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Vl3d

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Everything posted by Vl3d

  1. You can actually hear a kerbal voice calling the countdown at the beginning. That's so cool!
  2. Oh and by the way, rewatch this video. It has important KSP2 information that a lot of people forgot.
  3. I have not seen the ultra settings being a priority anywhere. What marketing? What campaign? They blew that budget in 2019. Now it's just random screenshots that don't look great and don't show anything new about the game. It's the most anti-hype pre-release sandbagging I've ever seen. I'm sure someone thought a lot about this strategy and invested a lot of money in not spending money.
  4. Now that's what I'm talking about. A PC worthy of KSP2. I hope we also get a KSP2 worthy of such a PC.
  5. With this I wholeheartedly agree. Yeah but look at that volumetric explosion cloud.. it should cast a shadow it's true, but it should also be in the sky.
  6. Stop finding excuses @t_v. 4+ years of development is a long time.
  7. The devs mentioned a number of times that multiplayer is a fundamental part of the design architecture of the new game and that making multiplayer work was THE most challenging feature of the game. Not one of, but "THE central technical challenge of this game was the overhaul of the architecture that is required to facilitate multiplayer" (Nate, Purdue Space Podcast, 38:00). I cannot emphasize this idea enough. IMO KSP2 is fundamentally built for multiplayer, but will also allow single player DRM free gameplay.
  8. I don't understand what you mean. All clouds have a transparency plane applied progressively towards the bottom and it makes them look flat.. like they're a height map layer. The top part looks good on some clouds and it's not always excessively transparent. But some of them also look like mountains. It's obvious to see.
  9. I found a nice volumetric cloud hiding in 'plane' sight. But i still feel like the bottom edges are too transparent and could be more defined like the top edges. And I hope there will be more cloud types and layers.
  10. It's going to take months and hundreds of hours of play time to conquer the Kerbol system, even for experienced players. There's no rush, believe me.
  11. With your permission, I would argue against an excessive number of tweakable settings. I would like to see a difficulty slider with sane defaults for each level. Sure, from a simulation standpoint it's nice to experiment, but in reality the laws of physics are fixed. You can't enable / disable plasma blackout or tweak occlusion values.. you can't disable G-Force or pressure limits related to material strength, you can't change re-entry heating parameters. By having so many new celestial bodies, you can change the atmospheric composition and achieve the same gameplay result without excessively opening up the simulation parameters to the player. I mean.. Elden Ring does this by having an open world structure - if you can't defeat a boss or explore an area now, just improve your character and come back later. I feel like KSP1 has too many settings. These should be accessible but a little more hidden. Let's just have sane defaults so there's common ground as we approach multiplayer.
  12. It's a cool video of KSP1 with one lander and one rover which look like they're controlled by separate players. I have not seen many of these, it looks similar to how I imagine KSP2 mp would look like.
  13. It's one of the fundamental systems needed for in-space multiplayer. The whole game was architected from the beginning with multiplayer in mind. Actually in multiplayer it would be even easier to implement because you would block P2P interactions by making craft pass-through without docking approval. The delivery routes system and the single player usages I came up with are derivative. I've been saying this for a long time: KSP2 is multiplayer. Multiplayer is the essence of KSP2.
  14. Useful combined with persistent rotation (to orient solar panels or protect against radiation when in orbit of another celestial body).
  15. Ideally an "event" (I use milestone interchangeably, though milestone is a better word to use) is an end-goal, a result. Like "get to this specific orbit around Duna by starting a burn at this time". It would get parsed when it's triggered by a mechjeb like sub-system that finds a solution taking into account the limitations of the craft (example: how much deltaV it has / needs for the mission). This way the craft can "adapt" to changes in its state to try to complete the goal. If it cannot find a solution, it fails (by running out of fuel for example) or notifies the player. I did not say it's easy to program. I can't define the details of how it should be implemented in 2 days. This is a system that needs other sub-systems for it to work.
  16. That's not a paradox actually. That's just causality. You don't have enough fuel for the mission because you took it out. Yes you could get notifications and the mission could pause until all original requirements of the recording are met. Or it could just fail. I don't care how it's done, that's up to play-testing. I care about the overview of the system.
  17. Slow rescue mission arrives at Duna, finds the dead kerbals, returns empty. Ideally when there is an interaction the craft uses the recorded milestones but adapts to the task mechjeb style.. so you would have the recorded events be: get to this Duna orbit, land here, return to Kerbin. It's up to you as a craft to get it done with what resources you have onboard. If you don't have enough delta V or monopropellant or something breaks your solar panels during the mission.. well then the mission probably fails. There's no guaranteed success after interaction. The simulation works in the background for all craft during the main timeline current time. And the main timeline gets copied to the current mission timeline. So there are no causality conflicts. It's single player.. everything that happens is your fault.
  18. It's very possible that the delivery route system is based on the recorded events mechanic. Delivery routes is another thing that becomes possible using this timeline-recordings thing, next to space-races and rewinding and other stuff.
  19. It's possible. It would be incredibly cool. You do mission A: events A1 .. A15 are recorded. You end mission A at year 3 and return to the start time T-A. Events A1 .. A15 get placed on the main timeline M. M now has events: [A1 .. A15] Let's say 2 minutes pass (so T-B = T-A plus 2 minutes) and you start mission B and complete it at year 2. During this time the events A1 .. up to An (max year 2) take place. You return to the start time T-B. Events B1 .. B10 get placed on the main timeline M. Main timeline M now contains events: [A1 .. B1 .. A7 .. B10 (year 2) .. A15 (year 3)]. A and B events are interlaced. Remember you are now at time T-B on M. You start the interstellar mission C. Same mechanic. During your C mission all events of missions A and B take place. The system records everything during missions and every time you start a new mission the M timeline gets copied to the mission timeline. When you return to mission start the recorded events get added to the M timeline (if you choose to; you can also choose to discard the mission recording and just reset time to mission start). So there is only 1 timeline at any point in the game. There are no time travel paradoxes. M gets copied and recorded mission events are added to M when you return to the mission start time (if you don't discard the recordings). If you choose not to return to the mission start time, then you stay in the future and everything up to that point that was on M has taken place, including the mission events. Future events will take place as recorded on M.
  20. Not sure I understand the question. Rewinding would be useful during a mission, it would rewind only the current craft's recorded events. When you're done rewinding, events outside of the current mission are still on the timeline and play out like they've been recorded. But this is more appropriate for the F5-F9 thread.
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