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Vl3d

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Everything posted by Vl3d

  1. I think it's good to have a separate thread where we can discuss environment systems that alter gameplay and are not only visual. I'm thinking of: temperature deltas (freezing, melting, boiling etc.) atmospheric dynamics (wind, moisture, lightning) water dynamics (currents, waves, tsunamis, rivers, floods, waterfalls) terrain dynamics (varied surface friction, earthquakes, landslides, mud, quicksand, lava) collidable scatter (trees, rocks, planetary rings) particle aggregation - snow / sand / dust (how they impact solar panels, weight on buildings) global weather systems (types of storms, climate, seasons) space weather systems (electromagnetic storms, radiation pressure, radiation belts) life support parts wear and repair What do you want in the game, beyond just the cool visuals? What do you think would enhance gameplay?
  2. A patch will be out in 1-3 weeks. Roadmap updates will roll out when they're ready.
  3. It's just fan fiction. KSP will never have teleportation or warp gates / drives.
  4. Autostruts should not be in the game. Rockets should be less wobbly to begin with and disintegrate under aero forces.
  5. Aw.. yeah that makes sense. Oh well.. exploring was fun.
  6. I really looked even under the surface all around Bop and did not find it. Judging by its textures it's maybe in a permanently shadowed region of Mun or Ike, or somewhere underwater (Kerbin, Vall, Laythe).. or somewhere in space.
  7. Is there really no anomalies on Kerbin? Can we also check at the bottom of the ocean now or it really doesn't work out with the missing water physics?
  8. I'm starting to thing that the bug on Bop that lets you pass through the ground also causes anomaly objects to sink and then probably get ejected out of the star system.. idk..
  9. Yes - I orbit as close as I can to the ground as time as I can while maintaining 50x or 100x time warp. This usually means ~20-50km. Then I zoom out the camera as much as possible and move it close to the ground and do a visual survey.
  10. They are there regardless of graphics settings. Just land at the spots marked and look around. You can't miss them!
  11. Please remove references to what the anomalies are. They do not appear on any map. The images in the OP show their locations based on vessels landed next to them.
  12. I have a feeling that Bop is the place where we should find the Kraken Devil Temple... \ @Just Jim any comments?
  13. Didn't you hear the rumors of the Kraken Devil Temple? Later edit: Someone's knocking at the door..
  14. Please allow us to do direct comparison of part details and statistics.
  15. Except for the docking tool, a horizontal speed indicator and a Mach meter, the functionality is mostly there in the current NavBall cluster.
  16. The big save file size bug is an indication that the methods of the recording system get called very frequently. What you see in the save file and in the Flight Report is a massively filtered and truncated version of that. The purpose of this tread is not managing expectations, but discussing what gameplay features this recording system (which IMO is one of the foundations of KSP2 gameplay) enables for the future.
  17. Yes, but SAS is a real-time flight system that gets called per frame. It should be on a separate thread from the Universe Time background simulation as it only influences vessel orientation (and related control objects).
  18. Yes, because they probably disabled in-depth recording and it gets filled with repeated mostly empty data keys. The flight report holds just an overview of what the vessel has done. But most of it was just not recorded for now.
  19. The fact that the system is now mostly disabled would explain why the save game file sizes grow to GB with only repeated entries. The bug probably appeared when they decoupled the in-depth recording system from the game. Do you think this is evidence of the milestones recording system that we talked about before? Very curious about the diversity of events. For now there are just a few.
  20. All related threads and posts: In a simulation game all ticks are exact and do not depend on frame rate interval. I'm very curious what @linuxgurugamer thinks about this.
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