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KSP2 Release Notes
Everything posted by intelliCom
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Space exploration experiences we want to relive in KSP2
intelliCom replied to Vl3d's topic in Prelaunch KSP2 Discussion
A long mission based on the events of 2010: The Year We Make Contact would be nice. Starts with heading to Jool, then a rendevous and docking with a derelict vessel in Joolian orbit. Then Jool has a monolith-hole (Squad-branded Monoliths, of course.) and we have to use one ship's thrusters to gain speed, then undock to use the fuel of the other craft. It could serve as a tutorial for teaching how to perform rendevous, how to dock, and demonstrating the importance of reducing dry mass.- 41 replies
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- exploration
- sci-fi
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I'm glad you got to enjoy the game. All I felt was a tedious, rushed experience pretending to be GTA 5 only to end up playing like Elder Scrolls: Oblivion but not fun and not immersive, glitches and all. Just a matter of waiting to see if they improve upon it significantly or not, making its legacy like No Man's Sky. Haven't played NMS yet, it's kinda pricey, and Cyberpunk taught me to be very cautious about my purchases. Cautious enough to not even pre-order KSP 2.
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Cyberpunk 2077. I bought into the hype and pre-ordered on Steam for $60. Played greater than 2 hours, so I couldn't refund it. Got one ending and felt like; "What? That's it?"
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"Damn, there hasn't been any KSP 2 news for 0.00056 picoseconds, guess I better start complaining." For anyone who genuinely believes the game is dead: Just compare the amount of time we're waiting for news compared to the longest time we've waited for news. Expect news to appear in less time than the current longest record.
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So basically mixing Minecraft's "infinite" randomly-generated worlds with KSP? That sounds absolutely amazing, but I feel that the size of a file would start to increase drastically as a result, trying to keep track of all the newly generated terrain. Unless it simply reloads the terrain from a seed; especially since landmass isn't modifiable like Minecraft's blocks are. All you'd need to record are craft co-ordinates on each world, then re-render the terrain directly from a seed. It saves hard drive space, but it would likely result in longer loading times and stronger lag when reloading terrain. Though, then again, if No Man's Sky can do it, KSP could surely do it too.
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Septquadragintuple-star system
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My head canon is that it's name is actually something like "Deblamian Debimmial'ka", but for simplification purposes, it was reduced to "Debdeb".
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This reminds me of the story of a game I really enjoy. It was in development hell for years and years; even after it was announced. In the end, it became a completely different game than what it started out as. It eventually released to critical acclaim, becoming one of the best games of its year. That game was Doom 2016. If Id software can pull that off, Star Theory Intercept will be fine.
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That too. All you need to know is that KSP 2 isn't out yet, so you couldn't make planet packs for it if you wanted to.
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I'm not saying you can't design a planet pack for KSP 2, it's just that no software stuff can be done yet. You could make a few planet packs in KSP 1, then start porting them to KSP 2 when it releases? That would probably work.
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Interplanetary War & Kerbal nations.
intelliCom replied to Minmus Taster's topic in Prelaunch KSP2 Discussion
Does it use mods? If so, doesn't count. This thread is about making war and space conflict in stock. If solar nations is stock warfare, then link something here. If it isn't, then it's not what I'm talking about. -
For now, I strongly suggest brainstorming ideas for lots of different planets, choose the best ones, write/draw your ideas on what to do with them. No coding, no software development, just the creative side exclusively. A few months after the game comes out, someone will have likely made a Kopernicus 2.0 for KSP 2. Since we don't have one at the moment, you will have to wait. For now, just come up with ideas while we wait. You can't make a planet pack for a game that hasn't even come out yet.
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By modding the game, though perhaps the process will be different than KSP 1. You'll find out when it comes out.
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interstellar supply chain management
intelliCom replied to joratto's topic in Prelaunch KSP2 Discussion
I feel like doing something like a back-and-forth supply chain between solar systems is rather inefficient, when it would be far easier to transport people for a mass migration. An exodus, if you will. However, the one case where a supply chain between solar systems makes more sense is if one was trying to keep their home planet alive, like the Avatar lore is. iirc, Earth in Avatar is damaged severely by pollution and just general disregard for the environment, to the point where even solar energy is no longer viable. -
Will there be voice chat in online servers?
intelliCom replied to awsumguy76801's topic in Prelaunch KSP2 Discussion
I mean, there could be a configurable cap at 10 seconds, default. If people are going after realism, like RO/RSS does, then they'll configure it to be uncapped. Of course, 5-year communication would be crazy, but perhaps the communication latency can also be configured. Literally changing the speed of light to something else for faster communication? So, this value could be set to "1" as a default, meaning exactly x1 the speed of light, while anything higher means the latency goes down. Setting this value to "0" will mean that latency is removed. Anything between 0 and 1 means the speed of light will go slower. Of course, people don't have to use the discord integration if they don't want to. They likely won't, but this thread is about voice chat in the game itself instead of just using an external tool. -
Will there be voice chat in online servers?
intelliCom replied to awsumguy76801's topic in Prelaunch KSP2 Discussion
I feel like KSP 2 having it's own voice chat would only add extra baggage onto the game. What's more likely is integration with discord. Proximity Chat wouldn't be necessary since communication in space is just as loud no matter where you are. However, voice chat growing more distorted the further a player is from communications would be interesting, reducing to pure static if there's two player's crafts are outside each other's communication range. Perhaps even latency applied to communication for simulation of limited speed-of-light. For example, communication between Kerbin and the Mun would have a few seconds of noticable latency to it. -
Interplanetary War & Kerbal nations.
intelliCom replied to Minmus Taster's topic in Prelaunch KSP2 Discussion
I would say that the largest extent of 'war' that's possible in KSP is just crashing ships into each other. Basically just a lot of kamikaze attacks, nothing like automated missiles or robots with guns or something like that. -
Ksp 2 Feature Video is being filmed right now
intelliCom replied to Deadmeat24's topic in Prelaunch KSP2 Discussion
Did anyone catch screenshots of the story? It's gone -
Internet of things
intelliCom replied to Demcrew's topic in Prelaunch KSP2 Suggestions & Development Discussion
I would've always liked if it were possible to transmit data to a remote vessel instead of directly to the KSC, that way other vessels could store the data and take it to a position that's more ideal for transmission. -
Graphics Card Requirements/Limits for KSP2
intelliCom replied to TruffleSpy's topic in Prelaunch KSP2 Discussion
Honestly curious about who they were. I know I shouldn't poke around into someone's portfolio, but in what world would 15 fps on XB1 be ok for anything that isn't a 3D 90s game with a capped framerate? -
Easy solution: Diminishing return. You only get about 66.6% of what you got the previous time you did it. It approaches a maximum value.
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Very often, a lot of stuff in KSP is scaled down for ease of gameplay. Jool's moons, for example, should be way further away than they are. Applying n-body physics to a simulation of Jool's moons becomes unstable quite quickly.
- 126 replies
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- ksp2
- show and tell
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The presence of procedural wings implies that KSP 2's aerodynamic model is going to be better than the previous. Additionally, it seems like KSP 2 may have weather, which can have a significant impact on an aircraft's flight.
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So basically any trailer showing a video game prior to release would have to be considered beta footage? Even if it's a launch day trailer?