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KSP2 Release Notes
Everything posted by AlphaMensae
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Can I get the configuration files for the NERV and the RTG?
AlphaMensae replied to AtomicTech's topic in KSP2 Mod Discussions
All the stock assets are in the sharedassets.assets files under the KSP2_x64_Data folder. Can't look at them without a Unity asset viewer. -
How is KSP 2 Modding Going to Work?
AlphaMensae replied to DarkBrave_'s topic in KSP2 Mod Discussions
To put it simply, .dlls will use an assembly loader, while part assets will be assetbundles and be combined with JSON .cfg files. There's the framework at least for an in-game modloader present, and it appears it will use a GameData folder to load mods from. -
Can I get the configuration files for the NERV and the RTG?
AlphaMensae replied to AtomicTech's topic in KSP2 Mod Discussions
The coders started decompiling the game and lookng at the backend and assets immediately after downloading it, which wasn't hard to do, plenty of tools available for that. Lots of details have been revealed, enough to have an ad-hoc modloader made. Basically, .dlls have to use and assembly loader, while part assets are in assetbundles and are combined with the .cfgs, which are in JSON. There is also at least the framework for an in-game modloader present. It appears that it will use a GameData folder. -
Modding KSP2 won't be as simple as KSP1. There aren't any standalone meshes, .dlls and .cfgs that the game simply loads. It's all Unity Asset Bundles/Shared Assets now as far I can tell. We'll either have to wait for the official in-game mod loader (the framework for one is already there) or the coding types to make one themselves or another way to load mods.
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Can I get the configuration files for the NERV and the RTG?
AlphaMensae replied to AtomicTech's topic in KSP2 Mod Discussions
There's not even a GameData folder. Modding will have to wait. -
I don't even think HarvesteR did. He intended it to a "stepping stone to Orbiter"; instead KSP became its own thing.
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The very first release of Kerbal Space Program, also a v0.10: https://web.archive.org/web/20111119110834/http://orbiter-forum.com/showthread.php?t=22998 Here's to KSP2!
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I'm excited for a new KSP.
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Cheat menu from KSP Insider event
AlphaMensae replied to GoldForest's topic in Prelaunch KSP2 Discussion
Remember, they were playing with a dev build, so it had all the dev and debug tools on it. How much of that will transfer to the EA remains to be seen. I think the Teleport function has a god chance of being in whatever KSP2 uses as an Alt-F12 menu. -
Rocket noodling? Oh gods, not again...
AlphaMensae replied to Jarin's topic in Prelaunch KSP2 Discussion
EJ_SA during his stream yesterday did say that he asked about autostruts to the devs. The response was "We'll think about it", so they know about it at least. Best thing to do is express your interest in autostruts here and on the KSP2 discord. And KSP1 didn't have autostruts for a long time, and we lived with it (or installed KJR). How spoiled we have become. I'm sure KJR will be made for KSP2 soon enough. -
It's Early Access, not the final game. This is going to be familar to those who were around when KSP 1.1 was being developed--New Unity version, 64-bit...fun times! We've been spoiled by having a stable base for years now. It's back to square one.
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Kerbal Space Program 2 - Pre-Release Notes
AlphaMensae replied to Intercept Games's topic in KSP2 Dev Updates
This emphasises the "Early" in Early Access. This is not the final game, far from it. It's like a mix of pre-v0.13.3 KSP and the v1.1 Experimentals builds that Squad released, and those were a buggy mess. -
Instructions are in the OP. Or use CKAN if you don't know how to copy folders.
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1) They're hidden from the stock categories, use either of the custom categories instead. 2) In science/career mode, most of them have to be unlocked first in custom tech tree nodes.
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The Radeon 5600XT listed doesn't have ray tracing, so it's not a requirement. Probably a reason the 1070Ti was put on the store, to clarify that point.
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Yes, the 1070Ti was added to the PD store page for KSP2. There's also this tweet: I think it's clear now that Take Two/Private Division forced this EA on Intercept. The game isn't ready yet, but T2 wants to start making money off it now. The sub-par graphics we've seen make sense now.
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This is something that was brought up elsewhere: Game devs/companies want to target the fuure to ensure the game will remain relevant over their lifetime. Spes might be steep now, but in the future when we have RTX 6090s and 7090s, they will seem quaint. I'm also reminded of a quote from John Carmack (of Id) in a Computer Gaming World article from 1995 on the upcoming Quake. This was a time when high-end 486 PCs were still widespread, and Pentium 100s, 120s and 150s were the "Ultimate Gaming Machcine". When queried about system specs Id was aiming for with Quake, Carmack said "We wish they would all get Pentiums".
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Yeah, a 20xx series is the same as the 16xx series but with RTX cores. The Radeon minimum is a 5600XT, which does not have hardware RTX support, so ray tracing is *not* required. Which means 10xx cards will be ok, though just not at 1080p 60 fps probably.
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Those specs are for a "high quality experience", so the minimum is 1080p at probably 120fps or so. There's going to be a zillion graphics configuration options, so you'll be able to play at 640x480 at 15fps on a GTX 470 looking like stock KSP1 if needed.
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If someone sends me a craft file with those, I can.
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How to properly make a real solar system
AlphaMensae replied to Saturn1234's topic in Welcome Aboard
Yes, stock parts don't work in Real Solar System (if you want a comparision, RSS Earth is the size of stock Jool). You will need the companion Realism Overhaul mod. The career mode for Realism Overhaul-RSS is RP-1, a separate mod as well. You can get the whole package using CKAN from here: https://github.com/KSP-RO/RP-0/wiki/RO-%26-RP-1-Express-Installation-for-1.12.3 -
There isn't any eta. New stuff gets put on the Master on the Github as I complete them, which is whenever I feel like it. The revised droop umbilicals are on there now. Been preparing to build a new PC, so haven't worked on MLP for over 2 weeks, and don't know when I'll continue.
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
AlphaMensae replied to blowfish's topic in KSP1 Mod Releases
All the 1.12 sub-versions are the same, Squad just added bug fixes, the new Launcher (1.12.4) and the new Mun arch (1.12.5). -
Yes, they part of the GSE connections. Atlas, like Thor, Vanguard and Redstone/Jupiter-C/Juno I, was serviced entirely from pad connections and had no tower. Once the Agena and Centaur upper stages were added, they required a tower to service them, again like Thor-Agena and Vanguard (Able upper). If you loom at the photos of those rockets, you'll note that all the umbilicals are on the upper stage, not on the booster.