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KSP2 Release Notes
Everything posted by Danielle
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[WIP] Nert's Dev Thread - Current: various updates
Danielle replied to Nertea's topic in KSP1 Mod Development
What tank are those? I can't seem to find a good mod-pack to match Nertea's style for ReStock and FFT/NFT -
I'm surprised they didn't go with the designs like the Dinasoar where it's an exposed spaceplane, but they instead went with the X-37B style. Maybe Arianespace just wants an X-37B. They are independent from ESA right? Since they're a commercial space provider.
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Yeah, it kinda looks like a more disappointing Dream Chaser.
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That was pretty intense seeing that whirl on the RADAR moving up and fanning Boca Chica
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Yeah, advanced career mode where we can send off stuff for other people and we get to develop our own science/rockets. Too bad it's not something for launch. Maybe they'll do something post-launch? I'm just hoping since Career was fun, but somewhat lacking after seeing Commercial Space Programs take-off and not just State-owned Space Agencies.
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Yep, having to do maintenance for your vehicles would be adding another edge for the Kerbal adventure. I've played with Engine Ignitor and Kerbalism and it does quite infuriate/challenge you when you have to compensate for the broken engine.
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Awwwwwwwwwwwww, that's sad. Money managing was fun. Hopefully they'll re-add it back in a future once they've gotten their foothold for KSP 2. Maybe update it with more "Real life bureaucracy"-kind of style. Seeing that interplanetary colonization has a large emphasis in this game it probably looked like Career mode was gonna be too overwhelming for the player, to the developers.
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Yes, it's an orbital mechanic game with spectacle and they're even trying to make the game more appealing to a wider audience. I love trying to learn orbital mechanics to fly my ships but the prospect of adventuring and discovering the planets + career mode is what kept me going.
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[1.4.x] Orbital Decay - Resumed v1.6.1.1, 04 Jun 2018
Danielle replied to Papa_Joe's topic in KSP1 Mod Releases
Only time will tell. -
I'd say the best implementation is through naturally occurring pre-set defined locations of where there would be wormhole entrances. After all, generating wormholes are extremely science fictional.
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Yeah, for me I'd say the most I'd miss is BD Armory since blowing stuff up intentionally is too much fun. The man's work is now on Service Mode and has gone to work on VTOL VR soo someone else will have to take the torch on to the 2nd game. It's really something game changing for me, especially since now with multiplayer and the possibility of inter-planetary or interstellar wars.
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Your favorite upcoming feature in KSP2
Danielle replied to Minmus Taster's topic in Prelaunch KSP2 Discussion
Definitely the enhanced visuals and "hopefully" a better physics system but not too much like "Principia". I'm a sucker for Computer Generated Graphics especially those of planetary bodies. The light rendering already looks soo much sweeter and the UI more refreshing. -
It'll be somewhat interesting... A random coordinate number generator for a "Wormhole". If it did get implemented it's most likely gonna be pre-set coordinates with warped lighting that sends you to another pre-set in-game coordinate.
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What do you think will the implementation of planetary weather would be like? Akin to Martian Dust Storms or water planet waves.
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Is it me or the OMB Demolition parts have their textures all mushed/bad unwrapping?
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[WIP] Nert's Dev Thread - Current: various updates
Danielle replied to Nertea's topic in KSP1 Mod Development
Supporting you all the way -
Seeing that PBR Textures are at full throttle for planetary bodies, do you think they'll go volumetric fogs for the atmospheres and gas planets? Or gas planets will be shader-based and with most effects being screen spaced. I'm hoping for a more visually livid representation of particles at the asteroid belt and planetary ring. A huge plus for enhanced atmospheric transition between the transition of atmosphere and space. We'll probably see last/current gen implementation of lighting systems. Ray-tracing is very expensive and mainstream adoption of dedicated hardware is still quite low due to the prices for the cards.
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[WIP] Nert's Dev Thread - Current: various updates
Danielle replied to Nertea's topic in KSP1 Mod Development
Got it, that sounds nice. Can't wait to see your other "gameplay changing/additions" modules interact with your whole ecosystem. -
One thing that would be striking in KSP 2 once they've implemented the nuclear engines is the radiation, crew safety but also what happens when these engines fail/degrade.
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[1.9] Completely Non-Aggressive Rocketry - V2 Rocket Add-on
Danielle replied to DylanSemrau's topic in KSP1 Mod Releases
Do you have the CNAR folder inside GameData? Have you tried using Janitor's Closet to check if they're not just cluttered? -
Do you have a higher resolution image of the customs suits so details can be seen?