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KSP2 Release Notes
Everything posted by sunnypunny
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Yup. We lack significant coverage on any single mechanic or feature throughout all these promos, and core features like multiplayer remain a total information blackout. Even in 2019 where the game was supposedly 6 months away from release, at least one or two things should have been pretty well finished and ready to show. All we get are little scraps and previews and pre-alpha footage the whole way - where's the progress? It's understandable that people would start asking questions and thinking that the game is dead. This team is clearly indifferent to the community that built KSP, and the focus on tutorials shows that they're more committed to finding a new market. But any space fan who is interested in this kind of game will already know about and most likely own KSP. In the Gamescon reveal they clearly thought the game was a bigger deal and that more people are enthused about it than really are, it's a niche product and their attempts to make it otherwise are always going to struggle. I'm predicting at least one more scandal before release, and if there's another delay (most likely at this point as quoted above) then another scandal on top. Then there will be the scandal of the release itself, something like SimCity or Cyberpunk where we question why they ported a single player game to multiplayer, see all the bugs and wonder what they've been doing all these years. Literally just combine the most popular mods along with some graphical and performance updates and they'd already have a fine sequel, but who knows what we will end up getting based on what we've seen. It's becoming increasingly difficult to care about this sequel any more - especially when KSP already taught me rocket science and object-oriented programming. That's more than a game should do and it's near impossible to top that. If KSP2 ever arrives I'm sure it will be playable after a year or two of patches and content updates, but it'll definitely continue to be a slow grind as it has been already. It's possible that modders then jump in and create a realistic RP mod (like GTAV NoPixel) and it has a resurgence on Twitch, but everything good I can imagine it being is still years away. We should've been playing this during the lockdown in early access and full of bugs. Perfect time to get a devoted community involved and let the modders start tinkering. This company uses a top-down, secretive approach that's unsuited for this game, all they care about is the bottom line and that shows in everything they present.
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Only other game I remember waiting for was Baldur's Gate II, I'd guess about 6 months since it spent < 2 years in development. There's more to read in the dev section of their wikipedia page than I've heard about KSP2, and that's with development starting mid-2017 from what I was told. Almost 5 years with "no serious stuff to show" as the OP said is a sign of serious problems. Agree with the likelihood of more delays, but I doubt they even care about PR any more. At this point their approach seems indifferent or disinterested, and the old joke about Walt Kerman in a hazard suit is becoming more like a case of projection. Most of the new features already exist in mod form plus they're reusing stuff like partmodules straight from KSP1. Even if they went for n-body there's Principia and in that context it's hard to see any problems that should take this much time to solve. Repeated long delays + lack of transparency = murky depths. Kraken 2 is gonna have a big feast on this one
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fyi (from wikipedia): so we went from "the game will be ready in about 6 months" to the current information blackout on a release timetable 2½ years later. yup.
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Val can forget the parachute with wings like these
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The goal of the project is to make the game more comercialised, competitive and realistic. Each player manages a space agency instead of the space program, using the base game list (e.g. C7 Aerospace, Kerbodyne, etc). Mods can also add custom agencies. Each agency has its own currencies (funds, rep, etc). The KSC state is shared across all players. Only the "R&D department" can initiate facility and tech upgrades, while agencies who manufacture parts determine when to develop them. Since the design uses a combination of DMP and LMP solutions for career, the first step will be a single player mockup, and the backend can later be adapted to one of these. Currently leaning towards DMP since it has the most ideal approach (each player controls their own vessels). A simple AI will be used for missing players. additional mechanics agency standings - each agency has a dynamic standing with each of the other agencies. high standing may be required to access the parts they manufacture. parts inventory - parts are added to inventory instead of being refunded on vessel recovery. they may then be refurbished and reused for a lower cost, or sold to other players. facility tech - tech nodes represent modular facility upgrades that are required to use certain parts - for example, assembly tools for each bulkhead profile (1.25m, etc). this categorical approach means part mods like BDB are already compatible. science processing - science is split into subtypes (e.g. sensors, scans, etc.) along with raw / processed data. some agencies have labs that can process the data, so science can be sold to them. science value - the value of science changes based on public interest in the CB of origin, similar to an economy with boom and bust cycles. when a new CB is encountered, a boom is triggered. other realism changes - engines cost more, have limited throttle range and fail if restarted too many times / in zero G; reaction wheels are weaker; sensors transmit for full value; and more. github project (not ready for testing yet) screens tech tree current status most of the above is complete from the unpublished modpack i've been working on for a while, it just needs to be reorganised and setup for MP. multiplayer is the final piece of the puzzle that was missing from this project.
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Collaboration with RosCosmos?
sunnypunny replied to Aerodynamic Kerbal's topic in KSP1 Suggestions & Development Discussion
stayputnik is the american vanguard Stayputnik - Wikipedia -
The Devs are not sharing stuff ON PURPOSE
sunnypunny replied to PlutoISaPlanet's topic in Prelaunch KSP2 Discussion
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The Devs are not sharing stuff ON PURPOSE
sunnypunny replied to PlutoISaPlanet's topic in Prelaunch KSP2 Discussion
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The Devs are not sharing stuff ON PURPOSE
sunnypunny replied to PlutoISaPlanet's topic in Prelaunch KSP2 Discussion
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start modding it instead
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nice idea really need to finish and release the mods i've been working on intermittently over the last few years spend more time playing principia to appreciate n-body gravitation finish my pc upgrade in preparation for ksp2 (at least i know for sure that this one will get done)
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Need your own thread moved or locked? Post here.
sunnypunny replied to Rich's topic in Kerbal Network
never said the mod was gone ty -
Need your own thread moved or locked? Post here.
sunnypunny replied to Rich's topic in Kerbal Network
pls lock/delete this : -
ok here u go: https://github.com/sunnypunny/OpenTree/releases the mechjeb modules should become available as u research the probe control tech line and autostrut should be available once u unlock the strut (Structural Engineering II) let me know if there are any issues
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I'm genuinely curious about this after upgrading to a new SSD (and reading that some ppl have 25 minute + load times). So let's collate some data. --- Time: 57 sec SSD: Samsung 970 EVO Plus 1TB Mods: stock + both expansions only --- edit: you can check load times in the console once the main menu loads (ALT+F12 on windows) Even with 0 patches applied, ModuleManager added 15s+
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apparently the mechjeb unlocking mechanic is incompatible with modded tech trees since i deleted the mod u can edit the opentree cfg urself as this poster described, but all the modules will be available from the beginning
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got load times under 60 sec on my new SSD. record?
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how do u think the ksp 2 hardware requirement will be?
sunnypunny replied to quangdinh's topic in Prelaunch KSP2 Discussion
[snip] as u said devs don't spend much time on this, and from what i've read devs often just guess these based on a rough estimate. ur unlikely to spend time or have the resources to test ur game on a wide range of systems (the number of possible combinations makes this prohibitive) - or even have one (if any) lowend systems lying around as a test rig that might give u some idea of just how low u can push the minimum across multiple conditions (CPU/RAM/GPU). the best ppl to assess the minimum are in fact budget gamers trying to push the bar as low as possible bc it's all they can afford. [snip] -
anyone know what's required to get mechjeb working with custom tech trees? i used an MM patch to change the techs in the mechjebcore module but apparently its not enough MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } }
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how do u think the ksp 2 hardware requirement will be?
sunnypunny replied to quangdinh's topic in Prelaunch KSP2 Discussion
KSP1 was thrown together by random indie devs and modders hired by a marketing company who never made a game b4 KSP2 is coming from a well-organised development team funded by a big publisher with a near AAA level production and ppl think that the latter will be poorly-optimised in the context of the prequel and require an 11th gen i5 minimum [snip]. show me any game that requires such high spec on the CPU, nothing comes close. it's common knowledge that gaming generally puts very little demand on the CPU, but around here ppl think u need a ridiculous CPU bc they run tens to hundreds of mods with thousands of extra parts on a game that was never optimised well due to the way it was made, nor designed for this usage-case [snip] -
maintaining 4 separate listings is beyond my time constraints so i've removed the spacedock and forum posts and will only be pushing updates to github and curseforge https://www.curseforge.com/members/sunnypunny8/projects mods can lock the thread if u want
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how do u think the ksp 2 hardware requirement will be?
sunnypunny replied to quangdinh's topic in Prelaunch KSP2 Discussion
riiiight, so devs keep overestimating the requirements and everyone keeps on building up these ideas that humongous CPUs are required for gaming since sony made some deal with intel that benefits their bottom lines, meanwhile the thing is sitting there on < 10% load the entire time... "but there's more to CPU processing than the load measurement in task manager" they always say back... why even bother talking? have fun -
thanks for this suggestion, i managed to create a solution for the main throttle control (so it can shutdown engines) along with adding limited ignitions, hard starts and part failure on engines. will look into the power requirement later, it seems a bit complicated atm