-
Posts
2,185 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Anth
-
It was a personal challenge to myself. I could have done it in way easier ways. Covid and then lockdown hit just after I got my forklift licence so I thought is a forklift possible in KSP? Then: How does a forklift work on another planet How do I get this forklift to another planet? Ok that worked, what's a cooler way to get a forklift to another planet Well I haven't made a proper base in KSP how can I do that with a forklift. Modular design? ok. Then I thought how can I get the same forklift from one planet to another? Shipping container? ok. Drop ship? ok. (this was one of the hardest parts of the development) Etc etc. KSP can be played in all sorts of ways. I just wanted a real challenge, and I got it. My biggest advice for newer players: Make it as simple as possible. My guess of my amount of hours in KSP is 7000+ hours. No way I could have done this when I started playing KSP (or even at a 1000 hours) and it took me months to get it to a point that I was happy with attempting the mission for real.
-
KSP2 and Horizon Zero Dawn's sequel is what I am looking forward to in 2022
- 1,233 replies
-
- 1
-
- ksp 2
- release date
-
(and 1 more)
Tagged with:
-
Robotics in the KSP2 main release or will it be a DLC?
Anth replied to Anth's topic in Prelaunch KSP2 Discussion
Yeah I saw. That's why I asked the question here. Money is what will keep KSP2 going for a long time to come, why would T2 want to give us a whole lot of free stuff and maintain a high quality product. I don't want to see KSP2 have the same issues as KSP1. Also I want to see Intercept Games release top quality DLCs that keeps them in the game and T2 want to keep their employees for a long time to come. -
As long as KSP 2 is good I have no problem with paying for DLCs. In fact I hope they come out with a good number of them to keep Intercept Games in full swing. If Breaking Ground parts are missing from KSP2 initially I have no problem with that but please add them in a DLC sooner than later. (please remove the drift first though...please, pretty please!) Nonrobotic KSP will only hold my attention for so long Heres my Lift/Elevator...Krakentech will still be a thing in KSP2? (I could make it work without kal controllers if I had to)
-
What about modular base assembly using a forklift? In pieces: Fully Assembled using the forklift: What about being able to get a forklift unloaded into a shipping container and deployed from a shipping container (and reloaded...)? What about transporting an entire base in pieces in shipping containers to the Mun surface? (Test Video for editing) I moved everything to Minmus and accidently crushed a piece with my dropship (which is also a crane). I had to send a replacement from Kerbin to complete the mission: This is the completed base: Except for the destroyed segment above and the shipping container I needed to send the replacement, all of it was landed and assembled on the Mun first. My most enjoyable times in KSP is doing things like this, not career or science mode Here is something even more complicated that I want to replicate and make even better in KSP2: I present the Physwarp Paddle Boat:
-
@dok_377Heres where it be useful: 1. If I have a base that has some robotics that was made only for the trip, when I get to the destination I extend the robotics and then lock them they stay locked and if I designed the base piece/vehicle correctly the drift happens once (and slightly) and never again because the craft was only made to have its robotics used once. 2. If I have a craft that is in storage at my base and I use it once in a while but I visit the base repeatedly then that craft doesn't 'drift' repeated times. it just 'drifts' every time I actually need to use it. I don't know what the code looks like for the robotic drift lock fix compared to the docking port fix but I did test it in its early stages for @JPLRepo The docking port fix was basically one line of code. The robotic drift lock fix was more complicated. I am betting he put his hand up to Private Division and said, 'hey guys lets do this one last thing for the KSP1 community?' with the possibility of getting his hand slapped down. But they said yes instead. Private Division didn't need to do this patch. And @JPLRepodid most of it in his own spare time. Thank You @JPLRepofor doing this.
-
The docking port drift seems absolutely fixed from my initial testing (only use the rotation in space) The robotic drift is a little more complicated. Once the robotic part is unlocked it will cause a drift event. Whatever angle that the robotic part is at on relocking will be remembered on reloading the scene or on timewarping. If the angle is big on locking it will be big on reloading the scene, even if it wasn't big at the time before reloading the scene but after the locking. Does that make sense? Fixing of the robotic drift was never the intention of this bug fix, its a way of reducing its affects only.
-
KSP Crash - Application Error
Anth replied to VIAAM's topic in KSP1 Technical Support (PC, unmodded installs)
My theory is that your onboard graphics isn't compatible with what KSP's higher settings need. Your computer isn't really made for games. Well have fun- 14 replies
-
Physics and Part Count Developer Insight Request :)
Anth replied to Anth's topic in Prelaunch KSP2 Discussion
Fine. How its different to KSP1... -
Physics and Part Count Developer Insight Request :)
Anth replied to Anth's topic in Prelaunch KSP2 Discussion
If that's true, then the developers haven't explained how it works yet. This above doesn't talk about how 1000 parts interact in an explosion. The above doesn't talk about how render range/physics range works in KSP2 The above doesn't talk about how the freezing was happening in KSP1 and how it will be countered in KSP2 What was Physics LOD again? Also part of the reason these Developer Insights are happening is to show off how its improved over KSP1 no? -
KSP Crash - Application Error
Anth replied to VIAAM's topic in KSP1 Technical Support (PC, unmodded installs)
Default settings + full screen work? Well that's something at least.- 14 replies
-
Physics and Part Count Developer Insight Request :)
Anth posted a topic in Prelaunch KSP2 Discussion
Hello. I saw the last Developer Insight and saw that there is an obvious improvement to the terrain looking more consistent zooming in and out which is excellent. Good work! However my last 2 years of KSPing have been more about large part count and KSP1 hates large part count. I don't use any visual mods except for waterfall to maximize performance. I was wondering how part count and physics calculations are going to be changed for improved performance in the following areas: How the CPU will calculate physics per part How the CPU will calculate physics per vessel (per core etc) How the CPU will be affected for vessels within render range vs physics range because 1000+ parts within just render range still causes a significant drop in performance on my i9 9900K + Geforce 1080 GTX How KSP2 will counter the game freezing for a moment when entering render range and physics range exclusively How KSP2 will counter the game freezing when a complicated craft with a large part count explodes -
Loving all the information on what is going into the games inner workings and the improvements over KSP1. And I loved the video with the vomiting of the blue pills
-
KSP Crash - Application Error
Anth replied to VIAAM's topic in KSP1 Technical Support (PC, unmodded installs)
That's not good. Probably not related but 2 more things that I would do: 1. Clean install to the root drive or a free drive using as little characters as possible. So C:/KSP for example. Your path is very long which may or may not be a problem. 2. Avoid using characters like period (.) or hash (#) just use the alphabet in the path. There was some previous bug that caused an issue with the DLCs where there was certain characters in the path. In addition if the two above don't work Delete C:\Kerbal Space Program\GameData\SquadExpansion and see if the game works without the DLCs even in the game. If nothing above work I have no other thoughts at the moment.- 14 replies
-
- 1
-
KSP Crash - Application Error
Anth replied to VIAAM's topic in KSP1 Technical Support (PC, unmodded installs)
If what has been suggested don't work...do you have any other games that use Unity? If so do they run?- 14 replies
-
- 1
-
KSP Crash - Application Error
Anth replied to VIAAM's topic in KSP1 Technical Support (PC, unmodded installs)
"D3D error was 887a0005" is in the Player.log file On the Microsoft site the reason is the following: "The video card has been physically removed from the system, or a driver upgrade for the video card has occurred. " I would recommend downloading the latest drivers for the Intel(R) HD Graphics and if that doesn't work find older drivers.- 14 replies
-
- 1
-
When needed.... and that need is at their discretion. i.e. if they feel that they are needed. not when we think they are needed.
- 166 replies
-
- 1
-
- ground anchor
- changelog
-
(and 3 more)
Tagged with:
-
Doubtful that is going to happen. They will be focusing all their attention on KSP 2 now
- 166 replies
-
- ground anchor
- changelog
-
(and 3 more)
Tagged with:
-
Let me explain, technical debt was extremely apt of ShadowZone to describe the issues with KSP over the years in his youtube video. I hadn't heard that term before. The result of major patches have been like the patch was 80% completed and then released. Then the small fixes, never fixed enough afterwards. The most impressive free update we got was eva construction. The developers doing that was incredible, it showed they had some serious skills. KSP was NEVER made to have the editor moved outside the SPH/VAB. That they even attempted it...wow. Incredible. I don't think this is on the developers, this feels like a management issue. That a number of the developers of KSP 1 have gone to KSP 2 is amazing, and I wish them the best. I don't think them going to KSP 2 was good, I think it is essential to KSP 2's success (hopeful success)
- 166 replies
-
- ground anchor
- changelog
-
(and 3 more)
Tagged with:
-
KSP 1 is a huge mess at this point and that mess is too big to fix. The best thing to do is to throw it in the trash and then restart from scratch...Oh Wait....
- 166 replies
-
- ground anchor
- changelog
-
(and 3 more)
Tagged with: