Deadmeat24
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KSP2 Release Notes
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Yeah I watched the whole thing hoping and praying for ksp 2 news. I got a zoom board meeting instead.
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If you look up in this forum post you can see an image from Nate from the up to date version of the planetary system the video is from. The footage is most likely a tad old.
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What will you do for your first ksp2 mission
Deadmeat24 replied to SSTO Crasher's topic in Prelaunch KSP2 Discussion
Depends on what the game looks like, we currently don't know what it looks like. -
This is the second time someone has commented on this thread a year after the last comment lol
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What will Rask and Rusk be called when they merge
Deadmeat24 replied to SSTO Crasher's topic in Prelaunch KSP2 Discussion
I don't think they would ever merge. They are in orbit of each other. -
They orbit each other, but also orbit their sun as a pair. So in that sense they would be the dominant objects in their orbit.
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Must have missed that. Sounds like telescopes would be a perfect fit for the game mechanics.
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It's not really known if everything will just be on the map or if it is something you gotta unlock somehow. I think space telescopes would be a cool way to do it.
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Tarsier Space Technology was one of my favorite mods for ksp 1. It essentially did just that, except I don't think the diminishing returns thing was in there. It diminished based on how many times an object was studied and that was it.
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I was thinking. What if an early way to study star systems we can reach would be some sort of space telescope? There is a lot of data real world space telescopes can gather about stars and exoplanets such as approximate mass, orbit distance, potential composition, etc. So why not have something like this in ksp2?
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KSP 2 Multiplayer Discussion Thread
Deadmeat24 replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Yeah I agree there is a lot of QOL stuff which would help since mp will be built into the base game. I just don't want the devs to go "the way this mod does it must be the only way" in the same fashion as some of the people on the forums have been. As I am sure there are other alternatives, and maybe one of them could turn out better than the syncing option. The truth is until we get an mp feature video there is very little we can do to speculate about mp except referring to the ksp1 mods. Which is a little annoying tbh (c'mon Nate we need the intel! ).- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
Deadmeat24 replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
The problem, as I recall (this was a while ago), was craft getting duped if they were interacted with in the past. It was really weird and eventually there was a lot of clutter everywhere. It was just very unintuitive and resulted in problems that didn't make any sense. Obviously this could be remedied if it was built into the game from the ground up. But I would like to see a new method that might work better, what that would be I don't really know, but I'm sure they are working on it.- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
Deadmeat24 replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
I think the reason is because dmp and lmp both have problems with paradoxical situations. I've done co-ops with both of them and have had problems with it before. While given ksp 1's limitations this is essentially the best we can do, with a whole new game people are hoping for something better. They just don't know what it is.- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
Deadmeat24 replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
That's a good point. Maybe you could plan a launch date in advance. And there is nothing preventing taking over a flight mid mission if nobody else has a problem with it I suppose. Also with regards to the purpose of multiplayer I know that when me and my cousin did a dmp based game, we had lots of fun both adding modules to a station or multitasking by each working on different objectives. I believe he did a moon rover while I did a biome hopper for minmus.- 1,629 replies
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I'm hyped for the new Dune strategy game. Along with Homeworld 3, Warno, Regiments... Let's just say that list goes on for a while, 2022 is gunna be big.
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KSP 2 Multiplayer Discussion Thread
Deadmeat24 replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
I don't want to say I have solved the problem with time warp, because I am sure my idea has some flaws. But I have spent a lot of time thinking about it and would love to have them pointed out because I have reached the point where I can't see them. My idea is that in multiplayer when performing a mission you would do it in a sort of "pre-planning" mode. Almost like the game within the game. This would allow any warping/reverting wanted, as it is not actually taking place in the "real world" until you tell the game that you are done with the mission. Once you have the mission planned out and executed in the simulation world. The pilot or computer would perform it in the real world automatically. We already know some form of automated flight is coming with automated colony supply runs so I imagine this would not be too difficult to implement. From there you can warp ahead if all the players agree, work on another mission, whatever you want. It doesn't cause an issue as the missions are first executed in the simulation where you can stop warping for maneuvers, and in the real world the maneuvers are automated and can be warped through. One problem I have already solved would be for instance if two people are trying to send a rocket to a station around Jool and person A gets the mission done quicker, arriving say 14 days before. When person B did the simulation, the dock was not occupied, however that has changed. The way to avoid this is to implement some sort of alert if at any point in the mission, including in the future portion of the flight, a craft not present during the simulation version is in close proximity. It would then give the option to resimulate the problematic portion of the flight with the new craft simulated and change things, OR it would continue to move forward as if nothing had changed. If player B chose the option to change things, in this case the end of the flight, player B could put the craft into a parking orbit in order to wait for player A to plan a mission to leave. If player B knew that player A was going to leave a couple days after arrival, he could select the option to continue anyways. Player A would leave after 2 days and the dock would be open prior to the already planned arrival of player B's craft. This method allows people to play out their missions still, and makes it so that nobody has to wait on anybody else in order to do another mission. It also allows for time warp as long as everybody is ok with warping for a bit. It's not perfect, as waiting may occasionally be necessary. But at least the waiting isn't blocking you from doing other things to avoid timeline paradox problems or being warped into the moon. I feel this is a good compromise between the "everyone can do what they want" dmp method which CAN result in paradoxes (you cannot convince me it doesn't as I have used dmp before), and the "lowest voted time warp" method which would result in unproductive waiting periods while one person does a moon landing. I've seen the time warp issue become heated at times so again I am looking for CONSTRUCTIVE criticism of my idea. I think both of the "mainstream" ideas have their flaws so don't come in here saying "way A is best, way B does not work" please just point out problems with my idea, "way C" if you wish, that I can solve. I like a challenge.- 1,629 replies
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