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KSP2 Release Notes
Everything posted by intelliCom
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Potential game-changer for propellant generation on Mars
intelliCom replied to Exoscientist's topic in Science & Spaceflight
Electrolysis, maybe? -
Does anyone happen to know how I would go about planning a maneuver between two stars? The trajectory always cuts off at Kerbol's SOI, so I can't see the rest of the trajectory going from Kerbol to Nova Kerbani.
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Kerbal Space Program 2 Release into Early Access Feb 24th
intelliCom replied to Intercept Games's topic in 2022
No idea. I recall it being mentioned that the technological advancements will have more relevance to the science experiments performed. However, given how long it will take to develop, any comment in the past (or even recent present) is probably going to be superseded by whatever ends up being presented in that update. -
Kerbal Space Program 2 Release into Early Access Feb 24th
intelliCom replied to Intercept Games's topic in 2022
Science mode isn't in the game yet, and probably won't be for a few months. -
What do you hope to see tomorrow.
intelliCom replied to Drakenred65's topic in Prelaunch KSP2 Discussion
Tomorrow, KSP2 without crashing. The week after, lots of optimisations. -
I don't think any of the people in that forum could've seen what KSP would become.
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I don't like complete retexturing of planetary bodies
intelliCom replied to lajoswinkler's topic in Prelaunch KSP2 Discussion
Learn how to mod Learn how to do textures Make your own "retrofication mod" for KSP2 Profit! This is the only point I have to disagree with, significantly. Dres looks way different, and way better. -
Methalox Fuel Ratio is wrong.
intelliCom replied to Tweeker's topic in Prelaunch KSP2 Suggestions & Development Discussion
Willingly glossing over everything else they need to develop, I see. I can advise three paths: Make your own mod to fix the fuel ratios Become popular enough to land an interview with Intercept Games, ask them why the fuel ratio is different Nag someone else more popular than you to ask Intercept Games why the fuel ratio is different Genuinely and seriously, something like fuel mix is inconsequential and a trivial thing to worry about. If you're lucky, they might just change it to 3.6:1. But this is no important feature. -
Methalox Fuel Ratio is wrong.
intelliCom replied to Tweeker's topic in Prelaunch KSP2 Suggestions & Development Discussion
It's close enough, and better than the 11:9 mix of Oxidiser and some obscure "Liquid Fuel". There are far bigger issues that Intercept Games has to solve than what the fuel mix is. For example: Also, fuel mixes can be different for different rocket engines. Why does it have to be 3.6:1? I know that's what SpaceX Raptor's fuel mix is, but that's the only Methalox rocket engine with a known mixture ratio (to my knowledge). I tried to check BE-4's mixture ratio, but couldn't find it. Beyond Methalox (Hydrolox and Kerolox), you have a large variety of different fuel mixes for different engines. I don't think there's any reason reason why 4:1 doesn't work for Methalox. -
I recall one of them doing this, but I don't remember which. Only caveat to it is you can't adjust throttle mid-timewarp
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I suspect the problem may actually lie with fuel crossfeed, at least based on one case. When Everyday Astronaut played it, he set up an onion stage of 8 boosters with aerospike engines, each booster having 4 fuel tanks. Once launching the rocket, the frame rate came to an absolute crawl, with the game running at half speed. The moment those boosters were jettisoned, the performance immediately improved. The thing is, if physics is a source of performance issues, why would performance issues disappear on stage separation, even though the boosters are still there, still having their physics calculated? EDIT: Some of you may remember that fuel crossfeed was actually a performance issue for KSP1 as well. Stratzenblitz encountered it in his video; "Building a 1 Million Ton Rocket", where he had to optimise the rocket by giving each rocket engine only one fuel tank, minimising performance losses from crossfeed calculations. I suspect a worse version of this is present in KSP2 at the moment, requiring development time to hopefully resolve it.
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KSP 2 give away happening on Discord, right now!
intelliCom replied to GoldForest's topic in Prelaunch KSP2 Discussion
You're making it out to seem like the giveaway is going to lock you into some legal corner and steal all your money or something. Terms are, you have a Discord account, click a button, you're in the giveaway. That's it. -
I'm excited to just enjoy the journey of seeing this game get more developed with time. I got KSP1 years after it first released, so I never really experienced stuff like 'red Moho' and 'solid water' until I watched a video showing these things off. I think watching development from the very beginning will be a nice, one-in-a-lifetime experience.
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Will it be possible to buy KSP 2 in Russia?
intelliCom replied to KSP_RAK's topic in Prelaunch KSP2 Discussion
EDIT: As @Gargamel rightfully mentioned, it may not actually happen due to... events. After all, Russia is not the only place to share the MSK timezone. -
First impression from Scott Manley's gameplay video.
intelliCom replied to Tweeker's topic in Prelaunch KSP2 Discussion
Do you know KSP 2's audience? Do you think every single person who buys KSP is just a serious spaceflight nerd who wants everything delivered in a serious way? For a game that has funny cartoon green people? KSP became popular because it was fun to blow stuff up (See: Any of Markiplier's gameplay, any of JackSepticEye's gameplay, etc.). It's survived this long because of the nerds, yes, but did you stop to consider the fact that maybe they didn't all start out as nerds? KSP 2 existing and having interstellar flight in the future already appeals to the existing user base. Also, I'm confused about why the tutorials are even an issue to begin with. Dub over the tutorials yourself if you think you can deliver them in a way that's 'less condescending' or 'bratty'. It's meant to be a friendly voice, and I think it accomplishes that role just fine. Besides, if you don't like it, just don't watch them??? On top of this, many KSP content creators recently did early reviews, and they seem quite honest about things. There shouldn't be any nasty surprises (See: Cyberpunk 2077), and some have made the point that certain features from KSP1 are missing. The honesty alone makes $50 sound alright. It's not some gamble or anything, you're not being fed a product with false expectations. -
Rocket noodling? Oh gods, not again...
intelliCom replied to Jarin's topic in Prelaunch KSP2 Discussion
Just use autostrut, if it still exists. I mean it's fair given the size (and likely weight) of the rocket -
If they don't, another prescribed craft will just be built in its place. Simple.
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No one knows because it's not out yet lmao
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Poll: Do you meet the system requirements for KSP2?
intelliCom replied to Chibbob's topic in Prelaunch KSP2 Discussion
This is a fair point. Then again how do you define "score"? Sometimes certain cards will perform better in some games, but worse in others. Good example is Intel ARC cards performing badly at DX11 -
Do saves require specific craft files to be downloaded, or do the crafts just exist with all parts there? We're still unsure of how they work in KSP2. I'm certain sharing craft files is still a thing, hence why I included that in my test cases.
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Poll: Do you meet the system requirements for KSP2?
intelliCom replied to Chibbob's topic in Prelaunch KSP2 Discussion
2060 Mobile, i7-9750H, DDR4-2666? Also thinking of building a PC with a 3060, 5600g, and DDR4-3600 -
I was considering having "aim the camera straight down" as part of the test. However, that wouldn't resemble the usual gameplay that a player has. That being said, if @MARL_Mk1 is up to discussing how to prepare some benchmarking data collection (Google Forms, test cases, craft files, etc.), then him, you and I could discuss the test cases more heavily. Also the VFX point is why I had the "Engine Cluster from Hell" test. Every single engine brings out every single kind of engine plume. If there are huge performance dips when there shouldn't be, one of the engines could be causing performance issues for some reason. So it doubles as bug testing.
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You posted twice, I think you should just edit the first post. But it's good, exactly what I suggested further above. Right here:
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Not sure. Hopefully KSP comes with its own in-game FPS counter. If not, then what @GoldForest said.