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KSP2 Release Notes
Everything posted by Stephensan
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Developer Insights #21 - Rockets' Red Glare
Stephensan replied to Intercept Games's topic in Dev Diaries
cars don't just "get" 75% capacity of performance when its completely overheated, it shuts down, and for older cars, well... self implode.. most everything won't work like that. there is some that can Run hotter and with less performance. Shuts down when too hot. It damages itself when to hot. Complete total failure when too hot. not everything can run on the "less performance".. I wouldn't mind having it go well pass its heat limit for a short period of time and warn the player but if everything would work on less performance it would be way too bland if everything worked like that, and just honestly sounds like poor base management.. for even someone that doesn't do those ""build" a city" type games hearing something as simple as this example "just don't give water in these sections to save money" just sounds like a bad idea from the start.. Everything has a purpose 99% of the time, and most everything isn't universal. and all of it is depending on the tech, what it is etc. -
Developer Insights #21 - Rockets' Red Glare
Stephensan replied to Intercept Games's topic in Dev Diaries
Location (OFC) close to a sun, near hot stuff like molten lava/motlen planet resource refinement resource production resource gathering it being "existent" in general active/kerbals living there all of those have and can produce a lot of heat and even with just nothing but a colony a hot area/planet surface/location keeping it "cool" requires a lot of power/excess heat build up to keep the place cold/liveable for the kerbals. things don't exist without heat or cold in space, in a vacume you need be able cool off stuff or warm up stuff for that matter. stuff that produces alot of energy in space need a way to cool down. heck even solar panels need to be cooled so large volume of them could create localized heat pockets on builds.if they are insane enough ofc. just a quick example. on moho Daytime heat of 300* C For me it would make sense to need cooling in the most basic of buildings. etc, and vise versa.. Finding Geothermal areas to get heat from or heck even power.. management of heat is necessary to know depending on the amount of detail/work they are willing to put in. -
Developer Insights #21 - Rockets' Red Glare
Stephensan replied to Intercept Games's topic in Dev Diaries
i mean subjectively that's one of the main reasons to get ksp 2 compared to ksp 1.. if not one of the most important differences between ksp 1 and 2, having a new layer of control where instead of money, there is resources to deal with.. being able to control how you want YOUR colony to grow with modular parts and making unique colonies in different areas on planets making it one of a kind is the same factor as building rocket ships and space ships, it expands and helps the game progression due to playing with technology that simply doesn't really "exist" in real life yet. and if not, just less resources/your choice. having better ingame resource management gives off more missions, more rockets, more fun for the people that want the extra bit of difficulty, and if not well fewer resources etc. then again we are talking about mechanics that simply don't exist in the public view yet, and we still don't know how we will deal with resources and colonies just yet, we only know we are getting them, and some models. we knew from the get go there will be SOME player involvement in creating colonies, resource spaceship lines, etc, it only makes sense that there is some depth in the involvement of how, and how much a player needs to be inputting.. We aren't making a mobile game when we "make" a new building it just requires a click to upgrade that creates a "dry game" or a game that lacks uniqueness or depth.. there is planning, resource management, and, in the case of here "taking care of the small things" in some order or fashion, and again if you don't want to do that it is just less resources overall. but that is when it finally arrives, we are still in the bug fixing stage, and from what i can infer from reading not even close to 0.2 or science mode -
you ain't even sat down you are on one of those hocky pucks that have a Bluetooth timer/alarm thing. (the place is empty)
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Developer Insights #21 - Rockets' Red Glare
Stephensan replied to Intercept Games's topic in Dev Diaries
hope we can do long distance systems with "pump boosters" stations etc for cooling that is FAR away. i wonder if there will be power lines, either just the big fat ones that "scurry" on the ground or like a traditional ones that are lifted in the air? i hope its both, both is cool -
Developer Insights #21 - Rockets' Red Glare
Stephensan replied to Intercept Games's topic in Dev Diaries
all i got to say is -
i mean we DID get higher ISP metholox engines and AIRBRAKES.. but in most people eyes its rather mute and should have been in day one.
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Developer Insights #21 - Rockets' Red Glare
Stephensan replied to Intercept Games's topic in Dev Diaries
i really hope that is not the case i hope that they will change there mind where it is a natural item however having "hot" items beside it (like more of the same engine really close together) will cause inefficiencies in the cooling causing the need of coolant systems... i don't mind it being not producing heat but multitude for something "that powerful" should require a little more thinking when scaling with hotter items around it, the cooling seems inefficient in its model to cool anything besides ITSELF. -
Developer Insights #21 - Rockets' Red Glare
Stephensan replied to Intercept Games's topic in Dev Diaries
pretty big, but it isn't what we are thinking, i still think its going to be % efficiency like they said long ago. i hope I'm wrong in small way where lack of proper resources can make a colony "stagnate" and "stop producing everything besides the bare minimal" don't think kerbals bitting the dust is the way to go but a complete cease of useful production if insufficient products are given.. however there should be a way to allocate most kerbals to one this to "force boot up" the colony again.. with most important is food, water and power. -
in or during the science update kinda not so happy about it but it just strongly improves my view of needing science mode to come soon after some more bugs are fixed Edit: it only makes sense, with them saying they will take their time and they want the heating to work well with it, it only makes sense they will come in the same "major update" 0.2.000~
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here is my answer, and i still strongly believe it will fit everyone's needs in the wobbly department while also making the game interesting and use the materials, research, and further need of improving, and if you don't like the base wobbliness just have a stronger rigidy in the start/creating save world. a TLDR: "Have it researchable, let players set up base wobbliness or disable it entirely" but long, rough draft that i don't want to elaborate on further due to it just being a rough idea that i quite enjoy It could just be a research thing, where you can easily create a couple of extra lines (not code I'm talking about tech tree lines) t that can go "deep" into the tech tree and "slowly" adds more rigidity to parts. It would require more materials to make it less wobbly or more rigid and you can just click a "scaler" that makes the entire rocket cost more or less, fewer materials.. Things can be categorized like "fuel tanks" "structural" "Pods" "Colonies" "XYZ ABC" etc. Due to not having "time" and watching your rockets build slowly (i wish) just making it cost more materials and some additional research points doesn't seem like such a bad idea/plan, keeping the "kerbal" way while also adding the want/need to push further for more stable and "larger builds". So starting off rockets can still be quite wobbly, but the people that dare go larger CAN but have a higher chance of wobbliness without upgrading anything. It makes sense from a logical standpoint that while you progress further in the tech tree, the stronger your rockets are.. It creates a fine balance of "expensive but will never fall apart" and "should i cheap out on this build" etc. For me it creates a lot of ideas of what you can "do". and then it can just be simply turned off with a setting to ONLY have the strongest stability when it's disabled.. And starting wobbliness will depend on the overall difficulty of the save with a slider, and a "on and off" button I doubt that there needs to be a forced level for each thing, and COULD be optional for the insane players that want REALLY wobbly rockets. (think about the content) "I played ksp 2 on the hardest difficulty with zero stability upgrades" No idea how much extra work that can/could add to adding new "tech tree" points where structural stability is getting stronger and stronger depending on what tech level you are at.. but that's just an idea I'm throwing out in the wind. This COULD probably also help create alot of modders aswell wanting to add income and the sorts into the game making it even more of a "positive feedback loop".
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Release KSP2 Release Notes - Hotfix v0.1.3.2
Stephensan replied to Intercept Games's topic in KSP2 Dev Updates
Fixed: trajectory position changes when vehicle transitions between Spheres of Influence [Original Bug Report] as if we heard millions of kerbals scream in joy. -
With optimization going on with each minor update I'm steadily waiting on the science mode for me to go in a new phase I'm keeping with my ultra compact builds that are useless right now.. there isn't much to do i want to suffer dealing with again.. i wish there was more tiny parts however. if modders can improve some of the missing TLC like node builder helpers (like want to go to duna without needing 10-15 minutes of messing around) that is slightly more consistent i would play more.. i already use one when i really don't want to deal with the "funny ksp 2 bugs" but something that could do auto docking would be way more useful for the more complex builds remember i DID a 2000 part build already, the game didn't like it at all and that was my accomplishment.. The build will forever be there but you only have a few seconds before the explosion. I mean heck look of all the builds i have done that i have screenshot alone.. Just some examples right here https://imgur.com/a/T8QXOR7 most of the more bigger builds the game doesn't like in fps AND in kraken attacks/wobblines, under full thrust of the 2000 part build it crumbled like a piece of paper due to the wobbliness of it. however with that in mind i wish there was two things they could add. If KSP 2 is going to be interstellar, i hope that we can research in science mode these two things Automated Node Creation The Suggestion I Created For The Wobbly Rocket Issue it makes still sense that we should be able to research at least the automated node creation stuff. it is more helpful for the more casual players that don't want to use there brain 24/7 and i would MUCH rather have a node creator that can just automate rather than using my brain every single failed launch or successful launch, the amount of launches are in the 20-30 times EACH build so doing about 60 different parts of ships or ships in general a safe amount of times i have launched is 1,200 and 80% of them was successful and about 70% of those was going to be out of kerbins sphere of influence, to only get about 90% of those to the target to then explode in some fancy fashion ksp 2 lined up.. so about 600 launches that has failed... its a mental toll to do the same thing over and over and over again and need consistently do the same boring and complex steps to get back to step 3 to get out of kerbin and go to X planet.. due to a bug that runs all the way down to the way it was built making any autosaves/reverts break in half or do something that isn't just enjoyable.. its a TLDR I'm burnt out on the stupid stuff. things like wobblyness gets a "we are working on it" and them kinda not wanting to change it due to its the "ksp way".. i mean i literally made an idea on the spot and its still one of the best ideas i have seen that fits everyone's needs/wants while also not leaving any of the extra work to make it behind. idk just burnt out as of now, the new engines want me to play but a lot of things pull me back out of it.. i am one of the "300" players but its getting more and more just looking at the hanger staring at what i can build/fix.
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Release KSP2 Release Notes - Hotfix v0.1.3.1
Stephensan replied to Intercept Games's topic in KSP2 Dev Updates
i like the idea of a hotfix for the most important bugs. -
hot fix confrimed coming in drag and something about the farrings.
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Also i really like to say something that i don't see a lot of people are talking about we have nearly doubled if not tripled the amount of players playing ksp 2 with 0.1.3.0. pre 0.1.2.0 Avg Players Sub 100~ Peak Player 220~ and now 0.1.3.0 Avg Player Sub 300~ Peak Players 640~+ i been saying getting stable FPS is king as of right now, not being able to play at all is worse than bugs.. now with SOME playable framerates now the Big 3 bugs can be fixed whenever they are ready. i been saying and ill keep saying, fps is king for players wanting to play a game.
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Release KSP2 Release Notes - Update v0.1.3.0
Stephensan replied to Intercept Games's topic in KSP2 Dev Updates
it seems that 1440p is the max res that the game will "allow" with the new better fps.. 4k, or 4k with DLDSR has dropped a lot of frames, nearly losing about 60-80% of its performance in most areas besides a SELECT few times it decides its ok.. most other games don't have this issue. Ryzen 5 3600, rtx 3070 OC'ed 64gb of ram. most all other games can be played at high/max settings with 4k DLDSR but with this recent 0.1.3 update it is overall worse with now mostly even with simple builds staying at 15fps and below with a few IF AND WHEN times giving you some quite amazing 60+ 100+ fps, however majority is at 15fps.. my conclusion for "want the best" looking and playing, stay at 1440p, and on kerbin turn off ground clutter stuff.. -
i was expecting EOY when science mode is out with the pace we been going large first initial stage then decent pace of the "big updates" cause there isn't much to fix after all the major issues are fixed
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i would really like to see the most important issues get a "hotfix" in rather than waiting another month to get the issue resolved.
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"all of our food, keeps blowing up!" i hope to see the heating stuff soon... i would really like to see the progress of what it looks like..
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Release KSP2 Release Notes - Update v0.1.3.0
Stephensan replied to Intercept Games's topic in KSP2 Dev Updates
frame times.. im telling everyone frametimes is king you can have 30 fps due to fps limitation or 30 fps due to frametime instability, its such a difference but a lot of people just look at the fps.. its an amazing feeling to have high fps and low frametimes.. however i been noticing two things so far game feels like its in "nascar" mode when at above 60fps the flinging things coming out of warp is back. -
Release KSP2 Release Notes - Update v0.1.3.0
Stephensan replied to Intercept Games's topic in KSP2 Dev Updates
my gpu is deciding to take poos for some reason rtx 3070 99% utilization jumps from 5 fps to 80 fps in the same scene.. insane stable fps in map mode however. just grabbed this perfect example also 112 fps+ this build use to do 50-60 and ultra rare 70fps.. but this stuttering is problematic, no idea what is causing it it just decides to "dip" for no reason for minutes at a time and a sometimes fix is to go to the map and go back to the craft.. the fps is unstable (it isn't the fps its the frametimes) -
Release KSP2 Release Notes - Update v0.1.3.0
Stephensan replied to Intercept Games's topic in KSP2 Dev Updates
please do a video! i been waiting for a video out of you about ksp 2! the way you do videos and stuff i don't mind watching hours on it. -
Release KSP2 Release Notes - Update v0.1.3.0
Stephensan replied to Intercept Games's topic in KSP2 Dev Updates
thats alot of fixes... cannot wait to play it. -
Subforum Changelog
Stephensan replied to Dakota's topic in KSP2 Suggestions and Development Discussion
how is the test/working on the early stages of upvotes/downvote system.. also i would say make it possible to hover over the "number" and see a side by side view of upvotes and downvotes.