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Everything posted by NoMrBond

  1. Does a sprint now mean potentially 0.2.2 mid April? Without making any promises or guarantees of course
  2. 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
  3. 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?
  4. 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.
  5. 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
  6. Those plasma trails look pretty sweet so far Are there any plans to add a bow shock/wave as well?
  7. 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"
  8. 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)
  9. 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)?
  10. 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?
  11. 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
  12. 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?
  13. I like what I am seeing Except that bit at the bottom which still says pre-alpha That bit worries me
  14. 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
  15. 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?
  16. Hi KSP Team, As DXT1 and DXT5 type DDS files are already supported, could we please get support for BC6H and BC7 type DDS image files added to KSP's loading system? The format itself is directly supported by Unity, but DDS files made in this format are rejected by the loader Cheers, NMB.
  17. This is what I'm hoping 1.12 is leading up to With a feature video of a sky-crane style landing with the rover being suspended from the sky-crane with cables
  18. On one hand, I'd glad to see these effects in game which looks like it's actually flexing SHURIKEN for massive amounts of particles without turning into a slideshow On the other hand, I'd also like like to see this tech make it into the engine/rcs particle effect system which bogs down quite significantly with far fewer elements
  19. Come on man, it's in the title 'leading' It's gonna be pipes and cables (and winches) isn't it? /grumblegrumble wheresthe3.75mdockingbatterysas
  20. 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?
  21. 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)
  22. Will higher level engineers use less 'stuff' from kits to repair parts (i.e. a low level engineer uses up a whole kit to repair a wheel, but a L5 engineer can repair 2 wheels with the same amount of duct-tape repair kit)?
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