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KSP2 Release Notes
Everything posted by theJesuit
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DasValdez KSP2 Interview Information
theJesuit replied to GoldForest's topic in Prelaunch KSP2 Discussion
Yup. Have two SCRUFs and you can combine crafts perhaps. Different size SCURFs mean different dimensions and possibly mass sizes as well. Have SCRUFs recycle vessels or parts as the ExtraPlanetary Launchpads recyclers do. I think it has been mentioned that building off world requires resources? Peace. -
DasValdez KSP2 Interview Information
theJesuit replied to GoldForest's topic in Prelaunch KSP2 Discussion
SCIF Space Construction/ Integration Facility especially if you can take a craft as is, bring it inside and dock to the the 'launchpad dock thing' , which removes it from the game, and then use the SCIF building to add to it (hint hint), which then launches it again in flight with the original components and resources still in place if no more are available. Or even SCRUF Space Construction (Re/Un)assembly Facility -
Hi everyone! For the VABandPartCount preset, I'd like to change it to allow for multiple multiple builds at the same time. Currently it is one after the other after the other. So for example, on the tier 1 VAB have one after another, In the tier 2 have two concurrent builds In the tier 3 have three concurrent builds Ideally, this would keep the same length of time for the builds, speed up for each tier, and based on part count. Could someone please suggest how I would go about this? Thanks! Peace.
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DasValdez KSP2 Interview Information
theJesuit replied to GoldForest's topic in Prelaunch KSP2 Discussion
Yea, OCD is definitely the best -
DasValdez KSP2 Interview Information
theJesuit replied to GoldForest's topic in Prelaunch KSP2 Discussion
Dry dock is too navalish. Spacecraft are cans of spam, not sardines? Anywho. So VCD? Vacuum Construction Dock. It may take an evening to complete a better one. -
I'd be happy for a Simplex Ores type arrangement, three types of ores to be converted into the different resources. More complicated than ksp1, not over the top. Peace.
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Hopefully a basic but not too basic form ie. Air / BadAir Consumables / Organic Slurry So two resources: simple, but more than 'we threw a pass at it'. it gets breathed/ eaten/ absorbed whatever with a 'waste' product out. (i.e. see kerbalism simplex living_ Modders then have the ability to adjust the amount, even mod in what they are made from so Water + Carbs + Proteins + Vitamins = Consumables; Nitrogen + Oxygen = Air Peace.
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[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
That would be awesome. I think I may just publish. I'm stuck in getting KSPIE sorted - I haven't had time to work on it but all the parts are in place... it's the updates which seem funky. Look for release in the next 24 hours. Peace. -
EDIT - this is not goodbye to Squad!
theJesuit replied to theJesuit's topic in Prelaunch KSP2 Discussion
That is actually a fear that I have. Reading around the lines there is no direction for Squad post 1.8. 1.9 perhaps? I guess they'll monitor downloads of mods to guage whether keeping on bug squashing will occur. My reading of it is that is two ways. The first is that concurrent development has occurred and will do so till 1.9 is released. Then Squad as it is will be wound up or be used to develop new content for KSP2, or, start secret squirrel work for KSP3. However it would seem that the terrain updates for KSP1 in 1.8 are in line with the new prealpha gameplay from ksp2. This suggests that a little crosspollination may be happening in terms of graphics get ksp1 up to some form of par. KSP1 may always have an audience through with an audience that can't afford a top shelf price game. The real issue will be mod storage as the community (or very few) pay monthly for spacedock costs, not Private Division. Peace. -
Kinda hoping a dev might give a heads up on this at some point. Kinda like oooh I wonder what the new ui is gonna be like will it have thing? Peace.
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Will KSP2 have a built in Module Manager or will it rely on the community: here's looking at you the wonderful @sarbian. I guess whatever S.T do the community will probably extend functionality anyway right? Peace.
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You would think. Maybe hiring the 40th kerbal won't cost more than the global GDP in KSP2.
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Another short thing... if map view is still a thing separate from flight, I'd like to have it come up on separate monitors if you have two screens. Peace.
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Oh how Civ changed my life when I was given the floppies in 1994 from a family whose kids had left home and didn't play games (not pirated I think?) - but never got given the manual. Every thousand years I had to make a guess. Peace.
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Kerbal Space Program 2 Speculation Thread
theJesuit replied to NSEP's topic in Prelaunch KSP2 Discussion
Not actual in game footage... or is it? Peace. -
Not too grounded. Moar Boosters. I'll see myself out. Peace.
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Thanks! Just so every one knows, I haven't put a new thing up for kerbalism 3.x.x because the scope has been to keep everything close to stock/ and mass ratios. The science is something i'd like to rework in a Simplex way, but for now the science is what the science does and keeping the current mod sitting alongside KerbalismConfig as opposed to replacing it (see RO config) is the only way I can manage it. Peace.
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EDIT - this is not goodbye to Squad!
theJesuit replied to theJesuit's topic in Prelaunch KSP2 Discussion
Yay! I'll update the title my title @UomoCapra. Thanks. I guess is that when KSP funding begins to tail off there could be a DLC that is effectively the original placed lovingly into the new... Peace. -
The first thing I noticed on the dev video was no Squad peeps. It's all a new company. So is Squad (the spun off team from the Mexican PR company who were sold or contracted after the IP was sold to TakeTwo) being decommissioned then? Ask for a friend. EDIT - Squad are here to stay. Hooray! Peace.
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Ability to not have to worry about time warp... Basically a way to integrate or add life support and possible colonies? Peace.
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Kerbal Space Program 2 Speculation Thread
theJesuit replied to NSEP's topic in Prelaunch KSP2 Discussion
So not building from the ground up? There will be a mod for that. Peace. -
So KSP 2 just got announced...
theJesuit replied to 4x4cheesecake's topic in Prelaunch KSP2 Discussion
Looks like TakeTwo have followed their Civ release model. GAME + expansion pack 1 + expansion pack 2 then GAME 2. Peace. -
What Ever Happened To Part Upgrades?
theJesuit replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
Is this different to PatchManager? -
What Ever Happened To Part Upgrades?
theJesuit replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
I'd be really keen and was hoping that Squad might add ModuleResourceConverter (ISRU), as well, and requested it at some point I think through the 1.6 updates. But I guess it is with low priority, or the have some reasonfor not including it. Maybe time for a followup @SQUAD and @St4rdust? Simplex Propulsion #shamelessplug also added some engine upgrades - but it probably needs revisiting Peace. -
That's amazing, and I like @Noir's suggestions too but I'd go further... I'd put the staging across the top, or on the bottom with the fuel levels hanging below or rising above. You could then pop the maneuver node and bottom left stuff underneath that so that info is in one place on the screen. Either that or running across the bottom bewteen the navball and the newly position portrait stack. It makes more sense to have the kerbals stack on the bottom right, and keep stacking them up, although their gee-meters should be thinner/ not as wide. I'd also put the icons there as well. I'd also have the toolbar across the top rather than down the right side (like it used to be). The altimeter could be positioned moved/shunted along if necessary to make room for the toolbar icons. I like have a wide screen Peace.