-
Posts
368 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by NexusHelium
-
Funny thing is there's already a mod that does that to some degree It's called "It's Nervin Time" or something, though I'm not sure it's still up EDIT: Found it (it's not the current game version but at least it still exists ) https://spacedock.info/mod/3347/Its Nervin Time
-
I’m fully aware that it’s very possible this challenge isn’t the most probable or likely but I’m still gonna try anyway. I will gladly accept defeat in the face of overwhelming odds but I (nor anyone else) has found that yet in terms of massive technical challenges to my knowledge. Yup. The code required for this shouldn’t reasonably take up that amount of space but it’s an ongoing process. Nothing can be said about what can and can’t be done yet due to the vastly undocumented resources this game has. We as of yet literally don’t have limits (not saying there isn’t any of course. There’s obviously limits)
-
Guess only time will tell at this point. The problems and issues aren’t impossible to fix it’s just a matter of finding them and actually fixing them, which can only really be solved by time and work. They’re really deep rooted and the source code certainly doesn’t make it particularly easy for optimization without the tools the devs had but once you fix them a whole new area opens up that you can then work on fixing. It’s just a matter of how much time and work you’re willing to put into it. It’ll be a while but I’m sure we can do some good work with it. We got most of the skills and a heck of a lot of passion and determination, which can get you a surprisingly long way. Not to mention of course, once we get tools and documentation working and pretty decently fortified there’s no reason to believe this game couldn’t be what it wanted to, especially with a semi decent understanding of how the game actually flows and functions and the ability for new modders to come to the scene. But again, that’s for time to tell. I personally won’t be giving up any time soon but who knows how far our work will take us before we can’t go any further. This game has an infamous amount of potential.
-
The code also isn’t a mess. It’s actually really clean and easy to move around in. According to one of my fellow modders it’s really clean “Web dev code” The real issue is all the math and stuff going on at the same time (which said modder is also working on fixing) Most people that I’ve seen that have decided to mod KSP2 have actually said it’s easier than KSP1 due to how much less spaghetti the code is.
-
Hey! Been a little bit since I wrote here so I decided to update you guys on progress so far (it’s a lot) Call this a dev update of sorts I suppose. First things first I had to take like a week to optimize the current model’s triangle count as it had over a hundred and eighty thousand (which is way to much for something this size if you didn’t know). The new version of the model is about 3 times more efficient at around 68k. Second, I actually finished the model!!! Every little detail is now done on the physical model, and I started moving on to texturing. Third I massively changed my design and parts list for the KSP2 mod, including all new science experiments and a BUNCH of colony parts. Fourth and last currently I am texturing the model and working with other modders on how the colonies will work and function with their resource mod they're making. Only the large segment's texture is mostly complete right now but I’m making big progress to finishing the model as a whole, and will hopefully be done within the month. In the Imgur album you’ll find the current texture for the model (with a fancy window I’m kinda proud of. It took a while to figure out ) Heres the imgur album if you wanna check out all the current images I have: https://imgur.com/gallery/nexusstations-gallery-v3-I5L3pwv That’s all for today but i hope my next major post here will be showing off the complete model… texture and all Later!
-
The Comprehensive Colony Communications Archive
NexusHelium replied to The Space Peacock's topic in KSP2 Discussion
oh sweet that makes my job easier -
Actually ShadowDev is back at it (Munix I don't know about yet). He was pulled from retirement by the hands of the remaining KSP2 modders (including myself in theory)
-
Any thoughts on a secret "Private Beta" password?
NexusHelium replied to Kerbal Kommander's topic in KSP2 Discussion
I mean most of those bugs were more or less patched out but yeah, they will pose a fair challenge (I have some ideas for workarounds but they kinda cheese the game a little bit and take away for on some of the challenges of colony building) Currently I’m just in the art stage but I’m hoping to put out an alpha build with just two or three parts to test A.) custom functioned part integration and B.) my art skills sometime in September -
Or we flip the script and bring all of the KSP1 mods to KSP2. That would be something
-
Any thoughts on a secret "Private Beta" password?
NexusHelium replied to Kerbal Kommander's topic in KSP2 Discussion
I'm making a mod to add colonies into KSP2. It'll include a fair roster of parts and a lot of stuff gameplay wise too. -
Any thoughts on a secret "Private Beta" password?
NexusHelium replied to Kerbal Kommander's topic in KSP2 Discussion
Teeeccchhnniiiccallly it did just not exactly as he said it did. I'll be happy to hopefully provide one for you eventually though -
Basically anything Andy Weir meets all the scientific accuracy and fun at the same time but something like the Skyward series is great if you want a really neat twist on a sci-fi book.
-
Colonies is a work in progress but that's what my role as a modder is rn
-
A Farewell to the KSP2 Modding Community
NexusHelium replied to ShadowDev's topic in KSP2 Mod Discussions
Hey me too (in case you hadn't heard lol)! Best of luck to the both of us I guess -
no problem
-
The plan is to make everything functional at some point, yes. And for now, yes it'll just be the ring to test out the implementation of a gravity ring and a colony building block to see if a mod of this scale can actually be done in ksp2 Eh... to be honest I got more time right now then I have the right to be unproductive with
-
well i already have ksp2. and i'm not funding it.... I'm modding it
-
Introducing NexusStations - also known as SpaceKolonies or WHY THE HECK DID THEY STOP THE AMAZING GAME BEFORE COLONIES (still deciding what name to call it) KSP2 Orbital Colonies Mod THIS MOD IS IN DEVELOPMENT AND IS NOT YET RELEASED TO THE PUBLIC Have you ever wanted colonies in KSP2 but realized there was no one left at the studio left to implement it? Well then I have good news for you! Starting soon(tm) a colonies mod will be added to Kerbal Space Program 2, aiming to recreate and expand on Nate Simpsons and the rest of Intercept Game's vision Features/Plans IN THE 0.0.1 RELEASE THERE WILL BE NOTHING BUT A SINGLE GRAVITY RING AND MAYBE ONE OR TWO COLONY PARTS TO TEST THE IMPLEMENTATION OF CUSTOM FUNCTIONED PARTS - Gravity Rings (current lineup gets you 8) - Various "building block" like parts to create custom buildings and make your own structures - MOAR HUBS (pressurized for crew, of course) - Basically all the parts seen and promised during development - A system to allow you to build and launch rockets from designated colonies - Compatibility with @The Space Peacock's incoming ISRU mod (assuming we can both get the code working) - Larger than large existing parts (like solar panels, normal panels. etc.) - More science parts (current plans more than double the current science experiment roster) - More primary and secondary missions to fit in with what most likely would have happened, had this been an actual update Screenshots NOT MUCH CURRENTLY BUT WE'RE GETTING THERE Hopefully when this releases we can get the modding community back on it's toes BTW if you have any suggestions or ways you envision KSP 2 colonies that you would want to see put in the game feel free to put them in the comments! This early in development I definitely need some ideas!
-
yeah that sounds about right. slightly disappointing but hardly unexpected. well, the post was real, it just wasn't an actual job you could get. time for me to go back to making the mods for ksp2 i suppose
- 823 replies
-
- hype?
- ill-advised
-
(and 3 more)
Tagged with:
-
Yeah. That's my running theory. A skeleton crew to put out that new game in whatever state they needed it in. I don't got much hope KSP2 will continue official development under them, but there's a small chance.
- 823 replies
-
- 1
-
- hype?
- ill-advised
-
(and 3 more)
Tagged with: