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Everything posted by Frostiken

  1. There was a KSP1 mod (I think it broke at some point) that would replace the planets with little fuzzy blobs the farther they were until you visited them or you observed them with a space telescope. You realize our 'best' image of Pluto, for the longest time, was like a 15x15 pixel sloppy mess, right?
  2. It could stand for maybe a bit more green but honestly I prefer what they did with the planets, over the extreme palettes of KSP1.
  3. My point is that they didn't do anything new, and as near I can tell, from what you said, the entire decision was based on the demands of the extreme core fanbase (who were going to buy the game anyway), not because they wanted to make a new, interesting game with new, interesting design as a new, interesting installment. I'm willing to bet one of the real answers is that by copying the same lego design, it allowed them recycle the same art assets (which they CLEARLY did).
  4. Probably right around the part where we've seen KSP 1 utterly disintegrate when you add lots of parts and thus, the 'lego' style of design and implementation into Unity rapidly brought the entire game to the brink of self-destruction? Lego parts has enormous consequences for more than just design. OP literally complained instead of making KSP 2 they just remade KSP 1. You are severely twisting words here. The part of the complaint about "Modded KSP 1" is the KSP 1 part. Also I don't even consider it 'modded KSP 1' given the volume and complexity of the mods I use.
  5. I don't interpret this as "dumping" on KSP 1, but rather, pointing out that KSP 1... was what it was. A brief look at what the mod community did and how popular certain mods were should have been enough to identify that the game had shortcomings or design that had more potential, and the mod teams stepped up. I look at it like Skyrim... unmodded Skyrim is a world of infinite possibilities, right up until you figure out what you're doing in the game, and then you run into the 'borders' of the game design pretty quickly. Modding fixed it up tremendously, but there's always a certain argument to be made that Bethesda really shouldn't have shipped or developed certain things in a certain way in the first place. I think one of the most embarrassing Skyrim features was the stupid 'puzzle' spinners. They weren't puzzles, they were idiotic. Bethesda should have either cut them from the game or actually put in real puzzles, but instead they left a half-assed feature in. KSP 1 was cobbled together by like three different dev teams across what at this point may as well be multiple different engines, went through several massive changes in scope, and a decade of active development. The point of a franchise sequel in a non-story-based game is to really build on where the first entry stopped. Not just... rebuild the exact same game again, even down to recycling the model parts even for parts that were pretty terrible in the first place (Mk. 2 Lander Can, LV-909, etc.). A sequel is exactly the time and place to take where the boundaries of the first game lay and build them further out. Like imagine it had been years since something like Satisfactory came out, and then they were like 'Satisfactory 2!' and it's literally just the first game on the same land mass but with new graphics.
  6. Well, I don't know, the point of the thread is that they were far too attached to 'how KSP 1 did it'. Nobody who is into KSP 1 is going to NOT play KSP 2 if they came up with new ways of using parts beyond the 'lego' model. There's other options that don't have to limit creativity. Being able to procedurally shape and design rockets is an option. I don't know, but there's always new things you can do with technology to enhance experiences. Who among us is seriously going to say that four fuel tank length options was somehow a superior system to a procedurally-sized one? Given the popularity of the procedural tanks mod, apparently not many. I dunno how long you've been following KSP, but do not forget that something like the Delta-V calculator was literally opposed to by the original dev team because they thought running out of fuel en-route was "Kerbal".
  7. I confess I'm thus far highly unimpressed with KSP 2. I also will say I followed literally nothing, I saw the teaser trailer however long ago and that was it. KSP 2 is like... KSP 1.5. Honestly the most shocking is that it looks like they straight up copied the same parts from KSP 1 and gave them a new coat of paint. I was at least expecting a lot of vanilla inspiration and implementation of established KSP 1 mod features, like having modular service bays vis-a-vis Universal Storage 2, or even do something completely different from the 'snap stack parts'. Also I agree that Unity was a mistake. Unity is very easy and cheap to work with, very moddable too, but I've literally never seen a Unity game that grew bigger than 'indie game side project' and didn't completely fall apart. KSP 1 already felt like it was pushing the absolute limits of what Unity could do, and it didn't take all that many mods to suddenly run into major problems with the engine.
  8. Breaking mods and save games with the miserable excuse of fixing a years-old tutorial bug that could've been done by anyone in about six minutes, just so they could inject this godawful launcher and presumably shill tons and tons of DLC for KSP2 and mine our data is the problem. Not 'an extra click'. KSP is a decade old, but I guess what we really needed after all these years... was a launcher. Wow.
  9. What am I supposed to do with Thermal Power? I have four NERV engines that become totally inoperative when they saturate with ThermalPower. I'm not talking about waste heat, I have radiators for that. But when I throttle the engine down, ThermalPower spikes and NEVER goes away. All I have pieced together is that there's parts that use 'thermalpower' for fuel. Yeah except I don't care, I don't want them, I don't need them, and I don't even know what we're talking about here, or if I even have any unlocked. I've been using hyperedit to drain the worthless resource but seriously is there no way to dump it? Also why can I activate my NERVAs twice? It doubles the power output, which is cool, but pretty sure it's not supposed to be happening...
  10. I have four nuclear engines and they keep accumulating ThermalPower. Once it saturates, the engines become worthless and won't work. Warping for some time did nothing to sink it. In fact I think it went up. I'm not talking about Waste Heat, my four ginormous radiators handle that.
  11. I just noticed a flaw in Kerbalism's life support. Greenhouses consume water, but the water is lost forever. Which makes no sense. The water is still there, it's just locked inside the plants. The water would be recoverable two ways - first, Kerbal digestion of the plant matter. Second, you can make a slurry and break down the inedible parts of the plants. However, instead, all water into a greenhouse is lost forever.
  12. I have one problem, and one ask, with PCR. The first is that unlike other IVAs, PCR seems to not be immune to the 'c' key being pressed when other windows have focus, ie: renaming a craft. If I'm typing the letter 'c' while renaming, it pops in and out of the control room. It's minor, but annoying. The second, is, what does it take to upgrade the JSI panels to MAS panels? Would be nice to expand the screen options on the three control stations to include all possible MFDs, like the MAS ALCOR MK1 and MK2 screen as well.
  13. Before I get too deep into logs and all that, maybe I'm missing something obvious: Chatterer works totally fine for me... EXCEPT the environmental sounds... they simply don't play anything. I get the beeps, the bleeps, the boops, the voice chatter, breathing, airlocks... but nothing on the AAE effects. No, 'only in IVA' isn't checked (it doesn't work in IVA anyway). I am using Rocket Sound Enhanced, messing with it doesn't seem to affect anything, but, could it be causing some conflict?
  14. Sounds good. It looks like MAS itself was handling compatibility with VDS cams, so I left a message over in that thread about expanding compatibility.
  15. I think it's funny that we're talking about life support being too complex or something. It's a critical aspect of spaceflight. How about we get rid of fuel too.
  16. Is it supposed to replace all legacy RPM screens with MAS screens, or not? I've been messing around with the VDS HullCams and trying to figure out why some cameras work and some don't (note: thanks for the monochrome filter, but are there any more options? It'd be nice to get the MAS screens to be IDENTICAL to what the VDS cams look like as some have different postprocessing effects and the cross overlay), and I noticed that I still have a ton of RPM screens mixed with MAS screens on my IVAs. The ALCOR pod, for example, is FULL BLOWN RPM, which is especially funny because MAS has specific screens literally titled "ALCOR MFD 1/2" on them. PS: On the original point, there's a lot of VDS cams that aren't supported by MAS right now, and the ones that are, have no camera controls - I can move and zoom the cameras on RPM screens, but MAS screens don't work. Maybe this is supposed to be intentional on many cameras, but some make no sense (ie: pictozooms). WideAngleCam - Supported. Pictozoom 1000/2000 - Supported. ScienceCam - Supported. Honestly no idea what the point of this camera is it looks standard as any other camera. NightVisionCam - Supported, w/ NV effect. LaunchCam - Supported. KerbPro - Supported. Kazzelblad - Supported, w/ monochrome and grain. Aerocam std/180 - Supported. NavCam - Partial Support. On the MAS display it appears like a standard camera, but with low resolution. Controlling the camera shows it should be monochrome, with high amount of grain. Boostercam Forward/Aft - Partial Support. On the MAS display it appears like a standard camera, but with low resolution. Controlling the camera shows it should have a cross reticle and a high amount of grain. May also have a yellow filter. RoverCam Night - Unsupported. NV effect should be identical to NVCam. RoverCam Color - Unsupported. Should have a wide FOV. TurretCam - Unsupported. MunCam - Unsupported. Should have a cross reticle, low resolution, narrow FOV, and extreme grain. Hazcam / Hazcam Superwide - Unsupported. Should have cross reticle, high resolution, and moderate grain. Note that 'super wide' even in default HullCam mod is... generous. It's not wide. May also have a yellow filter. HullCameraDeluxe - Unsupported. Should be monochrome, low FOV, high grain. Aerocam UP/DN - Unsupported. Should have cross reticle, high resolution, and moderate grain, and be angled up.
  17. Okay, first, I'm unfamiliar with the different IVA mods and what does what, so forgive me on that one. It's my understanding that RPM is the OG MFD mod, MAS is the most recent, and ALCOR has its own thing. So I'm going to put screenshots in here. I'm using the NearFuture IVAs because they include pretty much all MFDs. First, there's these. I think these are RPM screens. EXTRA CAMS screen: You can pan/zoom/tilt the cameras. Cameras supported: Hazcam, Hazcam Wide, Booster Cam (bugged), Wide Angle Cam (bugged), Aerocam (std, up, dn, 180). The two bugged cameras appear to have part of the camera model visible on the MFDs, blocking your view. Not sure if the FOV is working properly. In direct control view, Aerocam UP and DN have pretty considerably different views than on the RPM screen. On the MFD it looks like a pretty standard camera, and I can see the runway, but direct control, they both have narrower FOV and are angled up, such that I can barely see the ground, and can't see the runway at all. Absolutely zero postprocessing. Does not tell me what camera title is. POD CAMS screen: ALCOR pod built-in cameras only. Does not seem to support the ALCOR attachable camera. These look like a type of MAS screen. POD CAMS screen: Cameras supported: ScienceCam, Nightvision, Pictozoom (both telescopes), Kazzleblad (ie: the big "BoosterCam"), BoosterCam (both directions), Aerocam (Up/Dn only, not std/180), WideAngle, NavCam (the single lens), Launchpad Cam, KerbPro. Postprocessing ONLY works on: Kazzelbad, Nightvision. There's no camera overlays, either (ie: the cross pattern). If some cameras are supposed to appear lower-resolution, this seems to be functional. Or this is just a way for the MFD to save frames, and I'm imagining it. No panning/tilting/zooming control. Tells me camera name, but frequently gets cut off. EXTRA CAMS screen: Only the NavCam (single lens version) is working. No postprocessing. No panning/tilting/zooming control. Tells me camera name, but frequently gets cut off. ALCOR MFD 2? Identical to the POD CAMS screen above, except I have mysterious 'NEXT' and 'PREV' buttons that appear on-screen and do nothing. Maybe it's just an indicator telling me there's more cameras? No panning/tilting/zooming control. Tells me camera name. ALCOR MFD 1? Identical to the POD CAMS screen above, except I have mysterious 'NEXT' and 'PREV' buttons that appear on-screen and do nothing. Maybe it's just an indicator telling me there's more cameras? Has some sort of 'grain' effect on all camera displays. I like it. Not visible on MFD2. No panning/tilting/zooming control. Tells me camera name. MAS IFMS MFD No camera control options on this MFD. OTHER Is it just me, or can nobody else pan/tilt cameras when controlling them directly? I can zoom, that's it. I have a billion mods so probably something with me. The following cameras have zero MFD support: TurretCam, Dual NavCam(Rovercam), MunCam, BasicHullDeluxe, ALCOR External Radial-Mount Camera (this one doesn't work in any format, even direct part interaction). What exactly are these MAS ALCOR screens, and why does the ALCOR pod not even have them? MAS I think is supposed to automatically upgrade all my JSI RPM screens to MAS screens, apparently that's not happening. Hmm.
  18. Okay having some issues with this. Namely, I can't figure it out. A) How did you get KOS to work on the RPMs? This may sound stupid, I know there's a CKAN mod for "kOS Prop Monitor", but honestly, it doesn't do excrements, I can't see KOS popping up on ANY of my RPM screens. Where is it? B) I got an absolute avalanche of error screens from the kOS console when I tried to run the script file, namely, about "SETDELEGATE not found on object BUTTONS. Is this related to kOS RPM?
  19. Hahah okay that did it. One must use proper grammar when interfacing with kOS
  20. Here's a screenshot from inside the Proteus command pod. As you can see, most of the screens don't work. Also, if you notice, the Instrument Panel lights don't work, nor does any illumination of the buttons (cockpit lights work okay it seems). The Nereid pod works 100% fine, this is something specific about the Proteus that's busted. So much of this pod was broken I legit was treating this like a flight simulator and was looking for a switch that said 'battery' or something because I thought nothing had power. EDIT: Oh my god. OH MY GOD. There ACTUALLY IS A BATTERY AND BUS switch under the red covers on the top right. I was NOT expecting there to actually be one. @Nertea you absolute cheeky stand-up guy.
  21. Anyone have any insight on how to improve/expand functionality for the cameras with MFDs? Not all of them work on the "cycle camera" views on ANY of the MFDs (ALCOR/MAS/RPM), and only the "ALCOR MAS MFD2" has any of the postprocessing camera effects. I'd love to have the MFDs work with all the cameras and postporcessing, especially for use with the Probe Control Room mod. But all those MFDs are RPMs, and thus, don't work right.
  22. Nice! I never used KOS because I frankly couldn't figure anything out. Thanks!
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