting themselves up for 10years of income from the franchise then dynamic loading of assets and LOD physics are the things to get right to allow the game to play as well as possible on the range of hardware over that time. -
Will KSP2 have MacOS support at launch?
mattinoz replied to KerbalmyButtpleez505's topic in Prelaunch KSP2 Discussion
Why would an iPad be pain. Add a game controller and you have a more control than a console and potentially more pixels. -
KSP 2 release date speculation
mattinoz replied to Minmus Taster's topic in Prelaunch KSP2 Discussion
LOL... no KSP isn't fun enough to justify that pain. -
Will KSP2 have MacOS support at launch?
mattinoz replied to KerbalmyButtpleez505's topic in Prelaunch KSP2 Discussion
A super minimal Linux with just enough support to run the game could be run as a Mac VM with about as much overhead of a sandboxed Mac app. Could make that run Windows as well.... I'm sure small native wrapper app and they wouldn't even know Although that might not allow M1 iPadPro as well as there are a lot of players to target. -
KSP 2 release date speculation
mattinoz replied to Minmus Taster's topic in Prelaunch KSP2 Discussion
With no Mac support confirmed as yet this makes me sad... is my time with KSP coming to an end? -
Would be interesting to see Kerbal height change with the gravity they grow up in. literally stretch or compress the model. Might take a few generations of colonists before they reach full distinction and low-G Kerbals might have movement issues on high-g planets.
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Axial turbines don’t give away wind direction. They might have been chosen as they don’t have to react to something not modeled.
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Which creators would you want to lead a DLC aren't already associated with KSP2?
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I'm not talking to myself. I'm talking to the only person smart enough to listen.
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silent G so "illy" or eye-lee