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prestja

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Everything posted by prestja

  1. First I heard of it! Thanks for the link!
  2. Is this official or did you make this?
  3. Don't give up just yet! The deterministic approach isn't that difficult to implement if you can calculate a true anomaly from a mean anomaly. I'd be happy to share my notes if you like.
  4. KSP uses a deterministic function like what you described to calculate the orbital position, velocity, etc. for all craft at any given point in time, t. This concept is briefly touched upon in this video where the original developers talk about how KSP was developed. Though they don't go greatly into the specifics of how this works, I've been able to implement this concept myself in Unity with varying degrees of success.
  5. You can see clouds in the Steam screenshots and in what little gameplay we have on YouTube. Volumetric rings were described by Scott Manley after his meetup with Star Theory.
  6. Well you'll be happy to know that clouds on Kerbin and volumetric rings are both a thing. As far as the others, I gotta say wheel tracks and footprints are my most desired visual upgrades.
  7. Steam screenshots show some sparse (but tasteful) clouds on Kerbin.
  8. Kerbal has foregone realism in the past for the purpose of delivering better gameplay. I don't think giving Pol an atmosphere is out of the question or immersion breaking.
  9. It's a guess. Nothing further has been announced following the delay first reported in Take 2's fiscal earnings report.
  10. IIRC there was someone in the KSP community who got to see KSP 2 in action, and remarked how easy it was for Star Theory to edit the orbital parameters of planets live via Lua scripting. I can see a system like that being accessible for modders to make their own planets and solar systems.
  11. Outstanding work! Might I know what mods are involved in creating this beauty?
  12. Reminder that the release date loosely promised to players was Spring 2020. Whether the game releases in March or June doesn't alter what was promised to the players. A June release date, for example, does alter the promise made to investors, thus the delay into the next fiscal year. If KSP was delayed beyond Spring 2020, and the promise made to the playerbase was broken, we would have already heard from Private Division directly.
  13. Usually on these forums we burn towards prograde or retrograde, not at each-other. That man had a family.
  14. I'm trying to get a recompile for 1.7.3 up but I'm running into some issues. In the mean time, use the last version 0.2.5.3 through CKAN (KSP version 1.4). This adds the planet shine effect, but there's a side effect of a magenta plane sticking through the midsection of your craft. If I can get a recompile for 1.7 I'll let you know. Sorry for the trouble.
  15. Ah so the bottom left is Kerbin - good! It wouldn't make any sense for Kerbin to be omitted from this list.
  16. I know there's at least one visual pack out there that gives Pol a "glow" so it'd be really cool to have that in stock KSP 2.
  17. In the developer story trailer starting at 3:04 you can see several sticky notes attached to a monitor, one of which is labeled "Celestial Bodies - Atmospheres". Some veteran bodies are obviously listed (Duna, Eve, Jool, Laythe) as well as what appears to be Pol, for some reason. New confirmed bodies from KSP 2 are visible (Glumo, Murble, Ovin), as well as several others I cannot make out. I've yet to identify the two bodies on the bottom and the one at the top left. Note that some confirmed planets (Rask, Rusk and Char) are not listed - presumably because they don't seem to feature atmospheres. Interestingly enough, Ovin is listed - as it was previously described as a gas giant whose atmosphere was stripped away.
  18. I've submitted a pull request that should get it on CKAN soon. I'll let you know as soon as it's up.
  19. It's good to hear the PartModule system is well received by modders. Like you said, it would make the most sense for PartModule (or something like it) to be in KSP2. Star Theory has expressed a strong desire for greater modding capabilities. I struggle to come up with what they could possibly add beyond a Lua scripting interface and maybe stock Kopernicus. I'm wondering if some sort of in-game PartModule editor is on the table.
  20. It's a huge relief to have a modder sign off on the modding capabilities of KSP 2. Thank you. Do you see the PartModule system getting overhauled in KSP 2? I know at this time you're currently maintaining Missing History and I'd love to see it ported to KSP 2.
  21. Thanks for giving this a try! I'm overdue for CKAN support - got distracted by semester and all. Hopefully I'll get that done within the next week, should make it easier for people to find the 1.8 version.
  22. That's correct. It's something that could be done relatively easily though. I will look into it.
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