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KSP2 Release Notes
Everything posted by NoMrBond
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Bug Status [3/11]
NoMrBond replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
Does a sprint now mean potentially 0.2.2 mid April? Without making any promises or guarantees of course -
Introducing For Science! - Major Content Update Out in December
NoMrBond replied to Intercept Games's topic in Announcements
Is there a VOD of Nate's talk, or was it live or nothing? -
Bug Status [10/4]
NoMrBond replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
I don't know, they've already talked about switching from their own legacy multi camera custom render pipeline to HDRP, and from PQS to CBT, which both sound pretty in-depth as to game systems they'll touch For all we know it was already in the plan to use it for colonies and the like, which exist, but we haven't seen any of yet Or maybe they're just updating from 2020LTS to 2022LTS because the '20 is falling out of support, I was hoping they'd be planning on using some of the new features and capabilities which were coming along with the engine update -
Bug Status [10/4]
NoMrBond replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
Is part of the plan with the switch up to Unity 2022LTS being able to use DOTS (considered 'production ready' in said 2022LTS) for parallelization/threading these sorts of background (out of focus) processing elements? -
Wobbly Rockets with David 'Trigger' Tregoning - KSP2 Dev Chat
NoMrBond replied to Intercept Games's topic in Dev Chats
It almost seems like the physics needs a fix akin to the krakensbane solution? When the part mass difference becomes too large, the smaller mass object starts getting calculated relative to the larger mass object rather than all joints being the same kind of joint So you only end up grouping constellations of parts with acceptable (to the physics solver) mass scales together, and everything else is relative So lets say, you have two large objects bridged by docking ports, in the current system physics would go HUMUNGOUS-tiny-tiny-HUMUNGOUS, but what if (at the physics level) the game just did the joint as HUMUNGOUS-HUMUNGOUS with the docking ports visually present (placed by relative position), but not in the physics hierarchy. -
Unity went crazy, what will happen to KSP2 (and KSP1)?
NoMrBond replied to marce's topic in The Lounge
It seems likely this first 'spill' of the change of conditions from Unity is just a Door in the face maneuver With eventual scaling back to changes to what tiers of Unity (standard/pro/enterprise) devs need to use by install base, and then a top max 5% level just like Unreal uses Seems to have been very poorly handled by Unity though -
Reentry Heating Effects with Chris 'Mortoc' Mortonson - KSP 2 Dev Chat
NoMrBond replied to Nerdy_Mike's topic in Dev Chats
Those plasma trails look pretty sweet so far Are there any plans to add a bow shock/wave as well? -
Does this also address the inability to stage launch from bodies? That was kinda distressing when challenged to an Apollo style mission, but if you tried to do the ascent stage launch from the Munar surface it would just... not let you leave, and keep teleporting you back to the ground because you were "Landed"
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Developer Insights #18 - Graphics of Early Access KSP2
NoMrBond replied to Intercept Games's topic in Dev Diaries
What renderer is the game currently using? -
Every time you hear the developers talk about the game, you can tell they really care, makes me excited for the future of the game because they really want to make it right (and do right by the community, and modders too)
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Seems like a solar system map? Big light at the left being the star while the next two look like planets on orbit lines (with moons) Perhaps they're showing us the layout of other solar systems we could visit (in KSP2)?
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Developer Insights #17 - Engines Archetypes
NoMrBond replied to Intercept Games's topic in Dev Diaries
Given that later, higher-tech engines could just be straight up better than earlier ones, how will KSP2 handle this? Could the engines be improved or diverged to fill niches with variants (e.g. LR-87-3 on kerolox, LR87-5 on hypergols or LR-87-LH2 on hydrolox) or an upgrade system (e.g. S-3D->H-1->RS-27) to keep them relevant as surrounding technologies improve? -
Seems like a safe bet that airstrips would be covered under the whole 'can build new bases' thing considering what's been show of establishing new VABS/locations already
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Because pre-alpha (usually) means they're still in the research phase and have not settled on what features they want to implement, or feel they can implement Maybe pre-alpha means something different for the IG team, but the idea that there is still not a firm-ish set of features and game scope just has me scratching my head is all A rough outline of what Intercept considers the pre-alpha/alpha/beta stages would be helpful?
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I like what I am seeing Except that bit at the bottom which still says pre-alpha That bit worries me
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Would it be possible to follow this the rest of the way through in a future installment? Taking it from the blockout model shown at the end, through the rest of the process to a finalised functional in-game part
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Perhaps members of Intercept (either including or specifically Nate) could do an official Reddit, Twitch KSP-TV or KSP Discord AMA session at some point? Have a pre-thread where people can submit questions, which are parsed/moderated/collated to avoid live-thread internet insanity/trolling. Leave some space/time for live-prompted questions, or have other team members also answering in the thread as-is/when-is possible I imagine there's a lot of pressure on their time for development but hopefully they could get some time for some community outreach, maybe the community manager/s could swing something that works for them in lieu of other in-person events which have been forgone due to the current global situation?
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It seems unlikely that they'll work on integrating the CUDA branch of PhysX over the integrated CPU-only branch of PhysX as this would only benefit PC players, and then only those with suitable nvidia cards Could get HAVOK though?
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Will KSP 2 be optimised for NVMe M.2 on PC ?
NoMrBond replied to Infinity and Beyond's topic in Prelaunch KSP2 Discussion
I thought KSP's loading was slow because some part of it was only ticking over on a per-frame basis (I forget how asset ingest is tied to Unity frame/ticks), plus nothing happens in parallel with the loading, and you have to load almost everything right at the start. So even with the fastest HD/SSD/NVME drives in the world, you stop seeing any loading speed improvements as soon as your drive can supply info faster than KSP can ingest it I highly doubt KSP2 will use the same kind of loading (probably move to Unity asset bundles), but will it use DirectStorageAPI (the PC equivalent of XBX's Velocity architecture or PS5's Kraken-12) for like really taking advantage of storage access speeds, who knows (it's not out yet) -
Maybe hide a kiddy pool and an umbrella up there
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Hi Dr Nate, Thanks for keeping us in the loop with clear communication Look forward to hearing what you and the team have been up to again soon Cheers, NMB.
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will KSP2 have its ground using soft-body physics?
NoMrBond replied to nukeboy76's topic in Prelaunch KSP2 Discussion
If they stick with PhysX they might drop in the APEX Destruction extension (unless that's baked in now like APEX Cloth was?) Blast library, with the release date now being 2021 we should see at least PhysX 4.1 because Unity 2019.3 is out already with it. Perhaps they'll go for DOTS + HAVOK and we'll get stateful physics (I hope it does), then using the Cloth module on-top for body deformation becomes a possibility So maybe? -
A basic split of fuel types should work, since you're going to have multiple fuel types later on KSP2 should introduce them throughout the game on to get players used to the idea (and also that you need to bring the right fuel for the chosen propulsion/engine/s) A super simplified Hypergol & LF (RP-1) & Cryo (LH2) with Ox staying the same throughout may work. Perhaps being LOx and applicable everywhere, which is a bit of a stretch but would cover basically everything up to almost current era with some research progression. Maybe you want to go a step further and give Hypergolics their own oxidiser (engines and bipropellant RCS using the hypergol F/O, and monopropellant RCS using the hypergol-fuel), but that leaves hypergolic oxidiser fairly lonesome with little other commonality. Can you live with a semi-orphan resource/chemical, or tolerate oxidiser commonality? But what about mechanics, does stuff boil off, or freeze, what are your reasons for each fuel and what game purpose does it serve (if Ox being LOx is going to boil off, then you can argue to keep Hypergolic Ox which doesn't boil off since it occupies a game niche rather than become redundant). Need to consider what works at a game level without making things a chore as well, but a lot of that could be hidden behind difficult (i.e. abstracted fuel/ox like present at low difficultly, with more complexity as difficulty increases, but that's added complexity plus all that needs balancing)
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Take the time to make it the best it can be I mean, don't Duke Nukem your timeline But do make the game you're proud to have your name on ..also please inject the next KSP2 dev video straight into my veins, the last one has almost worn off