-
Posts
19 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Synonym Toast Crunch
-
Keep it Simple
Synonym Toast Crunch replied to Wcmille's topic in Prelaunch KSP2 Suggestions & Development Discussion
I think you're misunderstanding what I meant by that. Yes, games on the NES take up fewer bytes than they do on the PS5, but that isn't what we're talking about, is it? Games being smaller because they used the old model of releasing a complete game vs. releasing an incomplete game then charging more for the missing content is what Master39 is implying, which is what I don't remember ever being true. Games were smaller because disk space was smaller, not because of the way they were released. You don't get more game for the same amount of money on the new model, you get less. -
Keep it Simple
Synonym Toast Crunch replied to Wcmille's topic in Prelaunch KSP2 Suggestions & Development Discussion
I never once said DLCs should be free. Where are you getting that from? I thought I explained my point very clearly but I guess I did not. However, since I do not know how to explain it any better than how I already did, please help me to understand how you came to that conclusion from what I said, and maybe then I can clear up your misunderstanding of it. It's not the nostalgia effect. When I say I don't "remember how small games used to be" as you put it, it's not because I forgot it, it's because it wasn't true, at least with the games I played. There have been plenty of games that were complete and filled with content upon release before the current exploitative business model that companies like EA use was put in place. You guys are arguing for companies to sell you the same product for more money. It makes no sense. -
Keep it Simple
Synonym Toast Crunch replied to Wcmille's topic in Prelaunch KSP2 Suggestions & Development Discussion
No, I don't remember that. I remember whole finished games being released, and expansion packs/dlcs being extra content that expands and builds off of a game that was already a complete game by itself. This was before publishers realised what suckers gamers were. Nope, I'm wanting KSP2 to be released in 2022 like they said it would be, with all the features a full price game should have, not the skeleton of a game that expects me to pay extra to get everything that should have come with it in the first place. If they cannot get 100% of the promised content in the game in time because they underestimated how much time it would take to model and texture every part I understand, but if that's the case it should be added in patches, not sold to me again after I've already paid for it. -
Keep it Simple
Synonym Toast Crunch replied to Wcmille's topic in Prelaunch KSP2 Suggestions & Development Discussion
i strongly disagree with this. The game should be complete upon release. I don't want to pay 60$ for the core of a game then get nickle and dimed paying for all the content until I finally have the entire thing for however much they all cost together a.k.a. the Sims 4 model. Just give me the whole game that I payed for like how games used to be done. -
Why is a super earth so implausible to you? Is there a reason that a rocky planet with a large mass couldn't exist in real life?
- 143 replies
-
- 1
-
- ksp2
- kerbal space program 2
-
(and 2 more)
Tagged with:
-
There can be rocky planets with that sort of mass. Kepler-10c has 17 earth masses, and it's supposedly rocky.
- 143 replies
-
- 8
-
- ksp2
- kerbal space program 2
-
(and 2 more)
Tagged with:
-
Liquid droplet radiators would be very difficult to implement. You would need to simulate a lot of particles to make them behave realistically. Any time a ship turns or is bumped accidentally some droplets will be lost and fly out into space. Most people's gaming rigs wouldn't be able to handle that much particle simulation.
-
Developer Insights #11 – Engine Exhaust Visual Effects
Synonym Toast Crunch replied to Intercept Games's topic in Dev Diaries
I would assume they would do that with particles, as achieving that effect with geometry would be difficult and computationally expensive, but with particles would actually be fairly easy. That would explain why we don't see it in these tests, since particles hadn't been added yet. -
A good idea would be for the nozzle extension and afterburner mode to not be linked. That is, they don't have to happen together. The nozzle could automatically extend or retract when you reach a certain atmospheric pressure, while the afterburner would only switch when you manually switch it, or maybe automatically if you're above a certain TWR, but they don't have to happen at the same time.
- 63 replies
-
- 1
-
- show and tell
- ksp2
-
(and 2 more)
Tagged with:
-
What do you NOT want in KSP 2
Synonym Toast Crunch replied to MKI's topic in Prelaunch KSP2 Discussion
Metallic hydrogen of course, but I'll make due with just not researching that tech tree branch. Hopefully it has its own tech tree branch that doesn't have other stuff locked behind it. -
I agree with the responses so far that this would get too micromanagementy for KSP, but I do think that having the control surfaces and landing gear take electric charge to move makes sense. It doesn't have to be a lot of EC, just a tiny bit. It's strange how in KSP 1 you can control an airplane that has zero EC, but not a spaceship without reaction wheel power. It would make sense if only for consistency's sake.
-
I'd like it if Kerbin wasn't completely barren besides a few space launch centers. Where is the civilization that built these rockets? A few pre-made/procedurally generated cities and towns would go a long way towards making the planet not feel fake. The devs wouldn't need to build them all by hand. There is already a system for terrain scattering rocks and trees, just adapt that. Have them generated by a seed where the city is generated procedurally on the terrain by following certain rules. They could even use the buildings and roads that have already been modeled for colony building.
-
I'd like to see seasonal changes. Summer is hotter and winter is colder. Planets with greater axial tilts will get more extreme seasons. And for course it depends on if you're in the northern or southern hemisphere. This would mean you'd have to plan for your craft's heating and cooling needs. This could also affect weather, whether you get rain or snow. Snow or dust storms might cover your solar panels, and you'd need to retract them to clean them or send out a kerbal to brush them off (works like fixing a part. You select the part with a kerbal and select "clean part" from the menu, then it plays an animation of the kerbal making a hand brushing motion and it's instantly clean.) Snow would melt eventually and rain could clean off dust, restoring your panels. Shaking your craft could also clear the panels (really all the game needs to do is test if the part receives a certain amount of g force, if it does than it counts as being shaken off.) A z-axis shader can be used to create the snow/dust effect on both the craft and on the terrain, an old tried and proven technique. (Skyrim uses this to simulate snow on meshes.)
-
Exoplanet ideas:
Synonym Toast Crunch replied to Pthigrivi's topic in Prelaunch KSP2 Suggestions & Development Discussion
A tidally locked planet in the habitable zone. The side facing away from its sun is frozen and the side facing its sun is scalding hot, but between these two is a habitable ring of perpetual twilight. A planet with a very eccentric orbit that brings it into the habitable zone twice during its orbit. For half the year it's too cold and the other half it's too hot. May not be possible for devs to implement changing biomes in game depending on how the game is already set up without doing significant reworking, so I don't have huge hopes for this one. A planet with a very fast rotation. Day/night cycles are measured under an hour, so you gotta plan your missions carefully or you might find yourself suddenly without solar power. -
I'd love to have more data on my craft available in the VAB/SPH. I hate having to go to the launchpad/runway just to see how much of each total resource I have on my craft then having to revert launch to make changes. The only other option is to whip out the calculator and add up the fuel and oxidizer values for each of the seventeen tanks on my craft. Data i'd like available during assembly: Total amount of: each fuel type ore electric charge electric generation per second* electric drain per second* total rcs thrust total torque (reaction wheels, not factoring in rcs) total torque-to-mass ratio (reaction wheels, not factoring in rcs) cooling needed per second* cooling available per second* ore mined per second (lists surface, asteroid, and comet separately)** ISRU resource conversion rate per second** And any other conceivable thing I would find useful or might want to know. Feel free to add anything I might have missed in the replies. *list will assume every part is deployed and activated and using the base values listed in the parts data. This is very useful for planning refueling depots. **factors in current on board engineer skill level, so it recalculates every time you add or remove an engineer from the craft.
-
Developer Insights #11 – Engine Exhaust Visual Effects
Synonym Toast Crunch replied to Intercept Games's topic in Dev Diaries
One question I have is about how it'll handle multiple engines at once. https://imgur.com/ykdMwO9 As we see here on the Falcon 9, the outer eight plumes bow out from the center as pressure from each plume forces them outward from the center, with the bowing increasing as the atmospheric pressure decreases. Will this effect happen in KSP 2, or will we see nine engines cones expand out and clip into each other with no effect on each other's direction? Is there a way to set a bounding area around each plume and assign a value that determines how much pressure it creates (that falls off with distance), and use that to determine how much effect that can have on any other plume that enters its bounding area, possibly using a parametric deformer on the plume to deform it in different directions? -
This makes me think they may need to take air displacement into account, as well. If you close an air tight cargo bay on Kerbin, then open it when you get to space, does the air all rush out of it? Do we get explosive decompression? what about if you brought that cargo bay to Eve? Would the tank be buoyant like a balloon now that the air inside is less dense than the air outside? Would that cargo bay have more mass with air inside than a vacuum? These are all questions they'd need to answer when implementing such a feature.