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Vl3d

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Everything posted by Vl3d

  1. Gamescom is less than one month away (24 August). I had the theory that Intercept will be present at the event and we're going to get some big reveals: gameplay videos, a new trailer, details about the game. A feature video would be almost on (the 5 months timing) schedule if released in late August. Remember that the cinematic trailer for KSP2 debuted at Gamescom 2019. I also remember that was when the game was announced. It's the KSP2 team going to Gamescom 2022? @Nate Simpson
  2. Clearly we should be able to add actions and action groups to stages.
  3. Today's the moon landing anniversary. It was hinted in the last feature video that we might be getting something interesting. Hype!
  4. As long as it works through Stream on Linux, I'm fine. Native Linux support is hard to do.
  5. Oh yes, I have ruined Cyberpunk and I will ruin KSP2 with my posts on the forum talking to the same 20 people about multiplayer, gameplay and graphics suggestions. You have totally uncovered my evil plan! PS: Also planning to get Keanu Keeves in the game.
  6. Most posts focus so much on the classic KSP1 navigation aspects that they're missing one important aspect of introducing axial tilt: planetary seasons.
  7. I doubt that I can come up with something the dev team hasn't thought of years ago and decided if it would be implemented or not. But I'm trying!
  8. Of course. You can only see the moment the moon breaks up. That video is amazing.
  9. There should be at least 5 multiplayer systems: 1. Trading / market system 2. Team VAB / colony building in the same workspace 3. Cooperative team play on the same craft 4. General multiplayer (seeing other players in the game world and interacting with them) 5. Competitive (space race, team vs team, mini games)
  10. 1. Colony size determined by number of kerbals you can support. 2. Kerbals multiply when you discover stuff. Get tech from science while adventuring. 3. All tech also needs resources. 4. Resource gathering and automated logistics depends on colony tech buildings. 5. Colony buildings for life support. Back to 1.
  11. It is similar, but the difference is that no active effort needs to be made to synchronize the different bubbles, which means that interaction is facilitated in those cases. You can think of it as planet-wide subspace systems, where everybody plays in real-time (physics warp not allowed in multiplayer). Some extras added like space station bubbles. Everyone syncs to server time when they arrive. There's a kind of instancing. In map mode during a journey there is only team based multiplayer. Every team / player has his own virtual time bubble. It's all explained below - the main problem is that there's a transition when syncing to a planet after you arrive. So the celestial body configuration jumps as if you time warp to server time while in orbit or landed or whatever. But at least it would be fun and it would not break causality.
  12. Simple question: what will the limit be for maximum time warp? Will we be able to time warp through a whole interstellar journey or will we have to set alarms and do other missions for a while? For KSP1: In reality at 0.1c speed reaching the closest star would take ~50 years. That's ~75 minutes at 100.000x in gameplay time. Not taking into account the hour per day / light year value difference compared to KSP, which scales up if light has the same speed. I'm not certain by how much.
  13. Also remember that not all players will have the same progression regarding resource exploitation. The tech you unlock is one thing, the tech you can build is another. No two games will be the same, you will be limited by resources more than tech level - if you unlock two types of engines on the same tier you might only have resources for one.
  14. Hello! This one is easy to describe and hard to implement. I would love if there was a mechanism that would: 1. Give hints or announce the player of an upcoming astronomical event, so the player has time to prepare an observation mission and experiments. 2. Allow the player/s (if multiplayer) to witness astronomical events in the game like: --- eclipses --- planetary alignment --- meteor shower --- asteroid / comet impact --- huge volcanic eruptions --- huge sun flares / solarstorms --- huge vortex on gas giant (to send a probe falling into it) --- huge geizer eruptions --- object getting ripped apart by very strong gravity (like how the rings of Saturn we're formed) --- comet passing through planetary rings --- merging of two huge celestial bodies --- rogue celestial body entering solar system (like an ice planet melting when passing too close to the sun) --- merging stars --- supernovae --- neutron star polar beam scorching a planet --- and I'm sure there are many more ideas Example: Oh and also flying over lava fields and giant waterfalls.
  15. Nanite for example does clustering and compressed data streaming for meshlets. It takes advantage of DX12 calls that allow GPU <- SSD assets transfer. So you just store it on the SSD with special compression. There's a lot of cool new tech for graphics. Details are less important.
  16. Yes, dynamic LOD is crucial for high performance of tessellated terrain generation with static geometry. It's how you get millimeter resolution without popping meshes and textures all over the place like in previous dev videos where they had ~5 LOD mesh depth levels for Minmus. (I only understand the broad concepts)
  17. Concurrent binary trees - paper published by Unity research scientist Jonathan Dupuy in August 2020, implemented throughout 2021 in the engine. https://dl.acm.org/doi/10.1145/3406186 Also please check this out - this is the Next Gen (UE5 Nanite equivalent):
  18. I don't believe it was possible in 2021 or earlier. Not at the level of detail it has now. We're talking about computing LOD with massive parallelism.
  19. I feel like some of us don't understand we're on the verge of a revolution in video game graphics, which makes KSP2 possible.
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