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savagekerbal

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Everything posted by savagekerbal

  1. Well lets just say I ran KSP 2 at launch with no issues lol. My rig has Ryzen 9 5950X , Nvidia GeForce RTX 3070, and 16GB of RAM. And sorry I wasn't very clear, it's specific to which version to run for OPT mods. So far, I've tried running a few versions with CKAN and OPT installed. I'd legit pay the creator full game price to have him reconfig it again to the last version since it hasn't been updated in a couple years.
  2. Sorry I could've swore I was under mod discussion
  3. Hey guys, so I'm admittedly quite rusty with KSP1 and modding. I've got tired of waiting for KSP2 to be what we wanted so back to KSP1 it is. I plan on just letting CKAN handle the modding for me but I'm unsure which version I want to play on. Does anyone have any recommendations for which beta version to run specifically for any OPT mods?
  4. Well the big reason I can't make a good guess is they've developed this game pushing for a full release from the start. I'm considering each of these things have already been in development. I'm assuming they've placed each category in the road map as the progress they've made on each of these. We've got sneak peaks of colonies and an orbital assembly. I know that an image of these things still requires the developed means of how they'll be implemented so that's the critical part. And all these considered that the game won't release from early access until the road map is completed so the player base will act as the final quality control with bug fixes. I'll say each milestone of the road map will require different lengths of time so here's my best guess: Science: 1 month from early access release The original science method in KSP is fine, with some tweaks and some new things to spice it up, I don't believe it'll take long. Colonies: 3-6 months from early access release Considering building models are completed, I predict the biggest issue is implementing this with time warp for the surface bases and orbital mechanics for the orbital assemblies. I'm assuming this issue with surface bases will best be tackled as "establishing" the surface colony will turn physics interaction off and otherwise "freeze" the object outside of time warp (as I know KSPs time warp does this to objects). I can predict orbital colonies will require a circularized orbit at a certain orbital height, I'm hoping this isn't the case so I can recreate a munar gateway of the Artemis program. But I see it as the easiest option. I'm assuming the game would give you a prompt to lock the orbital colony in place. I'm just hoping that you can only choose a specific orbital height. Interstellar: No idea I know KSP2's development has spent probably the most time involved with subject matter experts of astrophysics and aerospace engineering. They're looking to develop into the theoretical realm which I'm sure is quite the task. The only data we have is from Voyager 1 & 2, which the high radiation of interstellar travel proves we still don't understand exactly how this will affect vehicles. I can see most of the time spent here to be with providing the most accurate representation of what we know and theorize right now. I know mods have implemented this in KSP but they're building the entire game to fit this subject in with it which is a much bigger task. Exploration: 2-3 months This should prove the easiest updates as all others have walked before this one can run. The resource system should prove interesting, I'm assuming this is what we'll have to get for mined surface refueling stations. I'm curious if they'll include gas giant mining. Multiplayer: No idea I won't even give my two cents of this. Playing with friends would be fun, but I know it'll contribute to less than 1% of my play time. I know that's not the case for others so I hope it isn't long.
  5. Has anyone seen a prediction for the roadmap of KSP2? I understand it would be difficult to predict as the game will be releasing early access and has to worry about fine tuning the game from the reported bugs. But since KSP2 was announced mentioning Orbital Assembly, I've been wanting to experience that so bad. Anyone have any ideas?
  6. Please don’t pass up the opportunity on this. I understand the game wants to gear more for progression and interstellar gameplay but you forget a game has survived and kept a mass amount of players for a decade which just the kerbal system content. Would solar panels be practical for majority of the game? No. But if we’re focusing on realism, chemical combustion powered rockets wouldn’t be practical for majority of the game either. Imo, it wouldn’t be as difficult to create procedural solar panels as radiators seem all but done. Of course there would be deployment parts and textures to add, but I think ignoring procedural solar panels would be ignoring a project already 70% done that would add significant content to the game.
  7. I understand but I don't think KSP can really apply to a lot of other games even if its in the same genre of sandbox creation etc. Knowing KSP, other than Gary's Mod (a game made to create games), you can't say there's been too many games that can top how much the community has put time into a game to influence its growth. Especially with it being one of the most modded games I know. There's not much that can be released about the game that we don't already know. I'm fine without an insight into Adventure mode but I would love to here how about colony building will be implemented. One of the biggest things that hyped me up was hearing "there will be more reasons to land on a planet than just higher research points and to just say you did." Mining on another planet for certain technologies, resources, etc sounds awesome. We've got a lot of technical dev diaries that make the code guys happy, but I need more pictures because the articles filled with words hurts brain.
  8. That's true I didn't consider the release date at that time. Imo, and of course this is my opinion only really as a veteran gamer/consumer since I have no experience large scale game development. But I don't think KSP2 is the game that has to really worry about spoilers too early. KSP survived on such a simple mission sandbox concept but yet such a complex mechanic behind it. I don't think there's really much to spoil with most the concept. The adventure mode, absolutely. But I want to see base progression on planets. I want to see the harvesting of the planet and how that further pushes progression. I want to see what orbital/extraplanetary vehicle assembly looks through the process, not just model concepts. I understand not wanting to release things too early to avoid releasing things that wont be in the final product but I've prayed for an episode to cover base building and colonizing completely because I'm sure you could make an entire episode of that. I understand that no company would completely halt production because that's losing money. But I just hope for a release date soon and ramped up hype.
  9. How confident are we this game will release in 2022? Are we saying still saying FY2021? Or are we saying FY2022 now? The following is all opinion based and will of course draw oppositional opinions. Sorry I've dropped off checking notifications and the forums for this game daily. The hype around this game started off strong and the dev diaries and YT episodes kept me really excited but it started to seem like they became a grab at whatever they could release often coming out a month late and lacking a lot of exciting material. I love seeing that that planets are all but mostly built. But what concerns me is (what I feel like) the core mechanics of the game have only really been teased. But I've feel like a lot of new exciting material that's been mentioned as content in this new game has not been covered much in the updates. I feel as if the closer you get to the game, the released info should intensify. Sadly I wish I never heard the game was in development as not to be let down by the progress.
  10. Drop your predictions for what the next Dev Update article or video will hold. I’m really hoping for a more in depth look at the mechanics involving colonization. At start to finish progression of colonizing a planetary body would be awesome from delivering resources, mining it from the planet, and then achieving a self sufficient colony that becomes a Extra-Planetary Launch site would be awesome!
  11. As what for time warp? They've already said that you can time warp through propulsion because you'll have the ability to do brachistochrone trajectories which would absolutely dreadful without time warp. The multiplayer is interesting though but I don't see it being much different than it being the same game just with multiple players.
  12. What would y'all like to see for the next update? I'm hoping it's diving deep into the BAE. I want to know the process from either landing materials and/or harvesting from the surface. What does the editor look like? Will you build/plan building and have to transport materials in order to complete the building?
  13. Maneuver planner is no longer coming up on UI. Mechjeb prop is also glowing red. Edit: Had a blonde moment and forgot my cousin placed it on beta 1.8.1.
  14. Is there an update for the mod? Latest KSP version I see is 1.8.1
  15. They’ve said a few times that it’s going to be mod friendly. I’m just wondering to the extend as such if they’re going to develop their own mod client, have it handled with steam community as well, or if they’re just talking of allowing it to be modded.
  16. Just starting a random thread to pass the time being that my daily sauces check for KSP2 insights usually result in disappointment. Heres a thought I just had: The reason KSP2 has such high expectations is that KSP was modded into thousands of different games, so most of the creative development team’s work has already been done for years. The issue what to and how to add in the stock game. Putting enough in the game without it requiring a high tier computer to run at medium settings. Even more so I hope that it leaves enough room for the possibility of a lot of mods, even providing its own CKAN interface. Another random thought: With a lot of popular older mods that can only be revisited through beta versions due to the modder moving on with life, I hope Private Division offers monthly prizes for “Mod of the Month” and higher prizes for “Mod of the Year.” Modder’s of KSP would receive very little other than recognition and fame from creating very popular mods, hopefully the game helps create a yearning to keep a mod compatible with updates.
  17. I’m sure this is very noobish that I haven’t been to the website I’m trying to find but Scott Manley and ShadowZone reference a website for “rocket nerds” that offer very detailed next generation propulsion theories and current propulsion specs. If you’re aware of what the website is can you please link it for me? I’m trying to not rewatch hours of videos to just find the mention of it. Thank you!
  18. Every couple of months is disappointing. However I'm still extremely excited to see the base assembly episode.
  19. Anyone have any idea how often these videos will be released? I’ve watched Episode 1 like 50 times. I was assuming it would be monthly updates since the release window is March 2020- March 2021. I don’t expect the game to release until fall this year at the earliest and it seems from the videos that the game is very far in beta stage and probably just going through heavy polishing. I’m hoping the next video released will be for the base building assembly.
  20. True but I’ll sell one of my kidneys if MechJeb (or a similar system) wouldn’t be made available. I mean KSP is limited to interplanetary travel and even a trip to Laythe requires a precise burn for efficiency. However with interstellar travel that precise burn needs to be extremely more precise. I don’t see why people see an automated burn as cheating. I mean maybe a calculated advanced planet to planet transfer but Simple Rockets 2 has the automated burn and I see even Scott Manly doing it and no one bats an eye.
  21. After watching Scott Manley’s Things KSP Doesn’t Teach you on rocket fuel injectors, the portion of Pintle Injectors sprouted a question in my head. The developers have stated KSP 2, while having future space travel concepts in mind, won’t contain “magic science” such as warp drives and teleportation as means of travel (hopefully still in the debug console for fun). If they’re deciding they want to swing further into the mechanics of rocket propulsion (which it seems like with the metallic hydrogen engine) do you think they’re going to categorize engines in not just propellant and thrust capabilities but also throttle capabilities? For an example, Space X’s Raptor engine, while being the champion so far for correlation of efficiency and power, you would not want to land with a Raptor engine. The Raptor uses coaxial swirl injectors vs Space X’s Merlin Engine used on the Falcon 9s which have pintle injectors which are capable of throttling down to 10%. I don’t see them doing it because the effort probably would not be worth the outcome, however I believe it would be a cool mod to develop to make you plan your engine selection on staging. While it is still a game, it always make me laugh that you can change the thrust limiter in flight on an engine such as the Mainsail and get extremely precise burns with it.
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