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Posts posted by Cyne
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I really didn't think I'd be impressed but color me surprised and impressed, maybe it was worth waiting half a year :raisedEyebrows:
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I will exploit ksps aerodynamics and this mod to my full extent (this is a cry for help)
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I'm shaking and crying right now he finally finished fsd this is truly a ksp modding historic moment of all time, congrats!
Lmao NRE drive
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This is so much more comfortable to look at then the stock ui, thank you so much!
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Q: What sort of ISRU system will be added eventually and how complex will it be? For example, if you were to want to refuel a ISV around a planet such as Jool, assumedly you'd harvest the gas giant for gas to refuel the vehicle - how would this work in KSP2
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That's no fun, this means that several things that were possible in ksp1 aren't possible in ksp2 anymore
For example, I created a stock propeller test on release day and encountered the same problem where you couldn't switch vessels (video in spoiler)
QuoteThis also means I can't do funnies such as guided missiles or generally anything that includes target homing or otherwise
Hopfully this isn't a feature (why would it be? I don't see a reason why) and it gets changed/fixed quickly
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Context
NovaSilisko (iirc) originally came up with an idea for a *storyline* of sorts which never made it into KSP1, it's here in this pastebin https://pastebin.com/3vvjushy (Pastebin copy/pasted below)
SpoilerThe "plan", for a narrative loosely connecting easter eggs, as was originally imagined by me, was that a long, long time ago, a precursor civilization to the Kerbals had lived in the same solar system. This is evidenced by the face on Duna, the SSTV signal, Vallhenge, the Monoliths, etc.
Their home planet, however, was lost due to a severe miscalculation of the parameters of their interstellar travel system (maybe the player could've gotten their hands on the tech, but that's a bit of a lame way to acquire interstellar travel, being forced to jump through a bunch of hoops and calculate a bunch of stuff...), which resulted in the whole planet being placed in an extremely distant orbit around the sun, where it quickly froze and died. The rapidly dwindling population of survivors managed to launch numerous monoliths across the system, in hopes of seeding intelligent life.
Their plan failed. They made Kerbals.
This planet would not be visible in the map view, or discoverable through any telescope. To find it would require the player to locate several SSTV signals (these and the monuments were the equivalent of what flags are today for Kerbals - a "look, we were here") around the system. Each signal would normally contain a complete list of orbital parameters for the home planet, but over millions of years of degradation, only a snippet would remain.
Once the orbital elements of the planet had been found after decoding and analyzing enough signals, its current position could be calculated with reasonable accuracy, and a mission sent out. Once found, the planet would reveal itself as just a bit smaller than Kerbin, covered in frozen cities, abandoned monuments, oceans frozen solid, and an atmosphere long lost to the depths of space. This far out, the sun might even not light up the world too much, leaving it in a perpetual state of twilight. A very, very, very unusual and alien world.
On the subject of the first SSTV signal - it depicts four precursor critters standing by their monument, their home planet, and the symbol of the planet's world government, a universal sign of peace and exploration. A number would have been added later on, as Duna's contribution to the orbital solution.
Of course, this whole "plan" never really left my head, apart from a few brief teasings that I had a plan! I believe this is the first time I've ever really talked about the full extent of the ideas for a sort of narrative behind the easter eggs (although IIRC I may have touched upon it in past forum posts, like the idea of the monoliths failing and creating kerbals instead of proper intelligent life). Maybe one day I'll resurrect this plan, maybe as part of Alternis, or even in a different game.
Time will tell.
There's a few traces of it in KSP1, it's how we have the SSTV signal on duna
SpoilerDuna SSTV signal
QuoteOn the subject of the first SSTV signal - it depicts four precursor critters standing by their monument, their home planet, and the symbol of the planet's world government, a universal sign of peace and exploration. A number would have been added later on, as Duna's contribution to the orbital solution.
^ From the pastebin
Here's the interesting part - How does this relate to KSP2?
Let's start simple- From the pastebin, we know that some form of precursor civilisation would have existed before the Kerbals that we know and love
- We also know that they're *Significantly* more advanced then kerbals, knowing how to go interstellar (with more advanced systems then kerbals... they teleported their entire planet, lmao)
So far the most well known artefact that's in KSP2 and KSP1 is the mun arch (Extended details in spoiler)
Spoiler(I don't have any screenshots of my own yet)
The Munarch shows the seven planets of the kerbol system, and it's almost certainly a stargate from speculation (No idea what else it could be)
There's also the Minmus monument - This one's rather interesting, more about it later
SpoilerThe "Precursor" in the middle seems to symbolise Kerbin, with the two circles "orbiting" it symbolising the Mun and Minmus - Something more?
I'm not sure about what else is in KSP2 avaliable right now, but there's been glitches leading people to discover more then they're supposed to (Below)
SpoilerCredits Bill Kerman#5051
What I can figure out from the image is the Duna face and a tree with a crown on it
There's also more models of anomalies in the game files, @Kerman Von Kerman's thread documents them very well (do read, its very good )
Linking ksp1 with ksp2 (speculation)
From here on is pure speculation!
With what little we know about anomalies in ksp2, I personally feel like ksp1s planned storyline is going to be in or at least play a part in ksp2 - The stargate seems indicative of a highly advanced civilisation (and there's anomalies all over the kerbol system). The anomalies also depict the "Precursors" and in some files a space cuthulu? kraken? is also depicted
Perhaps you can do something at anomalous sites leading you to more anomalies, eventually leading you to the hidden planet or activating the stargate
I'm not sure how exactly the Karicebo message at the end of the ksp2 videos ties into all of this, but other people on this forum have speculated on it. What can be sure is that the second kerbal depicted in it shows the precursors though, the same ones on the monuments.
Or they're just there for fun (doesn't seem like it though, LOREEEEEEEE)
I don't know enough yet to make a conclusion lmao, I really don't know what to write here
SpoilerFurther Reading
SpoilerThanks for listening to my manical ranting
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44 minutes ago, Missingno200 said:
I'm confused on why you're disappointed personally. I'd be elated if a high quality mod was implemented into sequel game, and was when Fallout 4 tried its hand at it.
They're also probably different models, because I'm pretty sure the original models are under a license which means neither IG, nor Squad can use them. That said, "legally distinct models that happen to look like the original models but slightly different" will invoke the same feelings as the original models so your point stands and that falls to semantics.
Less dissapointment and more lack-of-a-word-to-describe-my-burnout-in-ksp1-from-using-same-parts-for-too-long and fearing that I won't know what to do with the parts in ksp2... which in hindsight is mostly a nonissue because of the hopefully large amounts of new parts in ksp2. And as I said I don't really mind using the parts even if they are the same, beacuse Nertea's mods are still amazing.
23 minutes ago, GoldForest said:As for KSP 2 being an entirely different game, it's not. It's KSP 1 expanded. The code has been rewritten, yes, but at the core KSP 2 is KSP 1, just with new features and new parts and new vision.
Didn't word it well then lmao, I know this and wouldn't want ksp2 to be a entirely different game
23 minutes ago, GoldForest said:Also also, Nertea could have given his permission. His mods are All Rights Reserved, yes, but he could have given expressed permission for Intercept to reuse his assets. So, no copyright infringement was done.
^ But we won't know for certain if the parts are new models or not until release day /shrug
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I could be wrong, but some parts from gameplay previews look uncannily similar to the parts from the Near Future mods Nertea created. I'm well aware Nertea has been hired onto the KSP2 team so this is completely fine if they really have reused the parts albeit with retextures it looks. From the gameplay videos I've spotted the 5m Annular truss parts and 5m cargo parts from Near future construction/launch vehicles
Personally if this is the case I'm slightly dissapointed - having been a user of the Near Future mods for a long time means I'm far too familiar with the parts, and using them as parts again in KSP2 just feels kinda... strange, considering it's a new game. Just to clarify - it's not like there are many ways to make a truss/cargo bay so I could be wrong, and the parts aren't bad - no complaints with the parts themselves, I'll still happily use them. I'm also aware people who haven't played KSP with the mods before also won't have used the parts, so this isn't a issue for them,
Thoughts?
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On 9/13/2022 at 5:21 PM, zer0Kerbal said:
I will click the button on SpaceDock - the rest is up to the CKAN team. For the freshest releases (and the pre-releases - CurseForge)
@Cyne since the new link is posted, maybe close this thread?
Jesus christ, I completely forgot about this forum thread *Facepalm*
On 9/14/2022 at 2:42 PM, Paul1980 said:Thanks again! As you wish. The only thing is, is there a topic where I can share and ask the guys on the operation of the engines from this mod? In particular the Epstein drive?
Yeah, all questions should be in the new thread by Zer0Kerbal
On 9/17/2022 at 10:33 AM, Ariel Kerman said:Before this thread get closed (if get closed), i just want to thanks to the modders for keeping this alive, specially to @zer0Kerbal
@Cyne You didn't disappoint anyone, on the contrary, lot of great mods had born this way here from the beggining of this forums: somebody make something great in is free time, then move forward and somebody else took it and making even greater. Hope this will the case. Is inspiring, to say at least.And thanks a lot man!
I'll leave this thread to rest then, please - @Vanamonde if you would kindly close it
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I've given @zer0Kerbal permission to adopt this mod as permitted by the license, seeing that I've ran out of motivation to update this mod, plus life being in the way... sorry for lack of updates and activity. I've added him to the 'Additional Authors' list on Spacedock (as of posting it is marked as "pending" so this is still a question mark, will update this post if it changes)
I sincerely apologise for the lack of updates, and if it's disappointed anyone
Many thanks!
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Been following this for the past 3 years, decided to give it a reread... still as great as ever
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Spoiler
Tl;dr Early 2023 for PC and later that year for consoles, take that for what you will. At least there's a confirmation, so that's good
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Honestly I'd preorder it, it's not like I'm lacking the money and I've been waiting for this game since the morning I woke up checked youtube notifications and saw that KSP2 trailer back in 2019. I'd be happy as long as I get a semi-working game. Not saying I want a game that half works, but after suffering through KSP1 my standards are already set low enough that I'd be happy lmao
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On 12/2/2021 at 10:12 PM, PalowPower said:
Project discontinued?
Hope not
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On 11/5/2021 at 10:25 AM, smushanoob said:
Beat me to it!
Kerbin, the third planet in the Kerbolar system. Something is vaguely familiar about this third rock, but it feels different. Regardless, this planet has had an interesting developed past. It formed nearly 4 billion years ago, and since then has slowly but surely developed multicellular life, became lush, green and hospitable via introduction of nitrogen and carbon dioxide, then oxygen and water vapor into the atmosphere. Eventually, a species of flora on the planet emerged and became conscious of their consciousness, so the story goes. And now, nearly 200,000 years later this species, Kerbalkind, has gone quite far, yet the planet faces impending doom. After a period of mass-industrialization around 200 years ago, Kerbalkind began to pollute the atmosphere with particulate matter, sulfur dioxide, carbon dioxide and methane en masse. Dumping waste and trash into the oceans, exploiting natural resources on a global scale, exponentially increasing in efficiency annually. Now in the present day, in the age of resource wars, severe temperature irregularities, and severe climate shifts, some of Kerbin's governments are looking up rather than down at their feet. The distant Mun and Lun, the Haiarope Ring, and beyond hold promise of near limitless potential, resources, and prosperity. The question is, is it too late for Kerbin, Kerbalkind, or both?
(written by @Bendy Snowball)
Welcome to 2050 Kerbin.
This might just be the thing that gets me back into ksp, looks great!
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Oh hell yeah
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Seems very promising, will be keeping a eye on this mod!
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This mod is a godsend, most useful thing I've installed in ages!
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3 minutes ago, Jane Monroue said:
Oh yes! I've been waiting for an update! Have fun developing!
Will do so!
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21 hours ago, Kerbal Productions said:
This is a very great mod!!!!!! ONE OF MY FAVES! I got to Jool and landed with Vall with the Daedalus Drive!
But when will you get some RealPlume, or maybe Waterfall plumes? We will LOVE (i mean love, because those mods are great af) this mod better, because it's a good mod for interstellar travel!And also another thing: does the Bussard Drive have so much thrust? Because its thrust at vacuum reaches so high, maybe million or billion? I don't know. Kindly check it, please. But all in all, good mod!
Oh damn, thanks! I'm thinking about reworking/remodelling or adding some new engines and plumes when I have time, possibly this weekend so yeah. I'll also check on the bussard drive
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Awesome mod, I'll give it a test!
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I don't know if I like or hate this...
[1.12.5] Silly Photon Drives
in KSP1 Mod Releases
Posted · Edited by Cyne
This is so insanely silly but so scifi looking, I love it! I’ll have to try it back home and well done on the release