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Everything posted by NoMrBond
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Yeah we didn't have version confirmation at the time but as of the recent developer interviews at Pax West Star Theory was building on Unity 2019.2 Assuming they don't version-freeze and stay current until much closer to release then DXR could well be available (I'm hoping they include the FleX as well as the DXR if they end up using DX12)
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Will any of the new boosters have selectable vacuum nozzle variants (especially for the 0.625's)? Would be cool to have a PAM / StarXX alike kick motors. And the Unity upgrade is already mostly done? Great googly moogly.
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DasValdez KSP2 Interview Information
NoMrBond replied to GoldForest's topic in Prelaunch KSP2 Discussion
Are we getting the ability to assign engines to different control schema? i.e. right-click > you respond to RCS controls now etc? -
Would it please be possible to have Metal enabled for the Mac release of KSP 1.8? Metal support by Unity 2019.2 should be pretty good now
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Righto;
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Content creators dinner following the Star Theory presentation (via Scott Manley's phone);
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Since they're already showed what looks to be a Direct Fusion Drive An extension of that is to have your engine breed He-3 [Breeder Fusion Engine] No idea whether it'd just be easier to mine though
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So a guesstimate of When in 2020 KSP will come out
NoMrBond replied to Redneck's topic in Prelaunch KSP2 Discussion
It says spring, so sometime between Thursday the 19th of March to Saturday the 20th of June -
Going to go out on a limb and say there are also cryo-propellants, based on the water vapour clouds visibly falling from the tanks here I mean, the vapour cloud by itself is also cool neat, plus you can see a water deluge sound suppression system too, and even gas burnoff sparkers as well at various points.
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Quite a bit of familiar material and also in Dutch, but has a few actual in-game scenes I haven't seen in other videos;
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Will Planets and Moons be larger in KSP 2?
NoMrBond replied to heyyitsnick's topic in Prelaunch KSP2 Discussion
I hope they do change the Kerbol system a little bit, keep the same general layout but move/resize things enough that the system would actually be stable (maybe uhh... chuck in an extra gas giant between Jool and Eeloo though /cough) I mean, if they baked in the ability to set system/body scaling as an option so people could crank that up for added difficulty that would also be great -
Hopefully they're using at least Unity 2018.3 for the undated mono, and even more hopefully (but less likely since it only came out in April) Unity 2019.1 which has the improved incremental GC
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One please Toot tooooooooooooooooooottttttttttttttttttttttttttt
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There's another developer interview with beanscom as well
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KSP2 Flight UI from Developer Story Trailer
NoMrBond replied to PistonMiner's topic in Prelaunch KSP2 Discussion
Hopefully the UI is modular customisable widgets Pull them out or pop them up from some widget draw, make them the size you want, where you want them, clip them together or snap them to the screen border for perfect alignments Include a couple of default layouts for people that don't want to mess with that, but then players that want to dig into it can make it whatever they like. -
If they're using a later version of the Unity engine (2018.3 or better) then they'll get the advantage of PhysX 3.4 which should be a decent upgrade In one of the dev interviews at Gamescom it sounds like part of the KSP2 push has been restructuring and refactoring the entire codebase The breaking of compatibility affords them the ability to really dig deep and fix/change what's needed without worrying about what it might do to peoples saves or other concerns
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Not presently, Unity announced they would be supporting ray-tracing earlier this year but thus far I haven't even even spotted it on their roadmap There was some activity pointing towards this being under Vulkan's scriptable pipeline support, but even that was pretty tenuous so we really don't know My hope is for at least Unity 2018.3 so we see PhysX 3.4, .NET/Roslyn upgrade, prefabs/nesting and the terrain system. 2019.1 would be good for the incremental GC too. As long as they're stepping up from DX9
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Still on Unity Presumably 2018.3 or newer though
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They'd need to have KSP2 running on DX12 to use the DXR extension Which would be good in its own right
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KSP Loading... Preview: The Mun Texture Revamp
NoMrBond replied to St4rdust's topic in KSP1 The Daily Kerbal
Does this also have an update to PQS surface-generation system to take advantage of computational acceleration (i.e. using command buffers as suggested a long while ago by Mu), or is it higher fidelity of the surfaces by using larger textures feeding into the existing system, or is the update graphical in nature only (i.e. better skin/mesh/textures over surfaces of comparable complexity to what is presently available)? Maybe that isn't quite phrased right, but it would be cool to have a DevBlog going into the underlying details (technological/process) of the update if possible -
Kerbal Space Program 1.7: “Room to Maneuver” Grand Discussion Thread
NoMrBond replied to UomoCapra's topic in KSP1 Discussion
How about the ability to establish new Launch Sites in general? Could require these to have vehicle requirements in career mode, i.e. need a certain tonnage of vehicles at the site with power generation, so many Kerbals, ISRU etc- 243 replies
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- grand discussion thread
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