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KSP2 Release Notes
Everything posted by Anth
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KSP2 shouldn’t need Sandbox (or maybe it should?)
Anth replied to Pthigrivi's topic in Prelaunch KSP2 Discussion
The last two major projects I did in KSP1 were about engineering challenges which means sandbox is preferable, not a science/career mode. If I was a new player sandbox can be very overwhelming but I have over 7000+ hours in KSP1 and KSP2 will be like an extension of those 7000+ hours. KSP2 I definitely want the choice of Sandbox. -
https://www.interceptgames.com/#jobs I can't wait for KSP2 to come out but I wonder what Intercept Games are going to develop next (after KSP2) All that scientific knowledge that has been acquired to make KSP2 used for something new? Or KSP adjacent? We will still need to keep Intercept Games in business for KSP2 DLCs somehow!
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Did you make a race track and race the others?
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The following video was released showing a rocket engine with animation that will be in KSP2 to give you are working model
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What I mean by smaller pieces is can the procedural part be partially damaged so the main piece is still attached to the main craft.
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Awesome to know that KSP2 will have further development after release. I look forward to seeing DLCs in the future. (please please....add robotics sooner than later) What I am wondering about here is how procedural parts explode. If a large wing blows up, does it just cease to exist or does it break into smaller pieces? (for a future Developer Insight maybe)
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The biggest thing I will miss is being able to stop a craft from spinning in space by using timewarp. Also stabilizing SAS or wobbling crafts using timewarp is another one, but hopefully I wont have to do that in KSP2 (which I wont be able to because its part of the above) Another which is interesting that I doubt will be in KSP2 is being able to phase through another craft if using timewarp. But the only time I might use this is in 'simulation mode'
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Nate Simpson mini interview hidden in Matt Lowne episode
Anth replied to Vl3d's topic in Prelaunch KSP2 Discussion
It was a great little cameo and the questions were indeed unique -
Copyright? A lot of people put RSS/RO together which wasn't Squad and they made no money from it. It was just a thought. I didn't mean anything by it. Squad had a problem with releasing KSP and then had to somehow make money from the free updates (probably a few new purchases which was enough to keep the game going?) I would like Intercept Games to stay in business after KSP2 is released but I wonder if biyearly DLCs would be enough to keep them going.
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Preorder is useful if it can be downloaded before the release date and then activated when its officially released. Exactly. Sorry I didn't see this comment
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Yeah its incredible!
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Kerbal Space Program 2: Episode 5 - Interstellar Travel
Anth replied to StarSlay3r's topic in Prelaunch KSP2 Discussion
Nice. Thanks. I forgot about this. Consider this answered. Thanks @TheOrbitalMechanic- 344 replies
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Kerbal Space Program 2: Episode 5 - Interstellar Travel
Anth replied to StarSlay3r's topic in Prelaunch KSP2 Discussion
@KSPStar I am curious, if the player can get from the Kerbol system to another star system then what kind of bit (64bit = Double Precision) calculations are we talking about? Or is it going to fudge the numbers to some degree?- 344 replies
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A strange bug HELP!!!!!!!!!!!!!!!!!!!!!!!
Anth replied to 10_Points's topic in KSP1 Gameplay Questions and Tutorials
Here's what I have found in your video using a time watch: First Launch in real time in the video takes 16s - 18s to get to 100m/s (400m-430m) Second Launch in real time in the video takes 16s-18s to get to 100m/s (400m-430m) Third Launch in real time in the video takes 6 seconds to get to 100m/s (400m-430m) How the Time Counter works: In the screenshot (from my computer) below the time counter is green. In KSP that counter changes colours according to if the computer is processing the scene well or not. Green: The CPU/GPU is currently fast enough to process the scene in real time. i.e. 6 seconds = 6 seconds. Yellow/Red: The CPU/GPU hasn't the ability to process the scene in real time so 1 second in game takes longer than 1 second. Your Launches: First Launch: Yellow 16s-18s to 100m/s (400m-430m) Second Launch: Yellow 16s-18s to 100m/s (400m-430m) Third Launch: Green 6s to 100m/s (400m-430m) Your third launch is actually working correctly and the other two aren't. Possible Reason: Might be related to your graphical mods. I would remove them and then retest. The third launch was done after the second launch got the rocket into orbit. I personally have had changes with performance after returning but not with a simple rocket like yours. TWR Rules I Follow: Also 1.4 to 1.5 TWR in my experience is the best. 2.47 is actually pretty high. This can be changed with the thrust limiter for the engine or use another engine/combination. This way the rocket won't be traveling too fast off the pad. -
The torture for this video was sublime. I would love to see more gameplay Great to see the VAB and the new VAB music. Those look like modified R-12 Baguette tanks. To be able to connect them in that way is cool. I saw what look like R-4 Dumpling tanks in the parts menu with the same ability. Excellent video!
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A strange bug HELP!!!!!!!!!!!!!!!!!!!!!!!
Anth replied to 10_Points's topic in KSP1 Gameplay Questions and Tutorials
Interesting. I will do some testing. -
A strange bug HELP!!!!!!!!!!!!!!!!!!!!!!!
Anth replied to 10_Points's topic in KSP1 Gameplay Questions and Tutorials
Upload to youtube? -
A strange bug HELP!!!!!!!!!!!!!!!!!!!!!!!
Anth replied to 10_Points's topic in KSP1 Gameplay Questions and Tutorials
Agreed. We need more information. Are both rockets identical? Is the payload identical? The problem you are having I have never heard of unless the rockets or payload is different