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Incarnation of Chaos

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Everything posted by Incarnation of Chaos

  1. Dilation doesn't occur until well into 40%-80% KSP2 stock looks to be capable of 5%-10% The developers know that, so it's unlikely they're going to waste developer time on a feature that won't be needed.
  2. I'd imagine the manuever nodes and flight planning should help tremendously with this; though it wouldn't be a bad thing if approching a black hole required some planning. It would get across the fact that these are incredibly dangerous objects with unique considerations. I think the real benchmark is going to be where escape velocities become a signifigant fraction of C; we know below the schwarzchild radius they >C. But an escape velocity of even 20%-40% C could actually doom even the most advanced ships in KSP2 to drift endlessly around these objects. Which would also make gravity assists even more interesting; since you can't just go "The closer the better" as your rule of thumb. You have to balance the performance of your ship with the escape velocity at a given distance.
  3. And stable orbits are about 2x that if i recall; technically 1.5x is stable but we're not photons so 2x it is. So for a safe approach that we can still escape from it would be limited to 44 million kilometers. Now consider the fact that this isn't even the most massive supermassive black hole....
  4. Why use a giant star when we already have a great candidate for "massive object at center of everything" that wouldn't blind us. https://en.m.wikipedia.org/wiki/Sagittarius_A* 3.7 to 4.7 million solar masses in a 44km sphere; imagine the gravity assists!
  5. But even if the engine supports it; that doesn't mean developers will code for it. And in the case of KSP they can't code for it using the current physics model. So even IF unity supported CUDA/Open CL, and IF Star Theory were to update to the supported engine version that still means they would have to rip out the entire way they handle physics and replace it with something they can actually parallize.
  6. All physics is hitting the CPU; not GPU. So this isn't a limitation for KSP in particular.
  7. While DLC are technically mods; DLC also imply the involvement of Star Theory and their crew. Since DLC would only ever be released under the "DLC" banner by official content; not by the modding community who are happy to call their content "Mods" because most are fine with the distinction. So i don't think most people actually think a never vote means "Nobody on the planet can make content with fictional tech"; they think it means "Star Theory should not release content or paid expansions with fictional tech"
  8. My answer: SELECT * FROM MODDER_NAMES
  9. The reason i did is because the term itself is vague; and includes everything from plausable technologies to literally impossible ones.
  10. Warp drives are at least mathmatically possible; the primary issues are the need for negative energy/mass and the energy they require. But it's nothing a antimatter reactor or similar couldn't handle; wormholes are predicted by relativity and that seems to have held up to every test in the last few decades. So both of those while not near-future are at least aligned with current physics, but i don't want to see anything fictional in the sense that it doesn't align with current physics or requires impossible physics.
  11. Canards for extra pitch control are generally helpful if you're going for a inherently unstable design like this, but make sure to set the control limits so SAS doesn't freak out and cause noodling.
  12. That would be the ideal case. Though i feel like in some areas it's going to be a massive improvement; KSP2 being designed with other star systems in mind is a massive leap from the Kerbol-Centric Universe in KSP1 and i couldn't realistically see how it wouldn't do anything but improve both modding and performance. Since now even if you need to create planets before KSP2 fully loads you can call functions native to KSP2 rather than implmenting them on top; you also would have a built-in system for placing them rather than having to make that from scratch. The Physics LOD system has me exceptionally excited; because i love building massive rockets that even lag on my Ryzen 7 system with 16GB of RAM and a Vega 56. But also because it opens up a stock way to essentially "Ignore" calculating the interactions between an array of parts; which could be used in all manner of creative ways to do things it was never intended to (Pocket dimensions anyone?). So i do think KSP2 will completely blow KSP1 out of the water in terms of possibilities, and only keep expanding them as time goes on.
  13. No problems; i'm glad to cite my sources when i have a vague idea where they are. Kinda, and agreed. But we won't know 100% until the game releases, so it's still gonna bug me until then xD
  14. i really wish i could understand why this forum hates AND/OR arguements or boolean logic in it's search function; damn thing froze on me several times. So i apologise for the delay here M8 Quoted from nikokespprfan 's post since he actually had the translations. English Transcript from Gamescom " Interviewer: Will there be such a thing as life support systems so you have to ensure oxygen supply, water supply and food supply for the Kerbals. Nate: I can say so much that the need to keep Kerbals alive is a feature we're going to introduce now. But I can not say more about that at this point, but I can say so much. In case you tried mods on life support systems; it will not be so detailed, but as I said I can not say too much because there are a few secrets. " As for the fact it can be disabled implying that it's not a dependancy; that's not neccessarly true as they could make it not affect the user but still have variables or other functions still tied to life support's modules enabled while doing so. Which would mean while you could make it meaningless gameplay wise; there's still plenty of it's code you can't touch. But i feel like Star Theory won't implement it anything like that; they're building from the ground up for moddablity which generally means your code is pretty modular and avoids things like that.
  15. Really depends on how it's implemented; if it's a dependancy that can't be removed/modified easily then it could seriously hamper modding in more complex Life Support. Or require hacking around it with more complex (Less-Performant) code; either way i'm interested to see what Star Theory do in this regard. We've had a basic Life Support system confirmed as stock since close to the initial announcement, but no implication on how or if it will scale to more difficult versions.
  16. Does he get dibs equal to the # of mods he currently maintains? That's the real question xD
  17. The only people who can answer these conclusively would be Star Theory; though we do know PBR will be implemented. That's about it at the moment though; we also know they're working on a Module Manager like scripting system based on Lua; exposed via API's. Which would also imply the presence of #1 to an extent, but not confirm it. Memory usage is a complete crapshoot though; KSP1 loads everything in memory upon launch plus some padding so it doesn't have to hit the disk as much. But we have little to no idea what KSP2 will do.
  18. Nah; just read the latest EULA. Those things are so barely read they could have literal Propaganda in it and nobody would notice.
  19. The answer you should get is basically the following- #1- KSP1 has been said to remain actively maintained/developed; time will only tell though the extent of this. They may decide to basically stop at some point like most developers do; or we could get a DLC. But KSP1 and KSP2 are being developed by 2 different teams, so i wouldn't be shocked if both end up being sold and patched while the other exists. #2- Star Theory has officially stated that it won't be possible to port mods, and that no tools will be given to do so. Both are running Unity, so that may ease the transition. However; texture formats and the general structure of animations and models can still change within the same engine. So don't take the same engine being used to mean you won't have to start from scratch. And the ultimate answer really is that we don't know; we won't know until KSP2 is released and is a product we can buy. If Star Theory were feeling EXCEPTIONALLY NICE; then they would provide builds a month or so in advance to modders so they could get their heads around it. But such kindness isn't to be found in today's world it seems.
  20. Or perhaps they seeded that information just to misdirect the users; make us waste our time on looking for potential members when there aren't any. Which is keeping our eyes away from actual leaks or infomration right in front of our faces. Serious stuff though- I doubt we'll see an info dump come christmas; Star Theory are likely hopped up on coffee and crunching like mad men to meet the deadline (The rumored delay only gives them a month or 2 more tops). So making anything to present us would just further delay stuff that needs to get done.
  21. If you buy identical hardware sure, but that's ignoring the best part of PC. Which is that you have a plethora of parts available with the same performance. But i digress; this isn't a Mac V PC thread and shouldn't be.
  22. KSP should give you limited options at the beginning; i agree. Forcing you to work with what you have encourages lean missions and planning. But you should have room to grow; which procedural parts allow. Also i said that it was difficult to code, not calculate. You have to balance it with stock engines; make sure that procedural engines don't break after a certain point etc. This means calculating the performance of any individual engine is simple enough, but coding the entire system is work.
  23. I had to resort to using a set of MM patches for the stock wheels alongside KSPwheel; it makes them behave far better. But the patches as is likely need some tweaking, and i haven't took the time to do so myself (imma lazy) Also it looks like they've had some issues with 1.8.1; i can only vouch that these work on 1.6.1 as that's my modded install currently. https://github.com/shadowmage45/KerbalFoundries2/tree/master/KerbalFoundries-Patches/Stock You'll need the KSPWheel mod and the patches if you wanna give it a go.
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