-
Posts
2,540 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Vl3d
-
Everyone says "we have to wait", but we've been waiting for at least 3 years and I really want to get hyped for the game release. I can't really get excited without seeing cool marketing stuff every day.
-
You know what.. you're right! The Karecibo message shows the kraken destroyed rockets. It's meant to be a message sent by the kerbals as a complaint or a warning. And the answer from the aliens? Some big kraken humanoid doing a sieg heil while there's a zombified kerbal next to it with his hands out like a slave. This is so wrong!
-
Good point.. but physwarp also calculates trajectory changes (as displayed in map view when flying in the atmosphere).
-
Exactly.. that's why I prefer autowarp. In the interface I've seen the steps of warp factors, it's not a slider. It also depends if the type of numeric calculation (if the warp factor is integer of float). Yeah but that's what the new non-eliptical solver is supposed to do - account for accelerations. So it more closely resembles physwarp now, but only applies to the craft as a whole I assume.. To calculate forces on individual parts you still need physwarp - but that could easily replace the 1x .. 8x steps of timewarp.
-
Physwarp does what timewarp does and also extra calculations. You can replace timewarp with physwarp for the 1x up to 4x or 8x speeds. When it comes to timewarp 99% of the time I use the automatic "warp to position / maneuver node". I really hope this is used more to streamline the experience. I find manually controlling warp kind of fiddly and annoying.
-
So if we want to merge physwarp and timewarp one of the main issues is with control inputs. Because the game could theoretically decide on its own if it only calculated on-rails trajectories or all the local physics at an accelerated pace depending on the view (ship or map view) and position (if in atmosphere) and warp factor. Maybe merge them like this: up to 4x always use physwarp (which allows control inputs) and for 8x+ use the non-eliptical solver? Persistent rotation should 100% be in the game. Also higher warp factors. And I would love to also have slowed warp (0.1x .. 0.25x .. 0.5x).
-
Neptune is composed primarily of gases and liquids, it has no well-defined solid surface.
-
I've been thinking about it and I think this subject needs to have it's own thread. Nate said that time warp will be using a "non-eliptical solver" - I think he's referring to the on-rails warp. But remember that in KSP1 we can physics warp under acceleration. So what about the new physics warp? Will it still be a separate thing? Is it still going to be buggy? Will on-rails warp and time warp be merged? Will non-eliptical solver warp be allowed in atmosphere? Will we still have speed limits depending on altitude? Any theories or evidence?
-
We don't even know if they're arches or circles.
-
40k would be the best sci-fi universe ever written if there was no Warp and all the religious aspects were realistic. But that's a discussion for another day..
-
It's canon now and there's nothing you can do about it!
-
Has anyone tried to smash another arch? Is there a file change comparison for 1.12.5?
-
I feel we're getting close to the truth. Still.. aliens before interstellar travel? It's a little bit overwhelming. What do we do with them?
-
I'll just say that any type of non-realistic technology should be absolutely and forever banned from KSP. No warp, no stargates, no FTL. It's always been a staple of lazy writing, a narrative crutch to compress multi generational projects in a 30 minutes episode that's digestible on TV, just to keep the same characters in view. I'll go so far as to say that FTL travel is the worst thing that's ever happened to sci-fi.
-
Kerbal Space Program 2: Episode 7 - Recording Rockets
Vl3d replied to Intercept Games's topic in Prelaunch KSP2 Discussion
Also I think we should give thanks to the creators of the great mod called Rocket Sound Enhancements. A game changer for KSP1 immersion! I would not play the game without it and Chatterer. @ensou04 -
"Using newer and more powerful infrared telescope technology which is able to detect brown dwarfs as cool as 150 kelvins out to a distance of 10 light-years from the Sun, the Wide-field Infrared Survey Explorer (WISE survey) has not detected Nemesis. In 2011, David Morrison, a senior scientist at NASA known for his work in risk assessment of near Earth objects, has written that there is no confidence in the existence of an object like Nemesis, since it should have been detected in infrared sky surveys." Let's just move on...
-
That makes 0 sense.
-
That's not the point. I was talking about KSP1 bugs being present in KSP2.
-
From the "Recording Rockets" feature video. It's the clearest image of the KSC so far. You can see the VAB (connected to both the launch pads and the runways), research facility, tracking station, astronaut complex, administration building, auxiliary buildings (I think), 2 runways, 4 launch pads and 4 landing pads. Towards the ocean you can see some artificial lakes where other buildings could be added in the future. There's also the docks, but I don't understand why there's no road that connects to them. You can also see the long water way at the bottom of the image, have no idea why it's there. Terrain is also not blended very well, and the water textures are visibly repetitive in direct sunlight. Can't see the big mountains, they're always hidden by the clouds. Persistent contrails are not implemented.
-
It makes no sense for it to be a gas giant and not have been discovered by now. If there is a new planet, it's something small and very cold.
-
Kerbal Space Program 2: Episode 7 - Recording Rockets
Vl3d replied to Intercept Games's topic in Prelaunch KSP2 Discussion
The song at 2:15 in the Feature Episode is so good... I love how classical the soundtrack is going to be! This game is going to be so epic, it makes me tear up.