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Pulstar

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Everything posted by Pulstar

  1. The music is mindblowingly good. Sound effects and all the little sound design details as well. Ion engines are very good now thanks to thrusting under non-physical timewarp. I'll need to build a NEP crewed mission with them one day. The skybox is pretty All the parts looks great and the painter makes this even better The planets are pretty all the little references like the space oddysey kerbal loading screen, the broomhandle loading screen, the kerbal spoof of Carl Sagan's Cosmos in the intro movie
  2. Built ion engine probe with 30 km/s of delta-v or something like that to check out how the acceleration under timewarp works. Crashed the probe into the Mun as I flew past the good old Mun Arch on the crater rim. Quickloaded. Quickloaded a ton of times because I kept forgetting that "X" does not work for cutting throttle while timewarp is active (I need to log a suggestion regarding this). Send the probe on an interstellar trajectory while trying to get into solar orbit (again forgot "X" doesn't stop timewarp/cut thrust under timewarp) and lost contact, quickloaded again. Derped around overshooting Jool with my overkill delta-v budget. Managed to get an encounter eventually. Struggled to do gravity assists from Tylo/Laythe to correct ridiculous inclination difference because I really miss seeing the flyby path around the encountered body and not just around the parent. Flew by Tylo, Vall. Tried aerocapture around Laythe a bunch of times. Crashed into Laythe's seas a bunch of times. Flew into Jool with the probe, learned it does indeed have a hard surface at least for the moment, some debris survived the impact. Built a interplanetary mothership with 100 tons of hydrogen in those 2 large spherical tanks, the new nuclear gas core engine and a reactor for power. Attempted to build a launch vehicle for the mothership, more boosters and struts helped. Lost control of the rocket a bunch of times because the payload inside the fairing was longer than the launch vehicle itself. Finally got it into orbit after deciding to not do a gravity turn until 40km altitude.
  3. 3 years, announcement was in 2019, and the release date then mentioned was 2020. Article from 2019 with the original date: https://www.eurogamer.net/kerbal-space-program-2-in-development
  4. I'm excited to explore, go further than any kerbal has gone before, find and settle new places on the known and yet to be discovered worlds and do so with sometimes extremely over-engineered spacecraft, planes and rovers. I'm excited to witness the different suns rise above horizons yet undreamed and unseen by kerbalkind. I'm excited to push the envelope and to dare to dream of the stars themselves being within my reach.
  5. I think the hex code input was mentioned as something that will be added in the future by one of the attendees. I agree that saving a custom pallete would be nice, I would totally do that.
  6. One of the video mentioned that there's a transparency slider which seems to define how reflective/metallic the paintjob look, maybe setting it to maximum opacity would help. Depends how the lighting system/materials/shaders are set up currently.
  7. I have a GTX 1660 and I'm hoping I'll get at least an old school v0.18 slideshow heavy launch experience out of it with tolerable fps in orbit once lifter stages are dropped at high-ish part counts (I also honestly forgot just how good/bad the PC I had back then was). My card is not that much worse than a RTX 2060, and if the target for minimum was 60 fps then an expected 40 fps on my card seems decent, if the target is 30 then 20 is still playable at least for me. Single digit fps during launch I already lived through once, it will make me feel like when I was younger I guess. On one hand I do want to complain we should have gotten the fps target for minimum and benchmark scenario information explained (is this during launch, what part count?) in addition to the resolution, but on the other I guess it's just a week away anyway to release so rather than pester Intercept with a billion clarifications on performance it seems better to just wait for buyers to post impressions on performance. I would wait a week before grabbing the pitchforks first, doubt the private division testers have every possible configuration of potato to determine the exact minimum specs That and I anyway planned to upgrade this year, and plan B was to go ahead with it a few months earlier if KSP 2 doesn't run at all on my desktop due to some hard requirement.
  8. Definitely on the 24th, although knowing life it will unlock in the late afternoon CET time and will be downloading for a bit. Then again kids will probably fall asleep just before the download finishes.
  9. Depends what the current bottlenecks or milestones missing are. The pre-alpha I anyway treated as either a proof of concept or something from an earlier build, test scenes and the like. I would assume that internally they are in alpha already, just not sharing anything from the current builds. Of course I would also sleep better at night if I saw a "alpha build" watermark slapped on some new footage eventually.
  10. I would go with either Firefly or Moth or Firemoth or Moth Flame for this one. Moth I think represent quite well the kind of attraction certain kerbals *looks at jeb* should have towards big nucular engines. Maybe Bug Zapper as a name in that case?
  11. Is it me or is the video quality a bit blurry even when picking 1080p on youtube? Nevertheless the effects are great and what I expect after watching so many real launches in the past few years since KSP got me heavily into rocketry, which actually bring me to my next question. Will the plume expand as rockets move up in the atmosphere? Lastly the music is great as always in these video, this track reminds me a bit of McCreary's work on Moore's Battlestar Galactica with both the drums and those woodwinds(not sure if those are those?) at ~20 seconds. It's so good it finally made me want to bother to login and post after about 4 years! The music in these show and tell videos is truly great.
  12. I expected a DLC announcement sooner or later, and the "working on something secret" bits have hinted as much. Seems nice, although I am not sure if this is exactly the kind of expansion I was hoping for. I hoped for more end-game content and some stock versions of parts I use mods for (electric propellers, nuclear reactors, fuel lines, more electric thrusters, more command pods and structural parts). The mission builder or historical missions do not appeal to me that much, then again I will see what the community does with it. More parts are always welcome. I do agree with the people that wrote that some stuff from the base-game and some features need fleshing out. Planet surfaces most notably. Then again, after so many years the game was in development, it is understandable that SQUAD needs cash for further development as the number of sales on the base game is probably past its peak.
  13. I was actually wondering about this when I saw the topic title. Is the method of formation the only criteria or do means by which it begun orbiting the parent body also count. I guess the international astronomical organizations are going to have another debate about that if a rock gets tugged into a (fairly) stable earth orbit by a spacecraft.
  14. There has been no mention of weather as far as I know. It would be really cool to have though, not just due to the eye candy factor making some planets (and a moon) feel more alive and dangerous, think of all the launches that had to be delayed in real life due to bad weather! Also flight and parachute landings as you mentioned.
  15. Doesn't a flyby just mean get into its SoI? That's pretty easy to do. It is the suborbital flight on the sun contracts that are insane, but even then mostly due to the Delta-v requirements. Now if they had land on the sun, that would be a death wish.
  16. It could have just been there as mod support though, with stock mining not using ocean/atmo extraction. I'll wait for someone to confirm if there really is an atmo scoop for resources.
  17. Why? Minor-planet moons are a thing in our solar system. It would also make Dres really cool. We should also have those for a ringed Gas Giant.
  18. Navigation Waypoints visible during flight view?
  19. Pretty much. Of course not just craters, although those are the ones which are obviously missing from (mostly) airless rocks. Duna and Laythe could also have dunes (Laythe has some now but they're too big), cryogeysers for Vall/Eeloo, puddle/pools of liquid, lava flow for Eve/Laythe. Surfaces with different driving characteristics, sand versus rock versus ice. Also there was talk of a procedural skybox at one point.
  20. Depends on where in the tech tree they will be.
  21. That arcing detector dish has to be brought back, it just looks so great. Not to mention the pump drill and rock drill. And this processor: Nova's parts are always great, they were what made KSP stock look stock back in 0.18.
  22. Toxic rain on Eve forming puddles in the ground, heat distorting the shape of the landscape, ocean currents that glow in the dark, thick fog periodically reducing solar panel efficiency and limiting visual range. In the upper atmosphere, lightning. Cyclones and thunderstorms on Laythe, geothermal vents and geysers, volcano eruptions and lava flow (doth under water and on land). Rain, snow, hurricane winds. Giant sea waves and storm surges clashing against the cold rocky and sandy shores. Duna, dust and ice kicked up dozens of meters high, dust devils, dust storms, snow. Sandtraps where rovers get stuck and kerbals sink in.
  23. It possibly is. The Mk3 parts are all brand new and supposedly there are still some which we are supposed to get. Like heavy landing gear. Remember that the mark 2 only got added in 0.24, with the mk1 inline clamp-o-tron being in the game since 0.18 when docking got added.
  24. With 0.90 I am slowly opening up to the concept of space stations and surface bases. From a profit-driven career mode point of view, a small exploration vehicle with a refueling hub pays for itself easily with survey contracts. Although it depends where, some bodies are ridiculously easy to survey. Some ideas and observations I got after playing 0.90 for a long bit: Xenon refueling hubs for low gravity bodies. Minmus, Gilly, Bop, Pol, a hybrid rover/ion engine lander with a command seat, profit. Bop and Pol in particular are goldmines, you just need one ship for both. Tiny Ion Engine lander (command chair) attached to a LV-N mothership. Attach a ton of radial xenon tanks to the mothership, profit. Use the LV-N to haul everything between Bop and Pol as the need arises, ion only for excursions, refuel once in a while since you don't want too much xenon on the lander. Laythe is just asking you to make a globe-flying jet with a claw and some rover wheels. Drop a rockomax 32 tank filled only with liquid fuel on some flat low altitude island. You're set for life. A decent jet design can easily go suborbital on Laythe saving a lot of fuel and making surveys quite easy regardless of the waypoint locations. Land near the tank, drive using rover wheels and land-dock with the claw to refuel. With the exception of Kerbin and Laythe exploration contracts have best profit-margins on small bodies where waypoints, no matter how far apart, are fairly easy to reach. With in-situ fuel production added from mods, I think Duna/Vall are the biggest bodies where a reusable survey vessel is viable. Alternatively Duna becomes more viable with electric propellers.
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