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Vl3d

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Everything posted by Vl3d

  1. What do you think about the procedural parts vs. Lego parts design?
  2. I see a pattern of Private Division announcing release dates for their games at least ~1.5-2 months before them coming out. Hades (PlayStation): 13 June -> 13 August 2021 OlliOlli World: 16 December -> 8 February Disintegration: 7 May -> 16 June The outer worlds: 9 June -> 25 October 2019 (statistical anomaly) Ancestors: 23 May -> 27 august 2019 So we will either get an official ~20 July release date in ~4 weeks or we'll get a release date in July for the game coming out in late September/ early October. Either way, next 4 weeks should clarify everything, including a delay. Marketing campaign should be at least 3 months = 2 regular updates + 1 month heavy push. Meaning it should start in the next ~2 weeks to sync with a July release. Let's see what happens this / next Friday. Also consider SLS will launch June/July. Everyone's going to be hyped at that time. Also all the big gaming conventions are in August / September.. so a release announcement in July also makes sense. Then the marketing and interviews ramp up right before launch in late September / early October.
  3. How much thrust would it actually have, considering a long duration constant acceleration? For Daedalus the internet says a mass of 54,000 tons and a thrust of about ~700,000 Newtons with an engine exhaust velocity of 10,000km/s. Minimum TWR: 700 kN / 54,000 tons = 0.013 Maximum TWR: (second stage weight + payload = ~1,500 tons) meaning 700 kN / 1,500 tons = 0.46 But I know that calculation is not right in a 0g environment. So TWR would actually be 1 for a long duration constant 1g acceleration. That's not enough for a relativistic speed force shield. Another approach: You can accelerate 1 gram of matter to 10% speed of light with 30 kN applied for 1 second. So even if you focus the whole engine bell in a circle occupied by a 25 grams object, you still wouldn't have enough to slow it down in 1 second.
  4. Q&A: "How many players per server?" Kerbin has a total surface area of 4,523,893.4 km^2. Excluding water based colonies, the land surface area is roughly half of that. But let's exclude mountains and steep hills and say 40%. Kerbin usable land surface area: ~ 1,800,000 km^2. We should also account for the fact that not being near the equator makes the game harder for players. That would again put a limit of probably 40% on the practical usable land area for better balance. Kerbin surface area of land practical for orbital launches: ~ 720,000 km^2. The KSC plateau is about 25 km^2 (from the wiki). But let's say a 1-4 kerbal agency would need 100 km^2. That's a maximum of 7,200 individual space agencies and a maximum of 28,800 players on Kerbin. Steam-Charts says the peak player count for KSP1 was 19,079. And currently on average there are 3,500 players online at any given moment. But in order to avoid latency issues and overcrowding the players should be split in multiple servers per region. My estimate for optimized gameplay would be a maximum of 1,000 space agencies per server, meaning anywhere from 1,000 to 4,000 players per server.
  5. We should also account for the fact that not being near the equator makes the game harder for players. That's would again put a limit of probably 40% on the usable land surface for better balance. So that's a new maximum of 7,200 agencies and 28,800 players. Still enough for a player base of at least ~1000 solo players per server (more if also playing co-op), while avoiding overcrowding.
  6. Or at the very least they'll announce the release date on the 20th of July. But the pitch drop should also statistically be in July. There's the Mun landing at the end, the talks about Neil Armstrong, the newspaper.. There's also the size of the Karecibo message.. 7 * 7 * 23. Could also be referring to ~23 July. Any other hints for a July date?
  7. Ok guys, I figured it out. The game is going to be released on 20 July, the date of the Moon Landing. It all just clicked together.
  8. So I'm looking at the great timeline created by our good colleague @DrCHIVES and I wonder what the initial release schedule for the Feature Videos was. Consider they were spaced apart by 5-6 months from the beginning AND that the team knew starting with video 2 how many features there would be based on the number of sequences it takes to get to the Mun landing. https://time.graphics/line/642556 And also in 2021 there were regular Show & Tells and Developer Insights spaced 2 weeks apart, but starting with the 2022 delay info is very sparse.. 1 month apart maybe more.
  9. Sound: Chatterer (both mission control and crew) Ship (stress) sounds, beeps, notifications, (proximity) alarms More epic atmospheric music (it gets repetitive after a while) Count down at launch (at least some kind of 5-4-3-2-1, engine turbines spooling up sounds) Sonic boom at mach limit Kerbals talking in the pod amongst themselves, saying jokes, making funny sounds, screaming, crazy frog video
  10. Nate: https://screenrant.com/nate-simpson-interview-kerbal-space-program-2/ "There is a much wider variety of resources that you can harvest. We even have a system that lives alongside the colony system that's called delivery routes, and what it allows you to do is automate resource collection and resource transfer missions that start and end at a colony. So, if I want to just go dig up some stuff somewhere with a specialized drilling vehicle, and then bring it back to a colony? Once I return to the colony, I can make that a delivery route. And then I will continue to receive that amount of that resource in perpetuity, and I can move forward to go find other stuff. Similarly, when I'm transferring resources from one colony to another, I can automate those kinds of missions as well." "...if you go dig up some rock somewhere and bring them back to a colony, you can automate that mission. If you've gone to a new place that has a new kind of rock on it, then feel free to bring it back and automate that mission."
  11. In my mind autopilot would be a late game tech, like the target SAS and the Maneuver (Transfer) Tool are in KSP1. Frankly with the automated logistics routing in the new game autopilot is not even necessary for gameplay. It's just cool to have for probe programming and... SWARMS. It's useful for routing though if the origin - destination system is always dynamic and the periodicity is not synchronous. Think of a space station with high inclination and high eccentricity.
  12. That's what I'm thinking. 1000-5000 players on Kerbin. Team-only when in deep space. Fewer and fewer on celestial bodies as you leave the solar system. Also anyone should be able to create private servers to play hybrid single player like you want. Would be very interesting to visit the empires of the Elders after a few years. Did I get the MMO definition wrong?
  13. If there are so many players for that to constitute a problem you don't render other agencies automated missions and you only render the online players. Server can decide depending on player count or it can be a local performance setting.
  14. What a terrible programming language! Yes! With autopilot software modules and smart-part conditionals! Then you just say: launch, stage when tank empty, get to 100km orbit, circularize, activate action group 1, whatever.
  15. Obviously I'm talking about in-game causality, I'm not saying you're time traveling IRL. Say you're in the future and you create a colony right on a small island on Laythe. I, in the past, simultaneously decided to land at that spot to also make a colony. Now that place is blocked and I'm stranded. If you respected causality, you would have a race to get there from orbit, you would know "ok I'm not the first, I'm going to fly to another island". But in your case any N number of players can be there at different moments in time. And they don't know about it. So then you say "ok make the players or colonies ghosted". But that's just a weird implementation of real-time MMO multiplayer! The only difference is that you want to pretend you are a ghost.
  16. @t_v said: "I think that first-time to orbit experience is better served in a smaller world without all the distractions of dozens of near-simultaneous launches." Let's settle this: Kerbin has a total surface area of 4,523,893.4 km^2. Excluding water based colonies, the land surface area is roughly half of that. But let's exclude mountains and steep hills and say 40%. Kerbin usable land surface area: ~ 1,800,000 km^2. The KSC plateau is about 25 km^2 (from the wiki). But let's say for a 1-4 kerbal agency you would need 100 km^2. That's a maximum of 18,000 space agencies that can fit on Kerbin and a maximum of 72,000 players. Steam-charts says the peak player count for KSP1 was 19,079. And on average there are 3,500 players online at any given moment. If you wanted to you could fit 5,000 players on Kerbin without any overcrowding issues on regional servers (latency reasons). They wouldn't all launch or fly simultaneously anyway.
  17. You could also integrate info about the Karecibo message: the image, the binary code, how it's decoded. Also for the multiplayer section there's the interview comment about Kerbals being able to emote and their role as avatar (video below at 14:53): And this: Nate also mentioned in interviews that there would be 2 non-intersecting runways, 4 launch pad (at 17:44 in video here). You can also see 4 landing areas and 4 x fueling infrastructure in the KSC videos. And consider the customizable team colors, confirmed in the Scott Manley interview and the trailer. So multiple Kerbal co-op teams confirmed.
  18. That's why I'm advocating for software modules (these are not physical parts, you add them to the Command and Control Core as items to an inventory). This way you can select only the functions you desire, they can have tech levels and you can also integrate telemetry, sensors, smart-part conditionals and science into the CCC programming. And it would all be centralized with upgradable CCC hardware, CCCs could be saved as specialized subassemblies for rocket/plane/rover/boat/submarine, and also you could remotely upgrade the software modules using comms (limited by hardware / CCC inventory space). Having a distinct CCC means you only need one probe-core per size and you can upgrade it. No more compromises on SAS and other feature if you like a specific size or shape.
  19. Here's another probably-forgotten statement that could indicate a MMO-type game: <<To that end, Simpson says they have "fundamentally overhauled" the first-time player experience in Kerbal Space Program 2, to help teach seemingly tough concepts about rockets and space travel to newcomers. ... "It turns out, for example, that if I describe a gravity turn to you, that sounds complicated," Simpson says. "If I show what a gravity turn looks like, you get it in [snaps fingers] 10 seconds. 'Oh, that's what an orbit is.'" Even multiplayer, a new feature for the series, is something Simpson hopes can facilitate the learning process. He tells me about the Kerbal community and how they've been generally helpful in the past. Multiplayer, Simpson believes, could be another way for veterans to escort first-time fliers into space. "Kerbal players are helpful people," Simpson says. "They don't lord their special knowledge over one another. They just want more people to experience the joy that they've experienced playing the game.">> https://www.usgamer.net/articles/kerbal-space-program-2-devs-on-why-development-was-brought-in-house That does not indicate the intention of flying just with your friends.
  20. Agree. Simple visual programming (like Scratch) with functions as software modules and autopiloted key frame automation (it would make it even easier to program than Vizzy). These would be awesome. We could have the incredible experience of enjoying realistic programmed probes and rovers with comms delay. Launch and watch. Fail, learn, redesign, reprogram and launch another one. Like in real life. Also check out:
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