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KSP2 Release Notes
Posts posted by prestja
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14 hours ago, Just Jim said:
The barometer is a great example. In low orbit it would read something along the lines of "The readings are zero, almost as if it was in a vacuum." Great joke, but it repeats the same thing in orbit of any celestial body.
I'm sure all of us would understand if you left the vacuum barometer text as-is, no pressure!
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Those procedural radiators are looking (puts on glasses) pretty cool
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8 hours ago, Intercept Games said:
In KSP2 these issues are no longer a problem/restriction due to the KSP2 Resource System being Architected and built from the ground up. All of the components of the Resource System live and execute in the Simulation side of the KSP2 Architecture which means they are independent of physical objects and parts.
In what ways will these improvements be applied? Will colonies have full background simulation even when out of focus?
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4 hours ago, Papa_Joe said:
@prestja you still maintaining Planetshine? Would you like me to resume maintenance again? Let me know.
Given that the last update was in 2019,I've gone ahead and built a new version of the mod for KSP 1.12.3. Unless I hear otherwise, I'm going to assume that I'm resuming maintenance of PlanetShine.
Further updates can be found in my original thread here: https://forum.kerbalspaceprogram.com/index.php?/topic/173138
Either's fine by me, but good to see you on the forums again!
FYI there are two withstanding issues: debug mode was disabled in my last re-compile, and Kerbals in EVA mode do not receive planetshine.
I'd fix both, but I've been unable to compile DLLs with Visual Studio on my new machine for some time.
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Help a layman astronomer out here - what type of star did we see in the last video?
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8 minutes ago, Nate Simpson said:
It's the place where the Kerbals land at the end.
Well, not for long.
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Looking at the GameObject hierarchy, we can confirm KSC-2 and Island Airfield launchsites, as well as several easter eggs.
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On 8/18/2021 at 10:30 PM, DeadJohn said:
Another reminder: CKAN still says 1.10.
Thank you. Will be updating that this weekend, hopefully.
54 minutes ago, Annastasya said:I'm also seeing an issue with KSP 1.12.2.3167. The loading bar will not go past "Loading part upgrades" and the log shows an error regarding a NullReferenceException: Object reference not set to an instance of an object GameDatabase.CleanupLoaders... I have seen it stated that this is often caused by a DLL assembly missing information that KSP now checks for in 1.12+, most notibly something in regard to "file version" info not being found within the DLL which causes KSP to spin its wheels. With this mod and ModManager only loaded, the issue shows up. Without this mod the issue vanishes.
Thanks for the report, I haven't even attempted to spin up PlanetShine in 1.12. Will take a look soon.
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An illuminating read for sure, thank you Tom.
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22 minutes ago, Souptime said:
yes, yes there will be engine
Many many engine
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4 minutes ago, Spaceman.Spiff said:
That brings the question, can it be operated in atmo without the nozzle extended? Sort of like the XLR129 in BDB.
That's the default, I believe the nozzle extension is for vacuum operation.
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@KSPStarcould we get some more specifics? That is to say, specific impulses for atmospheric and vacuum flight?
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On 6/8/2021 at 2:38 PM, Shawn Kerman said:
and a couple weeks
Just launching the game, right?
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1 minute ago, DVQuill said:
grabbing food from his fridge while a rocket launches?
Snacks are obviously confirmed.
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Procedural. Wings.
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2 hours ago, KSPStar said:
and we've got more non-ground content in the works as well
Brachistochrone trajectory planner, please and thank you.
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30 minutes ago, Poodmund said:
The part compiler is tied to frame rate. It runs in a coroutine with one action per frame so completely unlocking the frame rate drastically speeds up load times, i.e. 1000+ actions per second rather than 60.
Why, Squad? Why?
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16 minutes ago, Nate Simpson said:
but apparently somebody was fiddling with it when this capture was taken.
No worries. Those of us familiar with version control understand the frustration of a feature working before the last pull request.
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I know we're focusing on the terrain right now, but look at those new landing legs!
Edit: And the IVA view!
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2 hours ago, Johannes said:
For example using jobs allows PQS+ to be considerably faster than the original system in KSP1
I'm very excited for this. Terrain resolution changes in KSP1 were the number one cause of stutters.
2 hours ago, Johannes said:The Unity Jobs System has been a part of our codebase since fairly early in development
Unity Jobs is fairly mature and enjoyable to work with. I wish the Entity Component System framework was more mature, there's a clear use case for PartModules where MonoBehaviour just doesn't cut it.
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24 minutes ago, Incarnation of Chaos said:
I've been hearing about DOTS for almost 2 years at this point, but as far as how far along it is from a production/usability standpoint you'd have to ask someone far more familiar with Unity specifically than me.
DOTS is far from production-ready. It's still a preview package and there are occasional game-breaking API changes, and I believe custom serialization is still a pain.
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5 minutes ago, Johannes said:
Without going into too many details, we are using Unity Jobs in conjunction with the Burst Compiler and Unity.Mathematics to speed up some of the more expensive calculations.
I'm impressed. Those are some excellent design decisions. I hope to hear more about KSP2's optimizations in the future!
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Kerbal Space Program 2 Release into Early Access Feb 24th
in 2022
Posted
Correct me if I'm wrong here, but I believe when it comes to maneuvers, "impulsive" means that over a long period of time, the maneuver can be considered an "impulse" because it takes a short amount of time to impart velocity on the vehicle. A non-impulsive burn would be a Brachistochrone trajectory, because it's not a short blip of impulse but potentially a years-long burn.