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KSP2 Release Notes
Everything posted by sumghai
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Many years ago, I wrote a comprehensive (headcanon) list of Space Shuttle and ISS-inspired space food menu for my Kerbalnauts, based on what would be sensible for storage, nutrition and morale:
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Recommended life support mods for RP-1?
sumghai replied to Royale37's topic in KSP1 Mods Discussions
[MOD - Moved to KSP1 Mods Discussions] -
[MOD - Moved to KSP1 Mods Discussions subforum]
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[MOD - Merged related threads into same topic] @gregdeen19, please note that new users require moderators to approve their first few posts, so I'd advise editing your existing topic to add more information instead of making multiple threads. To post images on this forum, you will need to first upload them to an external third-party image host (e.g. Imgur), then copy and paste each image's direct URL into your forums post editor window.
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As per the official Add-On Posting Rules, the rules apply equally to both add-ons/mods for the game itself and standalone applications such as this save editor. As long as it is posted or otherwise made available via official services managed by Squad, Private Division, Intercept Games and Take-Two Interactive, these rules apply. Official tools and software developed and provided by Squad, Private Division, Intercept Games and Take-Two Interactive are exempt from the add-on posting rules, due to their official status.
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@Ebubekir, I've removed the download link, as you have not yet provided a licence for the application. Please refer to my PM for details.
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Unification of UI elements is always good, especially by having a consistent design language that helps users quickly find what they're looking for. And I too would like to see hex code text field(s) for the color picker.
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What is keeping you from starting your KSP2 Mod?
sumghai replied to LuxStice's topic in KSP2 Mod Discussions
I'd love to port my SDHI Service Module System mod over to KSP 2, and maybe even revive the perpetually-in-alpha FusTek Station Parts project to take advantage of KSP 2's graphics/API. But until official modding support and a ModuleManager equivalent comes to KSP 2, I'm holding off on doing anything. I don't particularly care for the existing third-party injectors, simply because they're unofficial and competing with each other, thus splitting the playerbase and modding community, not to mention potentially breaking changes when the base game updates. -
Moved to KSP 1 Mod Releases subforum - congratulations on the release!
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Pause while in game menus
sumghai replied to DasWiesel's topic in KSP2 Suggestions and Development Discussion
Agreed wholeheartedly - I discovered last night to my dismay that opening the KSP2 in-game menu does not pause the game as expected, like before in the original KSP. -
Decided to put my brand new laptop through its paces by loading up KSP2 for the first time, and was greeted with this sunset upon completing my first non-MechJeb orbital flight around Kerbin: JebCamp△ DLC when?
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New members who edit posts need edits approved as well?
sumghai replied to Kilo523's topic in Kerbal Network
Yes, this is a precaution against known instances where spammers make seemingly innocuous posts at first, and then edit pre-approved posts with advertising links.- 1 reply
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The Mess Has Started - Two Different Mod Loaders
sumghai replied to linuxgurugamer's topic in KSP2 Mod Discussions
I'll probably wait until the official mod loader comes out, and I have a better idea of what parts/API will be added to the game, before I look into modding for KSP2. I've learned the hard way through my intermittent attempts at reviving/revamping the FusTek Station Parts mod that updates in Early Access often necessitate fundamental changes to how I mod, and I'd rather not repeat that Sisyphean experience. -
Color manager
sumghai replied to FreeSpaceIndustry's topic in Prelaunch KSP2 Suggestions & Development Discussion
I concur with all of the above, especially the ability to enter hex / RGB color codes. It would also be nice to be able to save and retrieve multiple presets, beyond the two Agency Colors. -
Please don't buff reaction wheels
sumghai replied to Vortygont's topic in Prelaunch KSP2 Suggestions & Development Discussion
I definitely agree with this sentiment. -
Simulation capabilities
sumghai replied to dansiegel30's topic in Prelaunch KSP2 Suggestions & Development Discussion
Personally, I think that for KSP2's career mode (or equivalent), mission simulations should have very limited fidelity, and be dependent on player progress: At the start of the game, the player agency knows little to nothing about other planets (other than they "exist") Players would first launch probes with scientific instruments to the Mun, Minimus and other nearby celestial bodies Using instrument data, the player can then generate very basic simulations to test subsequent missions The more missions and/or scientific instruments flown to a celestial body, the more accurate the simulations should be I also would prefer the scientific instrument unlock better simulations in a manner appropriate to each instrument - for instance, if your first probe to the Mun has a gravity sensor, your first simulation will include a basic gravity reading, but if not, your simulation will not account for gravity differences. I'd rather not see gamification in the form of trading genericized science points or cash for simulation fidelity. In short, simulations should really be for the late game, and the rest of the gameplay should encourage people to venture out and make mistakes. -
localization support
sumghai replied to REDdix's topic in Prelaunch KSP2 Suggestions & Development Discussion
I think it would be nice if KSP2 took a similar approach to Ludeon Studio's RimWorld, and made the translation templates available on an open-source code repository like GitHub. Users would provide translations to these repos, which the developers can then periodically integrate into each game update. It would be interesting to see how moderation/vetting is managed - Ludeon generally lets the community self-manage translation accuracy / appropriateness, as it may not be practical for Intercept Games to appoint a language-specific moderator for every locale they want to support. -
walking around inside shuttle
sumghai replied to dragonart777's topic in Prelaunch KSP2 Suggestions & Development Discussion
For traversable IVAs to be a thing, I'd be interested to see how the developers address the following: Internal collisions: Probably by having a simplified invisible collision mesh to go along with the more detailed diffuse/specular visual mesh When to decouple internal physics from external physics (e.g. a Kerbal bumping against an interior wall shouldn't push the spacecraft off-course) Preventing Kerbals from getting wedged/stuck (e.g. by making sure IVA collision meshes are all convex) Camera clipping / zoom level control for first person vs. third-person views -
Thanks for the heads-up, dev team! I'm way long overdue for a laptop upgrade anyway, and I look forward to trying out the game very soon.
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[MOD - Moved to Gameplay Questions and Tutorials]
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What KSP is really missing
sumghai replied to Andrw's topic in Prelaunch KSP2 Suggestions & Development Discussion
[MOD - Moved to KSP 2 Suggestions and Development Discussion subforum] -
Yeah, this was essentially the problem I had - they rotate once, then stop. And getting multiple light objects with the same name to play nice is also an issue that has plagued the SDHI SMS mod as well - I've struggled to get the docking port lights and emissives working properly again. In any case, if you do manage to figure this out, drop me a PM, and I'll fold your fixes into an official release.