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KSP2 Release Notes
Everything posted by Strawberry
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Its also important to note that around a month and a half ago a community member was fired from the team, while the planned slowdown in comms for summer started before this, this definitely played a role in the recent reduction of large scale communications. Anyways to actually talk about the tweet, a bit ago we got confirmation that the purple heating isnt necessarily what eve will look like. IMO the most interesting thing about these pictures is how it ties into something Nate said a while ago. I dont feel like digging up the quote but a while back nate said something along the lines of (iirc, actual wording was probably very different but this is just to get across the vibe of the comment) "Different atmospheric compositions make different heating visuals. While this isnt something we plan on implementing for version 1 of heating, its something that we want to do in future development". The fact that they're showing off multiple colors implies that they may be planning to release the different atmospheric reentry effects first go, which is neat. Its scope creep but in a way I dont really mind, its not like reentry vfx is top of peoples ksp2s wishlists right now and it seems nice from a development perspective to have stuff just be mostly done and you dont need to poke and prod at it much anymore.
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We wont get heating in 0.1.4, check dev tracker itll just be bug fixes and no new content.
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Tbh i think them wanting to do mod support is one of the last things id doubt about the mod team wanting to do because theres at least two former ksp1 modders who seem to be relatively high up (nertea and triggerau) and they probably would want good mod support. I just think its not exactly high priority right now because *vaguely gestures at game. If i were to give it a guess, we’ll probably get it right before colonies or so but thats me pulling out a random timeframe so your giess is good as mine.
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Ship radiation also serves to add design constraints to the more powerful engines which can help give other engines a leg up for late game, whereas environmental radiation serves to make inner planets more mass expensive to get too, which I dont really see the point of. Inner planets are already very weight heavy to get to thanks to their delta v requirements. I hope we get ship radiation but I dont see what enviromental radiation would add
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Radiation from environments doesnt seem great, you cant as meaningfully design your spacecraft around it as it comes from all angles. Not to mention, the only counterplay against environmental radiation is just to increase the crew modules sliders or however you increase radiation shielding. Radiation from ship parts is great though, as you can design your spacecraft around it and there's multiple sorts of counterplay (either increase distance or use shadow shields), and it opens up interesting scenarios for things like docking
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Gonna be honest, 4 years ago it was basically impossible to find anything negative about Musk (which was annoying). Idk why they should apologize for this when its a pretty benign statement and the time when that tweet was published you had star trek decrying that he’ll be the savior of humanity.
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Well yes what defines serious/good development will be heavily subjective, its close to impossible to objectively measure the quality and speed of development properly, and doubly so in a way that everyone will agree on, thats just the nature of these conversations
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When a development team gets into an actually decent pace for making the game.
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Yeah the first announcement was stupidly optimistic and undeniably a bad call. Sure! With small indie projects that get started by like, one guy, (like ksp1), it takes little time for a team to get into action actually implementing the game as generally speaking these groups consist of a few people who already have a clear vision for what they want to do and whose going to work on what. Any new game by a larger studio will have to spend much more time hiring people, getting a clear vision of what they want to do, etc etc, meaning it can take close to a year if not more of massively slowed down development because of these things. For example, we do know take two purchased ksp may 2023, it is possible they already had firm plans of who they wanted to work on a sequel before the aquisition was set in stone, but i personally doubt this. Regardless actual contracts upon who would work on what would likely not be signed until after this point. Once this whole process finishes, you then actually have to get a team. While some people came from star theory games, a lot of people were freshly hired. For example, Nate Simpson wasnt set as the creative director of ksp2 until July 2017 (and he was already working beforehand for uber), the principal engineer under star theory wasnt even hired until october 2017. I dont feel like elaborating but i feel like i get my point across, with these relatively larger team projects, a lot of the early period is just hiring new people and developing work flows for said people. My overall point here is that saying that ksp2 was in development for 5 years and in that time ksp1 finished in that time (while not made in this thread, will get made elsewhere) misses out lots of the finer details. The process of setting out the legal framework and doing onboarding for a relatively larger project like ksp2 (and then of course having to do it again when intercept came into play), will slow down development massively. To say the game started development in 2017 when the principal engineer didnt even get hired until 2 months before the end of the year is misleading at best.
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While we do know it wont be added in the short term, the team has previously been wishy washy if radiation/life support will make it into the game. Are these topics something that the team has decided wont be in the game until maybe after 1.0, something the team has a firm answer on what they want to do with but does not wish to disclose it (though if you do wish to disclose please do), or something that the team is geniunely undecided on
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For clarification, just because work started in 2017 does not mean development work started in 2017, big company projects can often spend 1-2 years just hiring and getting the team prepared before beginning serious development work.
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Duna’s atmosphere is too thick.
Strawberry replied to BowlerHatGuy3's topic in KSP2 Suggestions and Development Discussion
I think their should definitely be an exoplanet with a true thin atmosphere for that challenge, that being said I like duna's thick atmosphere. Chances are duna is going to be the first planet a new player goes to, and getting their is a hassle as is for a new player, so it's pretty fair for it to be pretty easy to land and get back. That being said, one of the things I'm looking forward to most about more star systems is you can guarantee the people who get their are experienced, so you can ramp up the difficulty of planets. -
Coffee team studios (satisfactory devs) do video updates as well and the ksp2 cm team has explicitly said that their style has been inspired by them. Most of their specific "Hey here's a thing we're doing for the next update" tends to be ten minutes or under, and they tend to be pretty nice. Personally I doubt this one will be that long, I dont think they'll have that much to show, development has been slow this summer even for this team for a variety of reasons, Id be surprised if its over seven minutes. I'd recommend you give it a shot, but if not, I'm pretty sure a transcript with the specific timestamps of the juicy bits of the video seems pretty doable, god knows @Dakota has had enough transcript experience doing those hour long ama's.
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Personally I'd go with three just because they seem to be going for 2 month development cycles, but considering that now the science team and the bug fixing team are fully separate, its possible their development cycles are off sync. If I were to give my update predictions, we will probably bug fix update + gridfin + reentry visual update in the week of august 21st, a month later we may see an update just for reentry heating, if not in october we will see reentry heating and science together.
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Because those feature videos primary function is to be trailers that build up hype, they share insight on the things people really care about in order to build up hype. What's been talked about plenty by dakota is the desire to replace the previously weekly "upnates" with more meaty videos. Since the primary function of these is to be core more frequent and focused updates on the development on the game that sustain the community instead of a wide scope video on entire game topics that excite it, they will likely be shorter and more focused.
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Im pretty sure the reason why this is a sneak peek is not just because "Look at blurry picture of part being subject to heating visuals", is because its not a picture of someone taking a photo, its a picture of someone taking a video. We've heard a lot of times that they want to switch to video communications and I think this is meant to be a teaser for next week. Chances are next friday we'll get a 3-5 minute long video of "Hey here's a little bit of where we're at with science (with a unity window science vehicle in the background), hey we will have visuals for heating next update here's a clip and should have the basic reentry system next update, oh also we're doing an ama with darrin".
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It's almost certainly this ring hab part we've seen in code and in the EA trailer being subject to reentry visuals The trusses are the exact same and there's the indents between the sections of the ring hab.
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Compressed Air RCS
Strawberry replied to DelSquared's topic in KSP2 Suggestions and Development Discussion
Using intake air for control just sounds like wings with extra steps- 3 replies
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- 1
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- rcs thrusters
- air
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(and 2 more)
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KSP 2: The Kraken Still Lives (video by Matt Lowne)
Strawberry replied to moeggz's topic in KSP2 Discussion
I dont know why but docking ports are like bug magnets, the game gets thrice as buggy when you include them in your craft. -
I don't see the point in everyone in this thread trying to assert the true meaning of harvesters words when he's pretty explicit on his feelings? Like, his feelings are complexed, he understands the struggles that the game is going through and think it has potential but he's also worried about it because KSP was a big part of his life and there's a lot he doesn't know. Trying to analysis how his resonance in his stuttering means that Nate Simpson is holding him at gun point behind the screen and he's upset by this is just kinda missing the forest for the bushes. He makes it pretty clear himself that even he isn't entirely certain on his own feelings.
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Developer Insights #21 - Rockets' Red Glare
Strawberry replied to Intercept Games's topic in Dev Diaries
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It's really sad what the developers have reduced the game too, nowadays if you want more delta v, you just add more boosters and youre good. This is unlike ksp1's complexity of dealing with delta v management, which approached delta v management in a way in which I will never fully state how.
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Developer Insights #21 - Rockets' Red Glare
Strawberry replied to Intercept Games's topic in Dev Diaries
How dont the two statements go together? The second example is literally talking about minimizing the amount of sunlight that hits your colony as thats emergent from sunlight heating up parts. Also yes, the diagrams only mention thermal flux from fluid, however the diagrams are not the entire dev post??? It literally explicitly mentions several times about how the ground, and atmosphere will mess with your thermals. For example: Please listen to what I'm saying for two seconds. -
Developer Insights #21 - Rockets' Red Glare
Strawberry replied to Intercept Games's topic in Dev Diaries
All of my examples were referring to thermal conductivity with the ground (and also sun heating up parts), and were emergent from that.