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KSP2 Release Notes
Everything posted by snkiz
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Kerbal Space Program 2: Episode 5 - Interstellar Travel
snkiz replied to StarSlay3r's topic in Prelaunch KSP2 Discussion
No light year is a constant. you can't screw with that. And despite the differences in lengths of days and years, a second is still a second. So A light year is still the same length. These are constants. The scale of the galaxy is what has to change. But like I said at that distance it's like the difference between a billion and a trillion to a poor person, irrelevant. What's going to happen is an intelligent timewarp to handle it, and MP. I'd expect you'll only really be real-time while in an soi and flying.- 344 replies
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Not really a yes or no question when you think about it. How high should they make the minimum spec? What activities do you prioritize? Is it even the physics engines fault? The fist one is obvious, were it all proper N-body It would very quickly replace the crisis meme, not in a good way. So you will have to compromise. Some things might be difficult to make behave correctly across all possible flight regimes. Going from water, to air to vacuum. And Then is the physics even your problem? FAR doesn't really change the game physics, just how it presents your craft as a unified body, as opposed to the stock collection parts flying in linked formation with arcane oclusion rules and drag cubes. What I will say is I wish the physics were more intuitive in the way it handles the overall shape of crafts. A way to 'weld' joints that would have been IRL, like fuselage parts in line. Some fake N-body, specifically Lagrange points. They are talked about often when discussing IRL missions. So some simple representation of them, but still on rails would be good enough IMO.
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Kerbal Space Program 2: Episode 5 - Interstellar Travel
snkiz replied to StarSlay3r's topic in Prelaunch KSP2 Discussion
None of the castles have interiors. Support VDL.- 344 replies
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Kerbal Space Program 2: Episode 5 - Interstellar Travel
snkiz replied to StarSlay3r's topic in Prelaunch KSP2 Discussion
But hours are still the same. The kerbol system is 1/10 the scale of ours, yet gravity is still 9.8 m/s on Kerbin. Kerbol planets are incredibly dense. Kerbin days are shorter because it spins faster. Years are still 365 days, they just 6 hour days. They won't scale the physics, just the parameters given to the physics. Given that I'd imagine the distances will be kerbal scale. But It also doesn't mean anything at that scale. The solution as stated will be long duration time warp, including warping burns. I think because of mulitplayer, it will have to warp dead time to ensure everyone is insync when interacting. Time warp is going to have a whole new mecanic due to MP. You won't be able to just warp whenever you want, like speeding up a 2 m/s approach. That's going to make somethings more tedious and why I don't think it will be MMO.- 344 replies
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Kerbal Space Program 2: Episode 5 - Interstellar Travel
snkiz replied to StarSlay3r's topic in Prelaunch KSP2 Discussion
Who said anything about origins. He was talking about the sudden explosion (pardon the pun.) of technology on kerbin with the release of KSP2. I was thinking more about the enthusiasm for interstellar. From a story view, where is it coming from? what direction are they going? The monoliths are a testament to the failed story that never really played out in KSP 1. This could be an effort to right that issue as well. It's a sandbox, so it not like they need to do a lot, but some official lore would be nice.- 344 replies
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Kerbal Space Program 2: Episode 5 - Interstellar Travel
snkiz replied to StarSlay3r's topic in Prelaunch KSP2 Discussion
This is the most sensible theory for the message. World building, Like why are the kerbals so keen on going interstellar?- 344 replies
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Kerbal Space Program 1.12: "On Final Approach" Grand Discussion Thread
snkiz replied to UomoCapra's topic in KSP1 Discussion
This. Just low key slid in there. I've been wanting this since before the flags were released. Excuse me while I go rip a hexagon texture off a starship. I'll be writing an MM patch to tweak the heat tolerance, add ablator right away. Instant place anywhere heatshield.- 321 replies
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Kerbal Space Program 1.12: "On Final Approach" Grand Discussion Thread
snkiz replied to UomoCapra's topic in KSP1 Discussion
A game where new easter eggs are released, intended for players to explore and find. Right away, a serious discussion is had about a mission to launch spy satellites to find them. Still not cheating.- 321 replies
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This is what I've been telling my kids for years. This is the real deal, this is inspiring a generation the way Apollo did. As some who started playing video games in arcades and on a celco. Thank you to Squad, the forums, modders, youtubers and future engineers. This is the greatest game I will ever play. Myself, my family and the world will be forever changed having experienced it.
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See that would have been funny as a gravity indicator. Engine cut off... Release the Kraken!! I may have shamelessly hinted at these for an upcoming birthday.
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What sort of "Fluff" things would you like to see in colonies?
snkiz replied to Souptime's topic in Prelaunch KSP2 Discussion
Family friendly innuendo when there's a Boom event. I am looking forward to bunch off kerbalized dad jokes. -
About as well as that applies to dev supported creator DLC's. Like the title. Most of the negativity in the thread is coming form not distinguishing the two.
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This is the problem. When your code ships with the game it's not a mod anymore. JLRepo Said it best, don't drag dev's into this thou.
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Have you ever played a game that has creator DLC? They not the same as mods. And there's no flood, a flood from whom? It's not like just anyone gets to slap a price on thier mod. It works like this, a well known creator is asked to create a New set of assets, sometimes including new functionality. They work on it as a contract. It gets bug tested integrated the same way any other DLC is for the game. They get downstreamed to the consoles. They get released alongside an update the supports it and does some housekeeping. They remain supported through future updates. Depending on the games cycle you may get one or two Creator DLC's a year, they are inexpensive usually. They support a member of the community, not just with cash, but with something they can possibly put on a CV. They make a good job recruitment tactic as well. If you don't like DLC that's fine, this idea isn't for you. But nothing anyone has said about Creator DLC specifically is even remotely true. There's definitely no reason to get angry about it.
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That's not necessarily true. I mean if all you gonna do is package up a mod and slap your name on it sure, that's what will happen. But you couldn't charge money for that garbage. A Creator pack would work just as well as any other dlc. Just smaller in scope perhaps, most likely just assets. Like I said look at how Cities Skylines do it. It works quite well. they do one or two a year. We live in a world where dlc is part of the revenue package. There's a right way and a wrong way depending on the scope. Your never gonna please those people that think all dlc is pay to win (it isn't.) And your not going to get those people who are so self-entitled that they believe all dlc should be free(DLS's are not updates people.) Kerbal has a disproportionate amount of those people. Surprising considering the only ones that old policy affects 'Should' be a decade wiser now and understand how stupid that position is.
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@Markodds would like this thread merged into the suggestions sub. I don't think they are aware of how to do it.
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This is something Colossal Order does. I think it's a great Idea. It's a paid gig of some form for the creator. It's a chance to showcase their work in a professional, actually released setting (Don't underestimate the value of that.) A chance for the devs to give back to the community in a very tangible way. For them to possibly scope new talent. The way CO does it, it's usually a new set of original assets based on the thing the creator is known for. They have a reasonable price around 5 bucks, and they are not essential to play the game. They are bug tested to work at least as well as any other dlc. It would be a good way to keep momentum going til the next chapter is upon us. But it would require some manpower, planing, and will to do it from all parties.
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Mods in Stock
snkiz replied to Choctofliatrio2.0's topic in KSP1 Suggestions & Development Discussion
I hope when the successor to this thread gets going people remember this and we don't have the silly argument about adding mods to stock. I could list a ton of good things that come out of it. But it's been said. That and the point was nailed home with the update. integrated>Mod. You don't have to patch the features to work with mods, they just do. Because they are lower level. Not tacked on the side. -
You need to take me less seriously in most situations. My brain is sponsored by WarerBros.
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that might be a stretch. We aren't talking Doom here. /s I know hyperbole but not far off. If Unity can run on a switch, there's hope.
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My first reaction as well.
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I think you made a typo
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Portable ksp. I'd expect the new one to be a little more resource intensive. Maybe not to much on minimum spec. But for sure with all the shinny turned on. KSP1 can run on Linux. Lunix Can run on a freaking speak'n'spell. (figuratively. Og Speak'n'spell didn't have any IC's) I think Kerbal 1 will have a long life on lower power hardware. Things like cheap laptops and recycled computers. The kinds of things Some disadvantaged students might use. The first time I played it, it was on a recycled mainboard and an Donated spemperion triple core.
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I always like to read the first few pages of the old threads that I see become active out of the blue. So I have to ask, now that you 've reached your goal, did you ever get your secret sub-forum with three people in it?
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Mars Rover Perseverance Discussion Thread
snkiz replied to cubinator's topic in Science & Spaceflight
Yup at a certain point in your life it doesn't matter anymore. You'll be healthier just staying social and happy. As a member of the yellow ribbon club I agree.