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NexusHelium

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Posts posted by NexusHelium

  1. 5 hours ago, Scarecrow71 said:

    But for them to completely disappear after professing how much they loved the franchise?  Looks kind of bad.

    Not gonna lie but it’s probably the pressure of people constantly asking them to leak the source code and stupid stuff like that. I wouldn’t want to spend time with a community that pressures me or my team to break their NDA. Not to mention a large majority of the community just got mean after the layoffs, and I also wouldn’t want to be around a bunch of people that just flat-out insults my projects and/or myself and others.

  2. 48 minutes ago, foonix said:

    Now, if they'd shipped unused assets in the game files with the game, it might be possible to write mods that integrate those into the game.  But alas there is no one to do that and it's still pretty unlikely.

    Funny thing is there's already a mod that does that to some degree :P

    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

  3. 2 hours ago, RileyHef said:

    However, I think it is important to come to terms with the scope that this game can reasonably provide vs what we + IG dream it could be

    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.

     

    2 hours ago, RileyHef said:

    Is it possible for the game to properly scale in such a way to run complex gameplay features (colonies, interstellar, multiplayer, resource collection, automated deliveries, etc) simultaneously in a performant manner without access to the source code?

    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 :joy: (not saying there isn’t any of course. There’s obviously limits)

  4. 7 hours ago, RileyHef said:

    IMO, it seems KSP2 is hard-stuck as a small scale game. That would be fine if the game were meant to be a single mission simulator like Juno, but an interstellar space program able to collect and distribute resources between multiple colonies for hundreds of Kerbals (in a multiplayer environment)? They never had the tools to make it happen.

    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.

  5. 2 hours ago, Scarecrow71 said:

    He isn't a coder, so no, it isn't his fault that the code is a mess.  That lies with the coders.

    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.

     

  6. 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!

  7. 1 hour ago, Fizzlebop Smith said:

    Those two mod developers specifically have stopped working on the game. 

    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)

  8. 16 hours ago, Scarecrow71 said:

    I just hope you are able to get around some of the still-existent bugs, such as orbital decay, and parts falling through celestial bodies.

    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 :) 

  9. 16 hours ago, SheepDog2142 said:

    Wish this mod would come to KSP1. I know we have mech jeb over there but this one is just more compact and cleaner.

    Or we flip the script and bring all of the KSP1 mods to KSP2. That would be something :)

  10. 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.

  11. 2 hours ago, Kerbal Kommander said:

    Thanks for your work munix! I was waiting for colonies to come along to finally take KSP2 for a test drive, but it seems that will now never happen.  Thankfully the community has people like you that can still bring some joy to all of us who lost out and what could have been so much more.

    Colonies is a work in progress but that's what my role as a modder is rn ;)

  12. 13 hours ago, TickleMyMary said:

    Just that one non-functional part though, yeah? You tying it into "science" or is it purely aesthetic?

    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

    13 hours ago, TickleMyMary said:

    I'll be damned if I try to tell anybody else what to do with their time but I'd be equally damned if I sunk any "dev time" into KSP2... It's like buying a burger at Wetherspoons and taking your own relish to make it more palatable.

    Eh... to be honest I got more time right now then I have the right to be unproductive with :) 

  13. 35 minutes ago, Planterium said:

    I wonder if somebody will also make a mod on dealing with the bugs of KSP2 (i know community fixes exist but it looks like it stopped development)

    Well to be honest, after 0.2.2 there’s not actually a ton of terrible bugs in the game so it’s not a super high priority. Main focus right now if I recall is mainly just features and performance. I’m sure someone will tackle it someday though.

  14. 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 :D

    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!

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