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KSP2 Release Notes
Posts posted by coyotesfrontier
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3 hours ago, SheepDog2142 said:First off I'm definitely planning to support on Patreon for at least a month or so. So everything below is a critique and should not be taken as hating on the creator.
That said, there's something that needs to be addressed. This trend is becoming more common, and it's likely going to encourage other modders to follow suit. Charging $5.50 for a single mod is a steep ask. When you add up the costs—like $12.50 per month for just three mods such as RSS Reborn, Blackrack's volumetric clouds, and this one—it becomes significant. A price point of $1 or $2 per mod seems more reasonable. When you compare it to other communities where similar or even greater effort is required to produce content, this feels high for the value you receive each month.
Moreover, this model creates a strong incentive for mods to remain unreleased. Once a mod is released, the creator potentially forfeits a substantial monthly income, which could be seen as a disincentive to finalize and freely release the mod. This isn’t simply about supporting the modder—it's about locking a full release behind a paywall for an undisclosed amount of time with no clear incentive to transition from paid to free. When you look at other ksp creators who have this patron setup with a locked release of their mod, they are bringing in multiple thousands of dollars a month for a few hours of work each week—work that's supposed to be driven by passion, not treated as a paid job. Im not saying its good or bad im just pointing out what I think many people don't notice or think about.
I know this post likely won't change anything, and this trend will continue regardless, but I felt it was important to point out. That said, I do appreciate the work modders like linx put into creating content like this, and I understand the need for support. It's a tough balance to strike.
You are absolutely correct. If there is no prohibition against paid mods in a community (as historically with minecraft), they will quickly proliferate and create a negative environment for users of mods.
There is probably a desire among certain relevant modders to create an environment where paid mods are normalized and promoted, given the very large financial incentives available.
I do hope Linx truly intends to follow through on his admission to make this update free at one point.
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On 7/29/2024 at 6:38 AM, AckSed said:
3rd stage testing before first launch. Doesn't mention what the propellant is, but it's supposed to have 2.5km/s delta-V: https://www.rfa.space/redshift/
In a lot of ways, this is their equivalent of Rocket Lab's Photon, meant to host payloads, transfer to higher orbits and so on.
According to wikipedia it's Nitromethane, which is a less toxic but far more explosive alternative to hydrazine
As written of nitromethane in Ignition:
"...by some miracle he managed to avoid killing himself [experimenting with nitroglycerin as a propellant], and he extended the work to the somewhat less sensitive nitromethane..."
"...Bob Truax, at KES, tried his hand [with nitromethane]-and was almost killed when somebody connected the wrong pipe to the right valve and the tank blew..."
"...Nitromethane, naturally, was the best depressant of the lot, and a freezing point of -100f was reached without any trouble, but the mixture was too sensitive and likely to explode to be of any use..."
Interestingly, it seems that rocket factory is using it as a bipropellant with nitrous oxide rather than as a monopropellant as is written of it in Ignition.
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Very nice!
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3 hours ago, biohazard15 said:
Speaking of Methalox:
https://ntrs.nasa.gov/citations/20090026004
Seems that LMAE (names RS-18 in this document) was successfully tested with methalox.
Believe it or not, that engine actually already exists in Nertea's Cryogenic Engines mod:
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12 hours ago, Kavaeric said:
YYYYYYYYEEEEEEESSSSSS!!!!!!!!!!!
I had believed for the longest time that I would never see the day when the bobcat was revamped! It was always so odd that it and the cheetah were left out from the parts revamps, and it's amazing to see it redone after many years! Thank you Kavaeric and the restock team!
(I have never freaked out so much at something in KSP lol!)
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9 hours ago, GoldForest said:
Atlas J-1U flying MBsat 1 to geostationary orbit. Since we don't have the LNG upper stage or it's engine, yet at least, I decided to use Centaur with an MB-60 in Methalox mode.
I had to use Castor-4A-XLs because by itself, the Nk-33 can't produce over 1.0 TWR.
And yes, I am aware the LR-101s would swivel into the SRBs, but I had no overheating warning during flight, so I guess it was fine.
Full album: Imgur: The magic of the Internet
Where is that NK-33 from on the second image? It doesn't look it's it's the ones from Tantares or Restock.
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3 hours ago, ColdJ said:
Yes they did. They can read but they can't comprehend anything that doesn't support their narrow view.
That is why they reply with short clipped sentences that don't actually mean anything.
They are trying to get a rise out of everybody so they are best ignored.
I see. Guess my participation in this thread is done, as should everyone else's. /thread.
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3 hours ago, Bej Kerman said:
My point is that you and Lisias don't have any proof it can be fixed, and you avoid confronting that truth by shifting the burden of proof. Lisias' only seems to provide hear-say like it is a kind if evidence.
Since you are clearly trolling I shouldn't bother replying, but in the off chance you somehow actually believe what you are saying, did you just completely ignore my last post?
3 hours ago, Bej Kerman said:Oh no? Anyways,
???
3 hours ago, Bej Kerman said:You're only wasting your own time. Better have CTRL, C and V on standby.
So you are admitting that this "discussion" has become circular and will continue forever until one of you chooses to stop replying. Also, I see we have graduated to two sentence replies.
3 hours ago, Bej Kerman said:Games from 30 years ago have beaten that.
An unfair comparison, but also intentionally vague so you can "win" no matter who replies.
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"Who needs arms with legs like these!"
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And the most ironic thing is, KSP1 is quite literally in the process of having a large portion of its "unfixable" bugs being fixed by modders through the KSP community fixes project:
The single biggest feature of this project is the complete rewrite of the asset loader, which results in the vanilla game having a load time under 10 seconds on my average SSD, with scene switching being under 5 seconds. So the main argument that KSP2 is superior to KSP1 because of the load times falls flat here.
But I guess it's "Unfixable" so everybody else's arguments are completely invalid forever.
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3 hours ago, Bej Kerman said:
These questions do not have a lot of point in them.
I see you have just completely given up on being the valued forum member that you once were, and now spend your time giving 1 sentence replies insulting/trolling other forum members. Sad to see.
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Honestly, while Nate had no responsibility for the actual disastrous game development of KSP2, he certainly was responsible for lying and misleading the public about the state of KSP2's development, convincing myself and many others into paying $50 for a product that was all unplayable. Of course, that was his entire job as a PR man, and he did that very well. But even though he was technically doing his job 100% correctly and legally, he still is not immune to blame because his actions as said PR man were dishonest and immoral by nature. So while I believe the people who believe that Nate was responsible for the state of KSP2 and its development to be completely incorrect, he certainly misled and lied to countless people about KSP2's state and development, convincing many of us to spend $50 on a product that he knew was not anything close to how he was advertising and promoting it, and indeed barely functioned at all.
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4 hours ago, MehJeb said:
not just coastlines, make note of how clouds shader simplifies them based on distance, what we see here is most probably a multiplication - the topmost shader drew a blocky block for clouds layer (above) and the render pipeline considers that terrain shader has no use for rendering with higher resolution since the upper level shader already premul the block of pixels at that spot. That's exactly the same problem with render queue that I mentioned in these posts:
and
...also rendering Sun and other distant light emmiters _THROUGH_ solid objects, mentioned in this post:
those are all render queue bugs, the have to do with initial default setup of render pipeline (and shaders for that matter) in Unity; the programmer who does graphics should clearly hand-manage render
queue, like:
SubShader { Tags { "RenderType"="Opaque" "Queue" = "Background+100" // "ForceNoShadowCasting" = "true" } LOD 500
for layered ground polys that have no z-fighting ;-)
or:
SubShader { Tags { "Queue"="Background+85" "IgnoreProjector"="False" "RenderType"="Transparent" } LOD 200
for transparent vertical bilboard-style polys that are vertex-lit (btw, if you keep this setting and for seome reason would ever need to get to "Fallback "Transparent/VertexLit", the resulting compiled shader will also not have z-fighting problems even thou it is vertex-lit and objects whose materials it is supposed to be used on are typicaly perpendicular to the plane where distant projectors (Sun) have their kinky light stuff going on
This is just an example of hand-managed render queue which solves all kinds of problems reported in this and cited posts. Good luck!
Sorry, but I'm fairly certain this actually has nothing to do with the render queue. It's actually a direct consequence of how the PQS terrain engine works. Terrain in KSP is composed of a planetwide sphere made out of individual squares called quads. The quads subdivide into more quads the closer the vessel is to the ground, with them being at their maximum subdivision amount when the vessel is landed on the surface. Likewise, the further a vessel is from the ground, the quads desubdivide (combine?) into larger squares. When a vessel is very far from the surface, like in orbit, the quads are at the lowest subdivision count, which means each individual quad is huge, on the order of a kilometer or so. Viewed from orbit, the coastline appears pixilated because it actually is pixelated, a fact that isn't noticeable when at a lower altitude because of the higher subdivision count.
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3 hours ago, Superfluous J said:
It's 100% in the rules for the OP to request their own thread to be locked, and also 100% within the rules for the moderators to then lock that thread.
Oh, ok. I still don't think it's right, but I guess that's just how the rules are.
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Hello, I believe that a user recently had their own thread locked because of fair criticism that they were receiving, rather than for typical reasons.
Specifically, this thread:
[snip]
I'm not sure if this is against the rules or not, but I think it needs to be looked at regardless.
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3 hours ago, Jivaii said:
Sadly, I doubt the majority of the users from Steam will even come over here to see this. So they'll continue to be semi-rabid and chomping at the bit.
Steam community forums are basically a 4chan board. It's unreasonable to expect any sort of civilized discussion out of them, ever.
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I like to think that they are macroscopic single-celled organisms, like minions from despicable me.
All of their organelles are housed in their heads, their "bodies" are actually just an modification of the flagellum.
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3 hours ago, JoeSchmuckatelli said:
Dakota has rarely responded to anything and hasn't authored a post, AFAIK. Certainly nothing to address the dumpster fire.
He's a PD employee, not a member of the Intercept team. Who knows what his priorities are - but he's clearly overwhelmed and not responsive to what is happening.
Dakota is pretty much constantly replying to questions in the discord.
1050 messages since the discord was made, with no sign of slowing down since the game was launched.Also, there's this:
Doesn't look like the game is going to be cancelled, the dev team gutted, etc.
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Normally on a game launch you expect the developers to be active on social media during the time after the game's release, constantly responding to users, helping out, talking about features, etc.
For KSP2 there was a large amount of posts by developers right before release, but now .....nothing.
Where is everybody?
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The Red Robin is a light, maneuverable biplane that makes up for its low speed by being stable and safe to fly.
To install, go to C:\Users\[Username]\AppData\LocalLow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer\[Save Name]\Workspaces
and drop the file inside.
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In previous developer previews of KSP2, we were shown beautiful atmospheric scattering on Kerbin and other planets:
But in recent gameplay footage, the scattering appears to be gone:
Could someone like @Nate Simpson confirm that it remains in the game?
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I think it will be a super earth, either with an atmosphere or without.
Another gas giant would be treading too much familiar ground with Jool, as well as being another planet you can't land on. It would also be a way to ease players into the world of high-gravity planets like Ovin.
[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.14.0 "металл" 30/Sep/2024)
in KSP1 Mod Releases
Posted
It's a wholly fictional design in BDB, meant to represent what a 90s upgrade to the F-1 would look like if Saturns were still used by then. It was mainly done to add an endgame F-1 upgrade at the end of the tech tree to match the J-2 ones, since the F-1B isn't really an upgrade and just more of a lower cost sidegrade of the F-1 with slightly better thrust and worse ISP. It incorporates soviet elements like the channel wall nozzle as those would be a likely way of increasing performance as part of the design IRL, especially as the US would have access to soviet engine technology in the 90s following the collapse of the USSR.