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Jarin

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    Titles! Titles for everyone!

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  1. I used to be really into KSP and mods here, but have been gone... well, pretty much since a bit before KSP2 was announced. So I'm rather out of date on the state of the modding scene for KSP1 and what the local genius modders have whipped up over the past several years. So here's what I'm wondering - How many of KSP2's vaguely planned features can be approximated by existing KSP1 mods? Let's start with colonies, since that was at least something we had a number of answers for back in 2019. Colony parts mods are reasonably plentiful, but how about ISRU and off-Kerbin construction? Is Extraplanetary Launchpads still the primary answer there, or has a successor come along? Mama needs a proper orbital shipyard. Any answer for automation and/or resource shipments? How about future tech progression? Those fancy metallic hydrogen engines and the like. Can one make a reasonable tech progression mod collection from vanilla up through theoretical, or even FTL? How about rare resource acquisition? Any mods that give unique reasons to visit various planets? Maybe we need Jool for proper production of H3, or can only find exotic matter for top-tier tech out on Eeloo (or beyond). Which leads into our interstellar options. I know Kopernicus supported multiple star systems, but it's one I never played with. How well could one use that to create an interstellar space program, starting from Kerbin? Most important... how well can the KSP1 engine be made to function with this theoretical mod list? Assuming a relatively decent*, but not bleeding-edge modern PC. Don't care about running graphics at max shiny, just want more than like, 5fps average late in a space program, especially if I have anything resembling a respectable satellite network. I'd greatly appreciate if anyone could point me in the right direction of answers for any or all of these. I've felt the KSP itch again for a while now, but kept holding out hope that KSP2 would go somewhere, if I just waited a little bit longer. * Core i7-14700KF, 16GB ram (to be expanded), Radeon RX 7800 XT, m.2 ssd games drive,
  2. Patch 1 after 6 months of Musk development: Removing anything even hinting at female Kerbals. Re-introduced noodle rockets.
  3. Any idea why I can't get region info to load? Nevermind, I see now that I tried the RA-2 and RA-15, but those are both visual map only. Still having a weird problem where scan progress resets when I switch away from the satellite.
  4. I remember it used to be much the same thing in KSP1. I figure balance tweaks are down the priority list a ways. Good to keep noting it, though.
  5. Continuing to appreciate the new approach to communication. Thanks, folks.
  6. So what's the problem with the solution that the mod types had on like... day 2? Just upping joint strength x10 or more. (not actually meant as a 'gotcha' here, I'm actually curious if there's a reason that solution isn't ideal)
  7. I love the inherent humor when someone posts a poll positing a "correct" answer, and that gets less than 10% of the vote. Feels like Tumblr in here today.
  8. I have no problem with interviewing with small creators, honestly it's pretty cool. But how is it supposed to work when nobody knows it happened? Finding it accidentally through a *like* on twitter? How many people even look at that? Nate interview scavenger hunt next?
  9. Posted 7 hours ago with all of 27 views, no announcement anywhere... am I missing something obvious here? I feel like I'm missing something obvious here. Found it only because the KSP twitter liked a post mentioning it.
  10. Given the publisher constraints that Nate almost certainly contractually can't talk about, the release has honestly gone fairly well. And remember, they're seeing the day-to-day bug fixes and improvements that we don't get to, along with the feature dev that's being done in parallel.
  11. Supply routes will primarily be abstracted. You won't be seeing cargo ships flying around at feature release, if ever.
  12. I do hope this will be updated soon. Either make thickness a cosmetic thing only, or give it a purpose. Having it just be a "voluntarily fly worse" slider is just... bad.
  13. They keep saying they want people to go out and get science, rather than getting much from around KSC. I really want specific science-related goals for specific technologies. Give us a reason other than "I need points" to go places.
  14. On the topic of the big rovers, I suspect the long-term intent is to have them built in place at colonies. Just like huge interstellar ships are to be built in orbit. Much easier to handle physics there, too.
  15. They did say that you could "Rogue One" an orbital station with a pusher ship, even if colonies couldn't mount engines, so there's some kind of simulation. I expect it's just simplified and/or has larger component chunks. Like that hydrogen storage array there - that could have dozens or more parts if built in the VAB - could be a single Part. Likewise those identical residence rings.
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