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KSP2 Release Notes
Everything posted by Talavar
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Been a long time since I played modded. KIS?KAS has changed quite a bit. can someone give me a quick rundown of how to use the joint sockets? I used to be able to just rightclick and connect pipes last time I used it.. Now I put them on there, and right click.. nothing happens. I'm assuming you have to use a tool or something, now. I checked youtube for a tutorial, but to no avail.
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Everytime I come back ready to play the game, it's just been updated, and the mods are ruined.. My biggest gripe is kopernicus being destroyed constantly. So I downgrade to an earlier version, only to find that the good system packs are either gone or broken somehow. So, I have a suggestion... Add a new optional star with new planets in the distance. If a single dude can make kopernicus, surely you guys can slap together something that works in the base game and add an alcuberrei(sp) drive. then we won't really need those mods anymore to make it exciting... Let's face it.. the kerbol system is worn out...we need some new worlds to explore..Sure, the update looks pretty... but pretty and boring just doesn't help... Just my two cents. (edit) guess I should have put this in suggestions.. If a moderator would be so kind as to move it over so I don't have a duplicate..
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Last time I really played KSP, I got a mod for kopernicus (I think it was on github) that had a bunch of star systems in it.. you could download it in it's entirety, or in separate Solar system packs. Unfortunately, my computer at the time bogged down to a crash from the lack of system resources.... Anyway, I've finally built my dream computer, and I'm REALLY ready for it.. lol... If anyone could point me in the right direction, I'd be grateful! .. (edit) If I remember correctly I think one of the star systems was called the "Armor system" Or something really similar.... IF you don't know, I'd LOVE some recommendations for non-conflicting star systems that I can add to my game. Cheers!
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Blocker features in KSP2 -- what would stop you from playing it?
Talavar replied to a topic in Prelaunch KSP2 Discussion
Never again will I joke about this.. Shortly after, I ended up in the hospital with Heart attack symptoms. Ever since, My life has been a rollercoaster of Medical tests, Constant fatigue, Digestive problems, Dehydration, numbness throughout my body, Massive Anxiety, and Doctors with no answers..... I logged onto the forums tonight and found that as my last post.... Seize the day my friends. Relish what you have. It can be turned upside-down in an instant. -
Quit busting ma Ballz Linux. lol
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If I remember correctly, Lightspeed is 186,000 Miles per second. On a typical rig, that would give you (maybe) 2 Positional updates inside the ring before you moved beyond it. So yeah, unfortunately it wouldn't work, (Unless you got REALLY lucky) or, they used a trajectory calculation to see if you actually passed through something between frames.
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An explosion effect on any scale is something that can be preloaded, and relatively small in file size stretched on sheet to make it look more massive than it is, with smaller masks for detail depending on LOD. I do understand the recalculation of orbits that you're talking about once the gravity well is gone, but i believe it would be doable, however. This was already accomplished in ksp1 by a mod about 4-5 years ago that I used (which I was going to link but it seems to have been lost in time), except that he didn't implement an explosion, or a left-over nebulous effect. He just deleted all assets, and the gravity well (i believe he just set gravity to 0 for the rail) on impact, and it was instantaneous There was a small pause during the craft orbit updates, but it was barely noticeable (and I was using an AMD 8800k). If it was implemented now, a preloaded explosion effect would play, and the nebula effect could be preloaded as well, (as were all assets in KSP1) and basically hidden, and simply swapped with the planet when it was time. The gravity well would simply be released or zero'd out. The scope of this is relatively small.. It would be nice to see it done by the team themselves, so it would have a professional look, actually have an effect, and be part of the coding itself. Quite frankly with a whole team, with the small amount involved, this could probably be accomplished in a day or two. (or just one night by one dude with a large pot of coffee.. :D) (Edit) I couldn't find that mod, but I did manage to find another one that accomplished the same thing, only in the form of a bomb that you sent at the planet rather than an asteroid.. Sadly it broke after he "updated" it a second time, then It seems he lost interest.. lol.
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Whoa champ, You're blowing the scope of this way out of proportion. Simply remove said planet when it hits.. play a large explosion animation.. all vessles/bases on the planet, or in low orbit, are removed/destroyed.. remove gravity well.. replace with relatively sized nebulous effect. That's all that needs to be done. nobody is suggesting that we have thousands of debris particles, or impact calculations for some giant dramatic effect. lol.. Maybe a few large "rock" pieces could be left behind (if so desired while programming depending on the amount of work they decide to put in) which could even be represented by typical in game asteroids flying off in random directions, but that's really all that would be required. It's just a game, not a BBC featured presentation on "The Dangerous Universe" lol.. While I'd love to find a game like that, I'm just talking about what's in the realm of current reasonable possibilities.
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TY!
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I'd love to have your coords on duna for this flat spot.
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I'm sure I'm not the only one interested in how the game is progressing. I know this can be a "pandora's box" type of move in development, but it doesn't have to be very descriptive (as to keep all the pessimists at bay). Just small updates on how things are progressing. AKA (we're 60% done implementing multiplayer, or something similar). Would be nice to have little bump updates.
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This just shows me your a fine person, open to opinions. There's always middle ground. "Good on ya, mate!"
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This comment seems pretty ironic. We're discussing something. If you don't like it, you can see yourself out.
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See above bud, I think I figured it out. Not at all.. already figured it out.. See above.
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That's exactly what I mean as well.. We need reasons to do things. NOt just "get science to get bigger engines, so you can go get more science to get bigger engines, etc." The novelty of building space stations around Jool, for basically no reason loses it's flare REALLY fast. There has to be something that extends gameplay beyond getting science, and money. Once you have all the parts the game feels basically over, because from that point on, it's just repeating the same missions. Sure you can have fun building ridiculously large contraptions with your huge bank, but it ends there. There's no reason for the huge contraptions. Now "Imagine if there was a reason" As for the timed Asteroid swarm, I LOVE IT. I've been thinking how it could be done, and I think the following would be pretty good for everyone. it could actually be a triggered event..using the observatory, you look for Impacting asteroids on another body (takes 100,000$ (or some high number)funding in career mode).. The observatory finds one, and gives impact date Data, And a random GIGANTIC class (Class K? lol) then it adds it to the star map. You have X time (would be set to something over 100 years or more depending on what planet is used) It gives inclination data, and how many orbits it will make before it actually hits. A planetary explosion could literally be used on any planet. You cause a severe light burst, then remove the planet, and leave behind a replacement model that's basically destroyed. or just a debris field (would have to think on this one)... Anyway, you pay the fee, and from that point on, it's up to you on what happens.. Sick of Dres always hanging around doing nothing? Let it be destroyed, and then go check out the mini dust nebula that was left behind in the collusion. lol quick and dirty, here's the setup. It would orbit a while having near misses for many orbits until one eventually lines up. This could be used on any planets orbit, so we'd never know what's coming when we pay that fee, and would add to the excitement. Anyway this would also appease people with opinions such as " IncongruousGoat " As it's not a "tick" button at setup, but rather something you can start at any time (IF) you want to. Or they could make it both.. SO you never know when something might show up!
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So even if you don't have to use it, you still don't want it, just because you don't want it there, even though it wouldn't be there for you... Also, collisions aren't outside the scope of what happens in space. and it's only one planet out of many star systems that we're going to have... I dunno man, but that sounds a bit "selfish" to me.. Just saying.. If you don't like them, simply untick the box.
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Honestly, now that I think about it, being that it's a game, I guess it really wouldn't matter how big it is, as long as it's gigantic compared to the approaching ship. to give it that "OMG IT"S HUGE ™ " feeling. Yes for some it would feel that way, but as I said in my original post, it could be a simple checkbox when starting a new game "Do you want cataclysm turned on" If not, It would simply remove said comet, or simply move it to a different trajectory, and you wouldn't have to deal with it. Hence we all win.
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It would definitely make it way more interesting if detail was put into it. And yes you have the right idea, The asteroid would have to be on a trajectory either into the sun, or clear out of the game.. Of-course you'd have the the ensuing "Everyone try to put it into solar capture" forum post, which I'm sure we'd see some VERY inventive attempts. lol (Edit) came up with better implementation.. see below.
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I just heard of KSP 2. Are they officially using Unity?
Talavar replied to ronson49's topic in Prelaunch KSP2 Discussion
Honestly, It's been a long time since I've programmed anything, so my knowledge at this point compared to yours is probably classified as prehistoric.. That being said, I'll take your word for it. lol -
Actually, the required processor specs may be dropping. I know that sounds odd, but with the new threading abilities, processing the physics is going to be much easier on the system.. not to mention that they are implementing a physics "LOD" system on top of that, which is supposed to make it even easier on the processor. The physics calculations are generally what slowed us down before. This time around, I believe it's going to be graphics upgrades that you'll be focusing on. They've already stated that you'll be able to have a much higher part count than in the previous game due to the new engine (I believe I heard them say "Around 5x more, but I'm not giving that as a definite answer" in one interview). That in itself basically says "no upgrade needed here", however, we've all seen the new graphics. They're definitely going to be at least slightly more demanding.