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KSP2 Release Notes
Everything posted by mattinoz
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API Support? (MSFS2020 SimConnect SDK equivalent?)
mattinoz replied to Thundy's topic in Prelaunch KSP2 Discussion
I do believe the Dev's have said a couple of times that mod support is a tent pole of the development, is important to building community for the new game and will be better than KSP. There was talk of documented scripting that part of the team is using to develop the game but not sure we've heard further as to what that looks like in the shipping product. -
rockets taking time/money to design.
mattinoz replied to jastrone's topic in Prelaunch KSP2 Discussion
You could then sell off excess capacity in the lift on an open market. Fun mechanic in multi-player, just maybe don't let your opponents use it in a space race they might plant low cost bombs. -
The AI in my computer is a bit of a CAD the point is I can learn faster with a visual that confirms or confronts my mental model.
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The whole games pretend anyway
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So if it’s hard for a computer to reason even thou it can run what 100s of simulations in a second then how is the player ever to learn? but the computer can run simulations faster than we can guess at it. So thinking mod design could I create fake paths with dV modified a known amount on one axis. Do that say 2 times per axis and should be able generate a line showing effect of each axis at that point. expanding from there it’s how many points can I quickly generate a shield of possibilities they could snap on . Yes not a magic answer just writing post still but still think better tools to help players get their head around the logic of orbital mechanics is possible.
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Not sure they have been that clear on how the new mode will play just that it will be one adventure mode and sandbox. Good they are thinking early as science always felt like the easiest way to add a progression and career felt like it was tacked on at the end to for fill the design brief. I see no reason tourists wouldn’t be part of the game, early it’s the novelty of space that brings them in, mid games they are colonists, late game they are visiting relatives and sites as engines allow return trips in short periods.
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rockets taking time/money to design.
mattinoz replied to jastrone's topic in Prelaunch KSP2 Discussion
Doesn't revert handle that already, with the option to have no revert but by the time you switch that on the challenge yourself you'd have a bit of experience with the system generally. So I think they should not hold back using an obvious and expected constrains to still add some pressure. The early game is hardly a high pressure environment and you often find starting a new game you can unlock enough parts then find yourself warping to a interplanetary window. More players might go further a field if the pacing was more natural. If colonies are going to work on the concept of parts produced by mining and conversion then there will be some time constraint that will need to be dealt with at some point, might as introduce them softly at KSP. -
rockets taking time/money to design.
mattinoz replied to jastrone's topic in Prelaunch KSP2 Discussion
You could just have time pass at real time while in the VBA instead of stopping like does now. that would value reuse of design and preparing things during downtime without being a hard block just a somewhat expected behaviour. If you want to ramp up the pressure as time each time the level increase the time in the building runs faster. They could also have a second VAB/SPH as a payload building that loads an existing craft in storage such as a Spaceplane sitting on runway and only lets you use open nodes of the craft (+plus refuel). Say as the building level up creates a new building on a new pad and the old levels of SPH hangers stays around as minor new functions within the facilities. -
Auto Pilot/Auto Maneuver would be nice
mattinoz replied to Dientus's topic in Prelaunch KSP2 Discussion
There is a flight sim has a mode you can sit in the back of the plane and relive the "joys" of long haul flying. KSProgram is about more than flying or at least should and expanding the scope of the game for KSP2 team seems to be a big aim. To me that makes it important to make flying optional at times in the game. If the balance is right there will be both optional and non optional flying in the game. Let you determine the scope of your own game based on how you want to use each type of flight (well drift given most of KSP is just drifting in space waiting to fly). A monolithic autopilot like MechJeb* (oh the irony) that just unlocks at some point to me would not be good fit. That still leaves a lot of room in the middle that could then be used to bring life to the game and reduce repetition. *Mechanical Jeb replicates all the pilot skills Jeb doesn't have in game. -
It hasn't gotten extensive write ups to what it does at low level but look at Spacial Scene Graph discussion from fairly early on. Each ship exists in it own private universe subset of just enough to effect the gravity of the situation in seems. It seems like it does take away lot of the heavy lifting and might add lots streamlining to the load process, even maybe offload mods, assests not in scene for all we know so far.
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Auto Pilot/Auto Maneuver would be nice
mattinoz replied to Dientus's topic in Prelaunch KSP2 Discussion
Yes all that but the idea suggests requiring a pilot who is trained in the seat. Assumes a number of these tests have happened, potentially 100's of times, before the current burn. The pilot needs training which we could hope due to its usefulness, not just some blind points system, would require compatible experience. Also the craft is currently in a stable orbit in order to switch physics bubbles. Which suggests it has already flight tested. Even if game improve to allows suborbital switching that would still be true. Will always support Kerbals being useful members of their own society. -
Just remember thrust away from the planet to land.
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Plus makes putting an orbital trash barge around Kerbin. Collect 2nd and 3rd stages to build a fleet of automated fuel pods. hobble together lots of fun things.
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Can we consume the superlander itself for materials? Assuming there are any redundant parts after careful design.
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Gravity causes tides surely anything directly linked to gravity is in scope of a game about fairly realise rockets in gravity. disagree that it doesn’t create gameplay aspects. https://www.quora.com/How-did-such-gigantic-waves-get-generated-in-such-shallow-water-in-the-Interstellar-2014-movie
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State aim of developers - is 10 years or more of continued, paid, profitable development. Whos to say what that will include over time, or what it'll include version 1 to make ground work for things over time. She is indeed - everyone wants to hug her.
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High and low tide do orbit the planet, ok fine circle the planet in response to a gravity rich object orbiting the planet. hey I didn’t say they kick off the same additional physics just some additional physics That is the beauty of it. One system expands as the game get more complicated and system to run them get better.
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Or does it become a stealth opportunity to teach people about exactly how the controls work? like say having snap planes colour coded to the sliders.
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To me both are torus like objects in the scene orbiting the planet that apply a visual effect and kick in additional physics when the craft is inside them.
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Is a tidal Ocean and a set of planetary rings versions of the same feature? Visual Rings are confirmed on the feature list use the same code to create a body of water that is the right shape and period. Doesn't do highland lakes or such but still but gets someway. If that does work could be used for lava on the twins, rings of various planets, even layers within gas giants.
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Could we also have super low tech tethers that precede jet packs for Kerbals?
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The eyeball planet would be amazing if it had tidal effects from another body.
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Show and Tell - New power generation modules for colonies!
mattinoz replied to StarSlay3r's topic in Show and Tell
Is this the first time Roverdude has been acknowledged as part of the project even thou his finger prints are all over it since the first video?- 90 replies
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