-
Posts
231 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by The Cuttlefish Empire
-
So, this might've already been answered, but since there's fifty pages of stuff in here I think it'd be foolish to look for one - but, as far as modding goes, do we know anything at all about the nature of how planet modding, specifically, will look in KSP2?; and if so, please direct me to the relevant information. Thanks
-
KSP 2 will ruin the original
The Cuttlefish Empire replied to Thelizard's topic in Prelaunch KSP2 Discussion
What about it being an 'open-ended creative game' makes sequels unfeasible? That basically describes half the open world/simulation games out there, and maaany of which have had updates that improved significantly on the original. It... does have core flaws that can't be fixed with an update. Countless of them. You can't address these flaws unless you recognise them to begin with, and that seems to be exactly what Star Theory have done (at least from my interpretation of things). That doesn't mean KSP 2 is a bad idea. They're not identical games, obviously, and just because Minecraft didn't doesn't mean that KSP shouldn't. Many of the features shown in the trailer - such as colonisation - seem like they would be unable to be incorporated into the game without a complete reworking of the game's code. Mods have struggled with this limitation and tried to find workarounds for almost everything, but they're obviously still not perfect - and, not to mention, actually updating the game in such a fashion would likely be more time-consuming, expensive, etc than just starting from scratch would be. Now, I'm largely unfamiliar with KSP's code, so if I'm wrong here please do correct me - this is just how it seems from the little modding and observation of the modding process I've done. Do you mean like, the technology present in the sequel seems too advanced? And one last statement regarding the title - how could it possibly ruin the original? Even if the game stopped receiving updates and new content, it would never lose its title of 'a very good game,' and that's obviously in a worst-case scenario. The original is what it is, regardless of KSP 2's existence. I, for one, haven't updated my game since 1.3.1, and have no intent to do so anytime soon. -
If there's still anyone following this mostly-dead thread for whatever reason, take note: I am discontinuing IPP, since first of all it's been a long, long time since I last worked on it. Second of all, the unfinished 0.7 version was...a bit screwed up. Massive, for one thing. If I were to finish it, it would certainly be the most significant update I'd have ever released. Except for one issue: it simply did not work as intended, primarily as a result of atmospheric issues, terrain loading, etc. And third of all, the scope of IPP was simply too expansive. I had plans to make the mod far larger than it already was, and the unfinished v0.7 pushed 825 Mb. That's a lot more than most equivalently sized planet packs. I simply have neither the skill nor the time to complete such a project. Which brings me to my fourth point: time. Rather than spend a massive amount of time working on this mod, I'll start work on something smaller. (it'll be a bit before I can post anything more about it on the forums ) Note: While this mod is no longer on Spacedock and is no longer being worked on, I would like this thread to not be deleted or closed. It's possible that someone will want to pick it up later, so I want them to be able to easily contact me through this thread if this should happen. For any prospective adopters: tell me if you're interested, and then I'll fill you in on relevant data. Until next time, cheers.
- 117 replies
-
- 3
-
-
- stockreplacer
- planet
-
(and 1 more)
Tagged with:
-
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The Cuttlefish Empire replied to Thomas P.'s topic in KSP1 Mod Releases
that....is not a bug report -
Tylerbin | The binary rogue planet mod.
The Cuttlefish Empire replied to Alaygrounds's topic in KSP1 Mod Development
does this actually do anything other than edit a few orbits -
before asking about a collab, figure out how to make planets
-
yes but it is most certainly not for everyone
- 419 replies
-
- kopernicus
- star systems
-
(and 2 more)
Tagged with:
-
18 is a bit too low for a max Allow me to list mine: -Asclepius -Asteroid Expansion -Chani -Delta Sigma -GPO -GPP -IPP -KSS -(soon) TWB -Kronkus -OPM -Other Worlds -Cyran -Farlo -Rictell -Saru -SPE -Spud -Trans-Keptunian The true question to be asking here, though, is "How many planets can fit into a single GameData?" The planet packs you listed are, for the most part, quite small, and I would estimate that my GameData totals in planet number somewhere around 250
-
Should I get the making history pack?
The Cuttlefish Empire replied to Gyrothesia's topic in Making History Discussion
Whatever MH can do, mods can do better, so don't bother -
There are plenty of other mods that do that, if you're looking for more interesting stock systems @The Minmus Derp
- 2,454 replies
-
- 2
-
-
- kopernicus
- gpo
-
(and 3 more)
Tagged with:
-
[1.3.1] Boris System Alpha v0.1
The Cuttlefish Empire replied to The Cuttlefish Empire's topic in KSP1 Mod Development
@HZ1 It should work fine in 1.4.2 as long as you download the correct version of Kopernicus -
[1.3.1, 1.4.3] The Spice v0.8.2 [May 10, 2018]
The Cuttlefish Empire replied to JadeOfMaar's topic in KSP1 Mod Releases
Any chance that this could potentially be integrated with EVE in some way, perhaps with roaming spice clouds?- 101 replies
-
- dune
- no worms sorry
-
(and 1 more)
Tagged with:
-
[1.3.1, 1.4.3] The Spice v0.8.2 [May 10, 2018]
The Cuttlefish Empire replied to JadeOfMaar's topic in KSP1 Mod Releases
I will recreate the Atreides Empire with a mod that moves the KSC to Arkas- 101 replies
-
- 1
-
-
- dune
- no worms sorry
-
(and 1 more)
Tagged with:
-
@The Minmus DerpWell, if you ever do decide to test mine out, the next update, 0.7, will be fairly large and fix a lot of things, so...yeh
- 117 replies
-
- stockreplacer
- planet
-
(and 1 more)
Tagged with:
-
Evolution [1.3.1] [Kopernicus]
The Cuttlefish Empire replied to The White Guardian's topic in KSP1 Mod Development
are the variety of shiny bodies intentional, or no?- 169 replies
-
- kopernicus
- planets
-
(and 1 more)
Tagged with:
-
Evolution [1.3.1] [Kopernicus]
The Cuttlefish Empire replied to The White Guardian's topic in KSP1 Mod Development
can't wait to try it out!! looks really amazing- 169 replies
-
- kopernicus
- planets
-
(and 1 more)
Tagged with:
-
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
The Cuttlefish Empire replied to Waz's topic in KSP1 Mod Releases
ah, i see would this make it possible to fake volumetric rings by having a whoooole bunch of cloud layers stacked upon each other, all only loading around a certain very thin band around the planet? or would that still be too laggy to accomplish