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KSP2 Release Notes
Everything posted by PicoSpace
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I think its fair to say people expect (nay DEMAND) that KSP2 = KSP1 + Fixes you'd see in popular mods. Nertea's lastest AMA referenced the Avatar command SSTO which is very much like OPT so there is hope they will include such features and craft in KSP2 so we can launcg BIG SSTO and have VTOL options which I think are nessary for cargo pick-up & drop-offs when you collect resources from various outposts to return to your colonies for rocket construction etc. Note on Deployable Science / EVA Constuction - I expect they will be different with colonies coming, but I expect some science will be "continous" although I hope all science has a time aspect like you see in Kerbalism, it makes more sense (although taking a temperature reading for 5 minutes was a bit silly).
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Infinite Discoveries 0.9.9 (1.12.x)
PicoSpace replied to Sushut's topic in KSP1 Tools and Applications
A Lot of dV! Okay I found a neat world and decided to land in a volcano on it (it has many volcanoes!) - https://imgur.com/a/EbIBzeQ -
Day 1 I will be testing "edge cases" with flinging all sorts of things into atmospheric gravity wells. On Closer inspection, that looks like a hab-ring which I'm assuming would also be spinning internally as it decends.
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Look like a heatshield during rentry... toasty!
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What might be a solution is something like "World First" Goals instead of specific missions. When you do a "first" you get some resources from Kerbal. So it pushes you to explore new places/biomes etc. But not require you to do so at particular time. Then missions can be set-up as a "bonus" structure if you want to do them or not, but are not required because you can always mine science/resources to meet your gameplay needs. Also as for "end-game" in KSP2, its not quite the same as you'll be heading out to new worlds & systems which will require a huge amount of resources to send a science study, let alone a colony ship to another star system. Where once you arrive you'll have to build that remote colony. The fun starts all over again
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So you are a pretty good pilot right? Orbit, transfers etc are a breeze? Before Re-entry heat is added landing on Eve is not a challenge but I thought up one. Land 3 separate landers on Eve (completely separate journeys) so that they are visually in view of eachother. Lander 1 - Power and Communication Lander 2 - Habitat for 4 or more Kerbals Lander 3 - Ascent Return Launcher (because we are eventually going to send the Kerbals home right?) Rules/Limitations: No wings on the landers, these are drop from orbit. That decent accuracy IS the challenge. Powered Landing is allowed though, but once you touch down, you are down. Must be from an orbit inclination of at least 15°, the higher the better. And not land on the polar biomes nor the Equator. Landing in a body of water does not count, dry land only. Landers can’t be damaged (so no stage dropping either, everything that enters Eve’s atmosphere must safely land) and Kerbals should be able to get into the Habitat and Return Launcher from the ground. Bonus Point(s): Actually Launch the Craft from Eve and do a crew exchange in orbit and then drop a 4th lander (or whatever) back to the Base. Land on top of a hill. Land right on the shore. Land beside something “interesting”. Land (and dock?) one lander on top of another.
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What is keeping you from starting your KSP2 Mod?
PicoSpace replied to LuxStice's topic in KSP2 Mod Discussions
Cool, But I think they mentioned 18 resources, and these look to only be fuels (and abalator). No idead what "test rocks" is... ore? Overall the wiki does provide a lot of useful infomation, thanks for that! -
What is keeping you from starting your KSP2 Mod?
PicoSpace replied to LuxStice's topic in KSP2 Mod Discussions
When I did game programing and design, one of the big things i would make is a tool for making maps, items etc (so Planets, RocketParts) for internal development as it made making things faster and ensuring all the "rules" were followed. So I'm hoping KSP2Dev also do this, especially with Interstellar as I can see planet modding being a BIG deal! For more "programming" mods my thoughts are below... Excellent points,espeically the thrid one... without a more detailed "Here is what we are 90% sure we are making" list of parts, planets, systems etc from KSP2 team I'm holding off on KSP2 because I don't see a point in developing a mod that the game developer has on it's list. A great example of that are grid fins, someone modded them into the game, the developer has already said they are making them as well... so what are players going to do? (This by the way leads to part bloat in the editor really quickly). I'm really wanting to see: - Resource List (so we know which resources are in the game... and not have every modder make up their own set of resources). - Part List ( if they want to hold off on colony stuff for now, fine. But at least rockets/Rovers) - Science List and How science is handled (Like Stock KSP or Kerbalism, etc). - A basic understanding of what the ISRU pipeline is going to look like. With the understanding that its not "100% sure thing" but that gives us an idea where to direct our attention. PROGRAMMING: As for the competing standards, someone needs to do a vote and pick one (or have KSP Dev pick one... someone needs to pick one) because having a fractured set of mods is only going to cause issues down the line. One set of tools, one set of tutorials, and everyone knows what's what and can help new modders and KSP1 modders make the transition and PORTS to KSP2 (when possible). Now to go back to learning Modding KSP1... -
Let's Have a Bright Conversation: Discussing Lights
PicoSpace replied to DoCDoC's topic in KSP2 Discussion
Bottom of utilities there are like a dozen lights to choose from. Go nuts! -
I’m thinking more realistically, if the planet has oxygen atmosphere it could be collected for oxidizer. If it has carbon-dioxide it could be collected/converted by a part to methane with EC. If it’s got water that’s your hydrogen fuel & oxidizer. The lower in the atmosphere you go the more gas you collect in your collectées per second. Besides low/high I don’t see a lot of value in specific bands of different gases. That gets complicated very quickly. Metal would need to be mined from a surface. I think they mention was 18 resources, although I’m not sure what they all are… and yeah, it’s sounds like a lot to me.
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I for one would love to see a vapour cone etc trailing off things as they re-enter. I’d also like to see the colour of the re-entry flame change based on atmospheric composition. And burn marks, I want burnmarks so you can tell a space craft (or part) has been well (re-used). ultimately, they could always make settings that allow you to turn off things like “heat” like you could in KSP1.
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I would hope that whomever is designing the systems would have it that any “rare” resource can be found on at least three bodies. And that resources percentages are biomes specific but if a resource is on a planet, it’s available everywhere at some percentage. What would be really cool is if there are resource collections for upper atmosphere/low space that could collect gases for fuel etc. I mean making a destiny style ship would be cool with solar Ram-scoops for exotic particles collection on a tiny red dwarf surrounded by only a binary pair of rocky planets. And by travelling that way we can cut our journey to a habitable star system down by a century. https://tenor.com/bMVQr.gif
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My biggest complaint is how much screen real estate is being used up by the parts manager window. I think the UI could’ve been done more slimmer and hopefully they will move towards that as development continues.
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Re-entry heat will become a bigger deal when you start needing to return materials to the KSC or Colonies on Worlds with Atmospheres or send out science collection missions to the same. As it will limit what craft you drop from orbit, right now you could drop the whole ISS (with enough struts) and it would make it to the ground. So it makes sense if science gathering is implemented so is reheating because that makes science collection more of a challenge.
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Okay here is my take (putting on my dusty game designer hat on here for a moment). What do Kerbals want & value? Exploration. How do we define “Exploration”? Science Points. So my proposal is that Science Points are the Currency on Kerbal. Trading that science for research for materials (which you can make new rockets with) makes sense… Science ~> Materials ~> Rockets Science ~> Researched Parts Science ~> KSC/Colony Building Upgrades For this to work Science needs to be repeatable and time-considered (think Kerblism). Performing a Temperature Scan takes like 1 minute to cycle and kicks out a single science point when communicated back to the KSC (or Colony). So everyday you have a rover/lander running their temperature scan it kicks out Science every minute. Obviously, it will take time so that’s your “income” rate. You can get science faster if that craft was flying or even in space. Each biome can be a source of more science but you can’t “double up” the same experiment type in the same area. So it forces you to explore further out if you want more science points faster. Obviously you can also go out and mine materials yourself, it’s more efficient than paying science points for it, but you have to find them etc. and bring them back to the KSC or a Colony to build new things. And they could implement missions where interested parties provide you extra science for completing them. Game-Modes Become - Career (full system in play) - Sandbox Lite (unlimited resources on Kerbal / Colonies but you still need to research parts with science) - Sandbox (Everything is Free and Unlocked) Few things to note: You start the game with enough materials to build a few rockets and set-up a science collection process. You can’t trade science points for materials that don’t exist on the planet, and different materials cost differently based on where your KSC/Colony is located. So this forces you “off world” to get all the resources you need to build certain things (like an interstellar ship). Bringing back materials to your KSC/Colonies is far more incentivized than waiting on science. Science is more idea towards research and Building upgrades at your KSC/Colonies. Materials “mined” on a planet can be sent to the colony if it’s on the surface of a planet, recovery costs apply (similar to how recovery is done in KSP1). If you drive it back you get full value or build out a transport network. Lastly I’d like to see science research on an individual part basis rather than “packs”, instead of buying tooling. Helps clean up the editor if there are parts you don’t want/used not shown because you didn’t research them yet.
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Weekly Challenge #22 Korolev Cross design challenge!
PicoSpace replied to Nerdy_Mike's topic in Challenges & Mission Ideas
Not Sure this is "Stylish" but its something... a lot of somethings! -
[1.12.x] NiftyNebulae - A Volumetric Nebula mod
PicoSpace replied to RJVB09's topic in KSP1 Mod Releases
For making nebula files, what is the logistic progression of the images? (Top to Bottom / Left to Right and the L/R Drop-off in opacity scale)? -
Duna’s atmosphere is too thick.
PicoSpace replied to BowlerHatGuy3's topic in KSP2 Suggestions and Development Discussion
Just limit yourself to only using drogue chutes, problem solved. Or when modding comes in, crank down the atmosphere for your own "is there atmo?" pleasure. -
They have said very little on Multi-Player except that it will be in the game, and you can have multiple people playing an agency (co-op) or even have your own space race with different launch sites around kerbal etc. That's why KSC has 4 launch pads and two runways, allows for simulatious launches by multiple players (and by assumption the max team likely is 4 or 6 as you can launch rocket's from the runways). As for how its hosted, I haven't heard anything but I'm hoping there is a centeral server and a self-hosted option (espeically for say a lan-party... remember those things? they were a pile of fun and pizza).
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Developer Insights #21 - Rockets' Red Glare
PicoSpace replied to Intercept Games's topic in Dev Diaries
Actually its even older then C#, I learnt that method of variable naming way back in Basic... -
Developer Insights #21 - Rockets' Red Glare
PicoSpace replied to Intercept Games's topic in Dev Diaries
This makes me think of “pylons” from the Protoss in StarCraft. You could build within a range of them, add more to expand your network as a hub.