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KSP2 Release Notes
Everything posted by coyotesfrontier
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What lore do you want to see?
coyotesfrontier replied to Concodroid's topic in Prelaunch KSP2 Discussion
I want to see at a bare minimum green monoliths to return, though I would love it if every celestial body had at least one unique anomaly. Some Ideas: Having a statue of every mission to go to a kerbal body's real life counterpart, like a MESSENGER statue on Moho, or a Huygens one on Laythe. Statues save on texturing time, and don't give a overdone "IT WAS EARTH ALL ALONG" impression. Busts of people connected to a Kerbol body's counterpart, like Clyde Tombagh on Eeloo, Elon Musk on Duna, or Galileo on Tylo. -
Which would you build if you could?
coyotesfrontier replied to Spacescifi's topic in Science & Spaceflight
A thunderbolt drive: Apparently, it is theoretically possible to build weapons that destroy spacetime itself, so why not take that technology and use it for FTL travel? Forget warping spacetime, tear it at its seams! Sources: https://www.physicsforums.com/threads/wave-of-death.93654/ https://en.wikipedia.org/wiki/Pp-wave_spacetime Not really sources but interesting anyway: https://www.orionsarm.com/eg-article/5062fd4d7f5cb -
Double click on the "Docking Mode" panel while in IVA.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
coyotesfrontier replied to Thomas P.'s topic in KSP1 Mod Releases
I have a compiled version of Kopernicus with the FPS drops fixed, but I'm not sure if I'm allowed to share it. -
According to Scott Manley, Lua will be entirely optional, and will serve a purpose similar to what ModuleManager does now: an easy way to change things without complex code. C# modding will be fully supported as always.
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Your Ideal "Final Update" for KSP
coyotesfrontier replied to I_Killed_Jeb's topic in KSP1 Discussion
A Kerbal Alarm Clock integration, we already got Engineer and Percise Node, the holy trinity of utility mods needs to be complete. A glow layer and clouds for atmospheric bodies Improved ocean textures Possible integration of ReStock into the vanilla game, knowing Nertea SQUAD would have to pay him, though If ReStock isn't possible to integrate, at least better and realistic engine plumes And of course, bug fixes -
[1.12.5] Restock - Revamping KSP's art (August 28)
coyotesfrontier replied to Nertea's topic in KSP1 Mod Releases
https://github.com/PorktoberRevolution/ReStocked/projects/2 https://github.com/PorktoberRevolution/ReStocked/projects/4 -
If the 0.625 rule was followed, it would be awful game design, as the larger size classes get, the smaller the difference between them would be. 1.5x larger leaves only a single gap (between 0.625 and 1.25), while your 0.625m rule leaves 2. In addition, going by your logic, shouldn't the next size be 5.625?
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With the exception of 0.625m to 1.25m, all sizes are 1.5x larger then the last one, so 7.5m and 10m are more likely.
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I like to think that it's retrieving enemy satellites and taking them to Earth for study. Maybe it has a robotic saw to remove solar panels, so the sat will fit inside.
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KSP2 will have axial tilt!
coyotesfrontier replied to coyotesfrontier's topic in Prelaunch KSP2 Discussion
But re-entry does add gameplay value, in addition to realism. Aerobraking used to be ungodly overpowered, all you had to do to get to Laythe was the transfer burn, and Laythe's atmosphere would do the rest. With re-entry heating, you have to think twice about coming into an atmosphere, as well as when designing your ship beforehand. Kerbin's axial tilt, if I'm reading this correctly, won't change by much, so all you'll have to do is tilt a little at launch. That's it. And in exchange, you get seasons, realism, more planet possibilities, prettier screen shots from high orbit... -
According to this interview, KSP 2 will feature axial tilt, though it will be more pronounced with bodies not part of the Kerbol system: https://www.videogameschronicle.com/features/interviews/an-in-depth-conversation-with-the-creator-of-ksp2/ "One new thing that we have now is axial tilt. The planets in the original KSP tend to be aligned perpendicularly to their ecliptic orbit and we are now able to essentially have seasons, because the planets can tilt a little bit. Obviously we don’t want the planets in the Kerbolar system to feel radically different from the original, so we might only be fiddling with that a little bit in terms of that system"
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Here's a video that not many people are talking about, but with some valuable information: https://m.youtube.com/watch?v=tRewAKMllVo Most notable is confirmation that Kerbin has clouds, better looks at the new engines, a new ringed rocky planet that might be the super-earth talked about, and a sound effect showcase.
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List of new propulsion systems
coyotesfrontier replied to bartekkru99's topic in Prelaunch KSP2 Discussion
All of the atomic engines are from Kerbal Atomics, fusion engines are from Far Future Technologies (WIP, but pretty much finished). -
List of new propulsion systems
coyotesfrontier replied to bartekkru99's topic in Prelaunch KSP2 Discussion
Here's some engines from a couple of realistic mods, mostly Nertea's suite: https://imgur.com/a/9q74GFS -
New planet in developer video
coyotesfrontier replied to EchoLima's topic in Prelaunch KSP2 Discussion
Kind of looks like old Moho, back when it was redder and had an atmosphere. -
KSP 2 Multiplayer Discussion Thread
coyotesfrontier replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
For those who are worried about multiplayer destroying KSP's sense of community, I highly disagree with your thoughts. Take the Modded Minecraft community as an example: While a large portion of the community plays multiplayer mod packs, a fair bit of it plays custom installs, such as myself. In fact, I even share my custom install with my friend, and we play together. There's no judgement about what mods you use, an accomplishment is an accomplishment, no matter what. Don't like the mods on a popular server? Just create your own and invite people! I suspect the formation of mod packs will be a necessary advancement for KSP2's community, though. Mod. Minecraft had a similar licensing issue during it's early days (Look up sengir technic drama), but in order for multiplayer modded servers to be a thing, modpacks are going to be needed. Or there could be a CKAN-like, TF2-esque system where mods are automatically downloaded when you connect to a server, but that's quite hard to do.- 1,629 replies
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You must be fun at parties.
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Not today, but I still want to talk about it. Me and my dad found a little girl (around toddler age) just wandering around in our hotel's parking lot, with nobody around her. Oddly for kids her age, she followed my dad back to reception, and started hugging his leg when we got there. She even jestured to be picked up, and really enjoyed it when my dad held her. After waiting 15 minutes for someone to attend the desk, an employee walked in, but cared shockingly little about the child. We finally figured out that the girl's highly irresponsible dad had left his room's door open and fallen asleep, allowing the girl to walk down the steps and into the lot. I kind of wonder if he was smoking something, as that would explain the open door and his irresponsible behaviour.
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KSP1 Computer Building/Buying Megathread
coyotesfrontier replied to Leonov's topic in KSP1 Discussion
Everybody always says that, but a desktop really isn't an option for me. Even if it doubles the price, I'd still rather get a laptop. Also, in order to afford any desktop, I'd still have to sell my current comp. -
KSP1 Computer Building/Buying Megathread
coyotesfrontier replied to Leonov's topic in KSP1 Discussion
How does this look for a gaming laptop?: https://www.newegg.com/black-lenovo-legion-y730-17ich-81hg001hus-gaming-entertainment/p/N82E16834847239?item=9SIA24G8277395 I'm intending to run CPU-intensive games (such as heavily modded kerbal and minecraft), as well as graphically intensive games, such as subnautica and borderlands 3. My current laptop has horrible integrated graphics, no SSD, and only 12gb of RAM, though the CPU is quite powerful compared to everything else.