mattihase
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KSP2 Release Notes
Everything posted by mattihase
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I mean out of the other roadmap items: Multiplayer was always gonna be last because having to QA both singleplayer and multiplayer with each major update would be a huge increased weight on dev time/resources. Interstellar ready engines have been stated to require resource gathering if you want to build them in career mode Resource gathering has been stated to no longer be ISRU and require Colonies and trade routes So... unless anything new has come up, the OG roadmap was already arranged in the order of "the order things need to be developed in" anyway. Probably not a bad idea to assume it'll still be more or less in that order. Although given the talk of the imminent upgrade to using HDRP, I could see that getting a major release update number.
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Parts & Vessels Wobbly aircraft wheels like in KSP1
mattihase replied to WhereAreTheBathrooms's topic in v0.2.0
IRL having your centre of mass far above your wheelbase is not great for stability. Might be worth looking into what IRL airplanes do to reduce this. Probably something along the lines of going into advanced suspension on the wheels and stiffening the hydralics to stop any oscillationfrom growing. -
Parts & Vessels Parts inside fairing heating up
mattihase replied to GradientOGames's question in Parts & Vessels
this seems to happen for engine shrouds too. -
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB This might be an expression of the general "shroud appears on re-loaded vessel" bug. If this is consistent it could be a good way to reproduce that. Included Attachments: .ipsImage { width: 900px !important; }
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To me it feels like the baseline value isn't 0 but is about -10.
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Is this a just above 70 issue or does it stretch quite a distance into space?
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if you put something on the pad you should be able to see the readout on the screen. I used to do something similar to work out Delta V back in the day in KSP1 before they added mass readouts to the VAB.
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One think I've noticed in the 0.2 settings is an option to toggle mutli-joints. is there any clarification on what these are anywhere?
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Can we talk about accessibility?
mattihase replied to The Aziz's topic in KSP2 Suggestions and Development Discussion
Yeah if I was using my laptop's screen rather than my monitor I would not be able to see any of that. -
Is the date for the update still today?
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I mean i'd definitely say the approachability, both in terms of features but also yes in terms of tone too. It's like the "losing is fun" mythos of dwarf fortress where when you start out it's ok that everything is going very wrong because that's part of the charm of the game, and then you get to a point where you can though brute force achieve anything, and with the end game of once you get really good, you're able to play out things seriously and impressively and in the way you want. The big difference being that the UX kinda made doing a lot of high concept things easy to eyeball rather than being made out of two jumbled up typewriters and requiring a wiki to turn the game on. KSP2's UI has a bit of a way to go to become as dumbass friendly as KSP1, and honestly KSP1 has gotten pretty cluttered the last few updates. I feel like both games have also drifted towards the assumption that the playerbase understand the underlying stuff what the game is doing a lot more as a result of trying to provide better tools for veteran players, and that might be true or it might not be, but it's still pretty good.
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you have no idea how happy it makes me to see a boat not HL2 Physics Glitching itself into the bottom of the ocean.
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Interstellar Engines for In-System? (Far distant speculation)
mattihase replied to stephensmat's topic in KSP2 Discussion
Even disregarding cutting down transfer time, more efficient engines will still speed up shipping by allowing for a more favourable payload to fuel ratio, which reduces the amount of flights you'd need to transfer the same amount of resources, and will therefore lag the simulation less. I think a progression system that allows the scale of the game to expand while also keeping lag in check is a good progression system. -
Also one thing I am curious about from any polyglots here is what kind of font does the game use for non latin alphabets? I don't currently have it installed to make way for the 0.2 zip file to be downloaded and unzipped (I don't have a lot of spare hard drive space), but I can see the game supports Russian, Japanese, Korean, and Chinese so are they also using pixel fonts for the various alphabets those languages use?
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It's always kinda bugged me that the wing edit box always seems to show up exactly under the part manager and always behind it so if part manager is open I can never see it when it first pops up.
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I will say in the map view the pixelated vessel icons kinda remind me of back when I made one of my earliest unity games and it was in a "pixel art" style but it was before they added the pixel perfect camera so the whole world was made out of pixel art but because it was moving around and rotating all smooth and some stuff was scaled wrong, it looked jarringly bad, and anyway yeah "giant pixel art capsule awkwardly scaled on the screen" is reminding me of that and how irritated I was with not being able to get that looking good. On the other hand it does remind me of old flash animations and webcomics so that's kind of nostalgically good, but still I think in this context it do kinda just look bad.
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Interstellar Engines for In-System? (Far distant speculation)
mattihase replied to stephensmat's topic in KSP2 Discussion
Someone is going to try and get there using one RAPIER and 1000 years of gravity assists and I look forward to celebrating it.