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Everything posted by MechBFP
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How will orbital motion work in KSP2?
MechBFP replied to Clockwork13's topic in Prelaunch KSP2 Discussion
Different solar systems will probably just be static like people said. Far enough away from the center to be moving in a straight line when approximated, and far enough away to be moving at the same speed when approximated. These star systems are probably going to be relatively very very close to each other (when compared to distance solar systems in real life) so it doesn’t take forever to get there with time warp. -
[1.12.5] Restock - Revamping KSP's art (August 28)
MechBFP replied to Nertea's topic in KSP1 Mod Releases
That will happen if you have Snark’s Missing History mod installed. -
I would be surprised if we seeing anything before February.
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KSP2 Delayed to FY2021, according to Take Two earnings report
MechBFP replied to drhay53's topic in Prelaunch KSP2 Discussion
I was gonna say that I think this is the first time we have ever got sales figures. Gotta love that accidental release of info lol. -
KSP2 Delayed to FY2021, according to Take Two earnings report
MechBFP replied to drhay53's topic in Prelaunch KSP2 Discussion
Good, that timeline was much too aggressive anyway. -
Early career is pretty close because I don’t really have a choice. After that things tend to have 1000+ more than they actually need, assuming money isn’t tight.
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Made a working quadcopter that uses real physics for controls via using 6 KAL controllers to modify the rotor RPMs in order to pitch, yaw, and roll. Unfortunately had to use 2,3,4,5,6,7 as keys to control it because of limitations with binding keys to robotics. If someone knows of a way to play a KAL controller on loop when “W” is pressed and to stop playing it altogether when it is released, that would make life easier.
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Will long standing annoyances be gone?...
MechBFP replied to mattinoz's topic in Prelaunch KSP2 Discussion
Ya exactly. -
Will long standing annoyances be gone?...
MechBFP replied to mattinoz's topic in Prelaunch KSP2 Discussion
I will be liquided if this isn’t allowed. Same with not allowing multiple connection points at the same time (ie connecting the quad adapter upside down to 4 existing 1.25 tanks. ) -
Hey guys, Is anyone aware of a mod (or if it is even possible) that automatically controls the pitch of propellers based on forward velocity? I imagine such a thing is probably possible using KOS but curious if anyone has seen anything around this.
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That is nice, but unfortunately it doesn’t provide the production values that the real solar system would get from the devs. Not that modders can’t do a good job, but it will be years before we get a RSS mod that would be the same quality. I am hoping one of the solar systems you can visit with interstellar travel is actually the real solar system. Then it is just a matter of writing a mod to start on Earth instead and work out the balance issues, which should be much quicker than creating all the art assets. EDIT: Even if the devs provided a scaled down real solar system for balance purpose, it should still be a lot less work to scale it back up.
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I personally think it would be a very good sales tactic, to be able to start on Kerbal, or for more advanced players start with the real solar system instead It would certainly entice existing players of KSP1 with more of a reason to buy KSP2. It also massively changes gameplay due to the requirement to use cryogenic engines, etc, and almost REQUIRES interstellar drives to do manned missions to almost any other body. I really hope they consider it, if not out of the game then as a DLC. I never got into RSS with KSP1 because it is just so damn janky since KSP isn’t really designed for that size of solar system.
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How should heatsheilds work in KSP2?
MechBFP replied to SpaceFace545's topic in Prelaunch KSP2 Discussion
It’s frankly annoying trying to design a ship around what heat shield will work instead of the other way around. As such anything is better than the current system. -
Yup
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It isn't actually. Causes hard crashes when reverting to the VAB.
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Kerbal Space Program 1.8: “Moar Boosters!!!” Grand Discussion Thread
MechBFP replied to UomoCapra's topic in KSP1 Discussion
Did you update Firespitter as well?- 274 replies
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Nice, thanks for the relatively quick fixes to some of the more glaring issues, like the drag and settings resetting. EDIT: Also I never got a notification on this thread, despite following this forum section.
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- making history
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Just an FYI the engine relight mod has been updated for 1.8.
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It likely will but probably not until after KSP2 is released.
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You are awesome. I appreciate your logical and rational approach to this stuff, despite disagreeing with some of your sentiments.