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Talavar

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Everything posted by Talavar

  1. The timewarp problem was already resolved in Luna Multiplayer. They simply need to use the same subspace method. IF a docking port is currently occupied in another subspace, then you can't dock to it, to keep from causing an unexpected disaster. As for the others' comments about griefing.. This will most likely be cooperative play between friends that you invite, so griefing won't really be a thing... I mean ...unless that's your plan for the server in the first place.. lol... I played MANY hours in Luna Multiplayer cooperative, never got griefed once. We were too busy building space stations, extraplanetary bases, and communication relays.
  2. New animated tutorials, improved UI, and fully revamped assembly and flight instructions Next-generation engines, parts, fuel, and "much more" Interstellar travel, featuring a solar system with a ringed super earth with "relentless" gravity, and one with a binary pair called Rusk and Rask "locked in a dance of death", another with "Charr", a heat-blasted world of iron, and "many more to reward exploration" Colonies, "dependent" on resource gathering. You can build "structures, space stations, habitations, and unique fuel types". Eventually (once it gets big enough I assume) you will be able to build rockets directly from these colonies. Multiplayer (not clear whether it will be cross-platform). More details on this coming later Modding capability. Modders have "unprecedented capability" that they did not have in KSP 1. More details on this are coming later Axial Tilt - Some planets will now be spinning on a tilted axis. "Lighter" physics calculations for processing speed: we put a lot of thought in to optimising the way that we’re calculating rigid body physics, working with ideas like basically a LOD system for those physics calculations. overhauled the map view and map system to allow you to plan a continuous acceleration trajectory. added a couple more levels of time zoom because many of these voyages take years. overhaul of the terrain system with procedural textures so no two locations look the same. new surface mesh scatter system, so there’s a lot more small scale detail on terrains as well. "we’ve overhauled the way engine plates work so that mutli-nozzle engines like the Mammoth are no longer really necessary, because you can attach four vectors to a 3.75 metre tank and get a similar result.We kind of want people to be able to mix-and-match engines" "in a more recent version of Unity, we get a lot of the benefits of using physically-based rendering, which includes reflection modes, plus new shaders and materials." "We have a planet shine system now, which means that at night on the surface of Kerbin there’s Mun light and that’s surprisingly beautiful." " ‘will there be more exotic DeltaV challenges?’ The answer to that is yes. We’re developing the new celestial bodies with a specific view to making sure that we’re continuing to challenge players as they get deeper into the game." "low maintenance life support system" (according to German interview) -----------------------------------------------------------------------(PAX West Info)--------------------------------------------------------------------------------- Explosions will be different depending on the amount of fuel involved. Modding- Tools are being developed right now using Lua but the language isn't necessarily final. PQS+ has a ton of hooks for custom tools. NO DRM on single player KSP. Can't yet comment on DRM for multi-player - still working on how account auth flows will work. The entire simulation core has been rewritten. "Multithreading has been addressed but I won't get into it because people define it differently. Way fewer bottlenecks, much more optimized is the idea." Kerbin's overall geography is the same. Other planets have had facelifts to give additional geographic history. You can now create rockets in individual sections and piece them together. Yay QOL! There is also blueprint style build mode that makes placing and aligning parts easier. The VAB is overall much much larger. The new Maneuever element on the HUD is a 3D representation of your ships orientation in regards to prograde, normal, etc. Useful. Colonies: You can build anywhere you can land. You don't need flat ground. Colonies are built, not grown, and will need resources supplied in order to build Colony buildings and any rockets/vehicles you build at them. Colony population does not grow over time. Colonists are brought in manually. Colonists also - ahem - multiply when you accomplish something and give them a reason to celebrate. Bottom line is you can't fast forward to grow population. Much higher part counts are going to be available but they can't give numbers at this stage of development. Kerbals experience force! You can see it in their portraits and cockpit view. They even black out. And scream and flail in terror. They're much more animated and expressive, and have emotes you can use as well. Planet rings have big rocks. ground scatter will now have collusion. (no more flying through rocks and trees!) .. Better look for a landing spot with no rocks.. ----------------------------------------------------------------------------------------------------------------------- Lastly, something interesting brought up by Scott Manley... You cant have a binary system with the KSP Railed, patched conic system. Yet, one is in the game..... What's going on here? Thanks to https://twitter.com/badnewsbaron for new info, and @NoMrBond >> GoldForest! For bringing it to my attention. Here's a photoshop rendition of the Current KSP2 UI ............... Are those volumetric Plumes? (edit)- digital camera shots of actual UI in links on page 2.
  3. I'm not sure how building a whole new game will ruin the original, but lets look at whats being improved here.... New animated tutorials, improved UI, and fully revamped assembly and flight instructions Next-generation engines, parts, fuel, and "much more" Interstellar travel, featuring a solar system with a ringed super earth with "relentless" gravity, and one with a binary pair called Rusk and Rask "locked in a dance of death", another with "Charr", a heat-blasted world of iron, and "many more to reward exploration" Colonies, "dependent" on resource gathering. You can build "structures, space stations, habitations, and unique fuel types". Eventually (once it gets big enough I assume) you will be able to build rockets directly from these colonies. Multiplayer (not clear whether it will be cross-platform). More details on this coming later Modding capability. Modders have "unprecedented capability" that they did not have in KSP 1. More details on this are coming later Axial Tilt - Some planets will now be spinning on a tilted axis. "Lighter" physics calculations for processing speed: we put a lot of thought in to optimising the way that we’re calculating rigid body physics, working with ideas like basically a LOD system for those physics calculations. overhauled the map view and map system to allow you to plan a continuous acceleration trajectory. added a couple more levels of time zoom because many of these voyages take years. overhaul of the terrain system with procedural textures so no two locations look the same. new surface mesh scatter system, so there’s a lot more small scale detail on terrains as well. "we’ve overhauled the way engine plates work so that mutli-nozzle engines like the Mammoth are no longer really necessary, because you can attach four vectors to a 3.75 metre tank and get a similar result.We kind of want people to be able to mix-and-match engines" "in a more recent version of Unity, we get a lot of the benefits of using physically-based rendering, which includes reflection modes, plus new shaders and materials." "We have a planet shine system now, which means that at night on the surface of Kerbin there’s Mun light and that’s surprisingly beautiful." " ‘will there be more exotic DeltaV challenges?’ The answer to that is yes. We’re developing the new celestial bodies with a specific view to making sure that we’re continuing to challenge players as they get deeper into the game." ----------------------------------------------------------------------------------------------------------------------- Lastly, something interesting brought up by Scott Manley... You cant have a binary system with the KSP Railed, patched conic system. Yet, one is in the game..... What's going on here? (Real N-body physics?!))
  4. I'm assuming with the announcement of KSP2, with multiplayer and mod support, you guys will be gearing up to focus on the modding scene there? Just wondering!
  5. Sorry for the late reply. We've come to the conclusion that it was (other)mod related, interfering with LUNA.
  6. Hello, Fellas. Have a question that someone may be able to answer fairly quickly. Me and my brother are currently playing with the luna multiplayer mod. We are trying to cut down on as many mods as possible, but interstellar is considered to be "required". What is the bare minimum of the files packed with interstellar that are required for it to function? What we see in the pack are: 1: Filter extensions 2: Filter extension configs 3: Community resource pack (we already have this) 4: Hide empty tech Tree nodes (we already have this) 5: Interstellar Fuel Switch 6: Kerbal Joint Reinforcement (we already have this) 7: Patch Manager 8: Photon sail 9: Tweak Scale 10: Warp Plugin If you could just give the numbers of the files Above that are required, that would be all I'd need. Thank you in advance!
  7. Heya Dagger, everything seems to be working fantastic. The only problem we (my brother and I) have encountered is the ships acting erratic on the launchpad. They actually get warped underground in some cases.. other times, it spawns the ship at 1 Kilometer, on stabilizers, ready to launch (hilarious looking actually..lol)... Other times, the game will load in, and act normal for about 5-10 seconds, then the ship will randomly explode for no reason, even after liftoff. It only happens directly around the KSC. This is resolved by turning off LMP, as i've tested launching the ship in the same game without LMP enabled. We started with the latest version of KSP and current mod version, then reverted to 1.6.1 . Same issues in both version. Is there a setting that we can tweak to help out with this, or is this just something we have to deal with for the time being? Any help or info would be appreciated! Thanks in advance!
  8. Having this exact same problem. Did you manage to find a fix for it? (Edit) FIxed it for medium sized ship by turning on "auto increase MTU" Larger vessels still freezing up and exploding.
  9. So I built a ship to go to duna, it has 2 tanks that stick out from the sides with thrusters on the rear. However, the docking ports are WAY too flexible and they basically fold in half when I apply the thrusters even a little bit.. while I understand there should be some flexing, they are unrealistically folding at a 90 degree angle.. is there a mod that makes couplers (docking ports) less"bendy"? and more likey to just flex a tiny bit, then break?
  10. Just interested if anyone has tried the foundries wheel mod, Kopernicus, infernal robotics, and extraplanetary launchpads? I'm really interested in this, as I loved DMP, and would love to play with those 4 mods. KIS/KAS would be a plus as well. And Dagger: For making multiplayer mods, You and Godarklight are Gods among Insects.
  11. Alright.... I found CKAN on Github, but there's like 7 asset files there.. Can someone queue me in on what's required? Is it only the exe? Obvious i don't need the source files.. so only 5 actually.
  12. Alright, thanks mate. I'll DL CKAN.
  13. Heya guys, I was checking out spacedock, and as far as I can tell, only about 1 page of mods has been updated so far. I've been out of the loop for so long that I'm not even sure there is a loop anymore... lol.. Is spacedock still the main repository for mods? or am I missing something else/new? Seems like an unusually long time for the mods to get updated. They used to (generally speaking) happen almost over night after an update. I'm not complaining about the length of time.. Just making sure I'm looking in the right place, and that they aren't being updated elsewhere that I'm unaware of.
  14. Heya fellas, It's been a long time since I used this mod. Is kethane/karbonite still required to mine ore, or does it now function with the default KSP drills?
  15. I checked out the spacedock website, trying to find mods... I noticed there is a search-bar at the top, so I just tried typing in Mechjeb then CKAN, and a few others.. It seems to show every single mod EXCEPT the one I typed in.. does anyone actually know how to navigate this mod "suppository" lol (edit) nevermind, I checked out the overly complicated advanced search.l everything is fine now. lol
  16. I just never thought of KSP as being much of a "purposely blow each other up" type of environment. I generally end up with enough explosions as it is.. lol
  17. I started playing KSP today after about a year long hiatus. I built an SSTO in the SPH, only to find that when I launch to runway, it slides around like it's on Ice before I even throttle up, just like it used to.. lol.. Has anyone created a mod that addresses this yet?
  18. I guess the desire to "compete" could hypothetically cause a problem, if you're intending to knock them out of the sky. My experiences with DMP are strictly cooperative though.. In my scenario, that issue really isn't a problem, as we sync up specifically so we can cooperate together. I guess we are looking at it from two different angles.
  19. The allure of working together to build space bases and stations is what keeps this going. my son, my brother, and I have built moon bases together with DMP. Not only that, one person focuses on putting up refueling stations in orbit, and the others haul fuel to it... etc.. it just adds co-op to the mix, and it's really quite fun. Unfortunately it seems that it needs to be hard-coded into the system to function correctly. The major flaw that DMP has is how it handles movement, and the occasional cloning of ships due to misunderstood communications between the external server and the games inner code. It has to change the data on each persons client from an external source, which seems to cause problems. The timewarp issue is all but completely resolved in DMP, as anyone who has already used it can attest to, so I'm sure Squad could simply do the same thing and put the icing on the cake. Over all though, DMP is an enjoyable experience. Especially since you can run your own server, and only invite friends. (no griefing).. It just really needs fleshed out, or simply integrated into the game itself so it's functioning with the games code instead of trying to manipulate it from the outside.
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