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KSP2 Release Notes
Everything posted by steuben
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Good luck with the endeavor. You may want to read through So You Want To Write a Webcomic [link redacted for section 2 concerns. But searching Tvtropes for "Write a Webcomic" will find it. -ed]. While it is for webcomics, you will find that if you do a search and replace to YouTube Channel it will read pretty much the same.
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- What do you mean, how many boosters? - <eye buggy scream>All! Of! Them!</eye buggy scream> *cough* But, it tends to be 2 to 8 boosters, asparagused together, around a core. Everything tends to have the same engine. The core will sometimes be much weaker depending on what I'm lifting. Mental note: design a single booster rocket.
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The sun's name is Kerbol. The Doylist answer is that they were called Kerbals back when it was two guys shooting rockets off in the school parking lot. Everything extends from that. The Watsonian answer is in the older forms of the language it was Kerbinal, of the planet Kerbin. However, over the course of time it has been truncated to Kerbal. But careful, such things a very deep rabbit hole to go down.
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It is functionally synonymous with jpeg, an image file format. The move interesting question is "why?"
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Blocker features in KSP2 -- what would stop you from playing it?
steuben replied to a topic in Prelaunch KSP2 Discussion
1a. A digging game sounds like it would be boring. 1b. It isn't the Kerbal Landscaping Program. 2a. An argument against using voxels can be found here: But, it boils down to the data requirements for one planet let alone several _will_ explode your hard drive, melt your ram, and turn your CPU and GPU into jelly in that order. Followed by other really awesome and smoke generating stuff in any other electronics within a 10 metre radius. 2b. Extra-kerbol planets could be procedurally generated, and stored as chucked difference maps. You will still have to fall back on having to store whole planets for the Kerbol system so that the starting parts of the game are consistant. 2c. It doesn't matter if the voxel is exposed or not. You have to know what is there prior to the exposure. Otherwise you will just get a void, rather than an empty space. 3. Drawing the voxel is a solved problem. The first generation of the solution... for digital electronic computers was developed back in 1982, though for static images. In the early nineties it was fielded, though as I recall the commercially available areas were a few miles a side, for real time terrain generation. 4. I think I had a fourth point but three will be sufficient. -
KSP Freezing
steuben replied to Getgotyeet's topic in KSP1 Technical Support (PC, unmodded installs)
What mods are you using? -
Little that can be done for those that don't RTFM and don't TTFT. The little "you failed, here's an idea prompts" will get very old, very quick, See TVTropes's Annoying Video-Game Helper. And can point in you in the wrong direction if not _very_ intelligent. Was that crater you made because you came in too fast, at the wrong angle, didn't pack chutes, didn't pack enough chutes, packed the wrong chutes, forgot to open your chutes, opened the chutes too soon, opened the chutes too late, or your probe core ran out of juice 10 seconds too soon? For the fuel-tank-engine triangle just need a page Civilopedia style (or as best can be done to maintain multi-platform usability) that says this fuel is stored in these tanks, and used by these engines... having just said that. I'm going to have to sit down with KSPedia. It may actually cover everything.
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A Thread for Writers to talk about Writing
steuben replied to Mister Dilsby's topic in KSP Fan Works
<Sir Alec Guiness voice>That's good. You've taken your first step into a larger world. </Sir Alec Guiness voice> -
Define deep. Are we talking Usborne's "Book of the future" deep or we talking Hayes manual for Star Wars/Star Trek deep.
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In this corner hailing from deepest darkest Mexico, trained in the old Aztec ways, the current Champion... Kerbal Space Program! In this corner hailing from mysterious American northwest, trained in Grizzly Style, the challenger... Kerbal Space Program, TWO! And now ladies and gentlemen. It's time. It's The Ultimate Showdown! of Ultimate Destiny! LET'S GET READY TO RUM~~ML~~~~~~~~~~~~~~~~LE! *cough* Now to answer the question(s) at the top. It's not terribly obvious, nor automatic. Several counter examples to the implied logic exist in several fields. Finding them will be left as an exercise for the reader, some in gaming have already been supplied. This can almost be answered with "mu". The question is similar to, "Are there USA ports?" and "Were IPv5 and IPv3 ever released?" Within a few versions, yes there will be KSP 2.0. Which will be disjoint and distinct from KSP 2. Finding an explanation of version numbering, again will be left as an exercise for the reader. Yes... I'm a little bit grumpy. My nice hot freshly brewed tea was steaming nicely when I left the local coffee place. Was sweet iced tea with crushed ice when I sat down at my desk at the office. Yes, it is/was that cold this morning.
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What was the heaviest payload that you launched to orbit?
steuben replied to AHHans's topic in KSP1 Discussion
I've got a design, the Bell series, that's rated to lift 1kt to a 1000km x 1000km. It could probably lift a bit more up there, and a fair bit more to something lower. But, I haven't tested it in the latest versions. -
Does anyone know (or predict) when ksp 2 is coming out?
steuben replied to Catto's topic in Prelaunch KSP2 Discussion
Tell you? siklidkid, there are no Republic Serial villains here. Do you seriously think someone would tell you the launch date of the game if there remained the slightest chance of it being delayed? It launched thirty-five minutes ago. ... Sorry certain questions always seem to suggest certain quotes. -
Guys, I need inspiration to play KSP again
steuben replied to Fierce Wolf's topic in KSP1 Discussion
Take conventional design and chuck it out the window. Don't go for efficiency go for style. -
Stuck in Orbit with MSL
steuben replied to KhanFoil's topic in KSP1 Gameplay Questions and Tutorials
Now the wackiness fun starts... Yes. VoidSquid has valid suggestions. And the box does exist for a reason. But... This. Is. K.S.P. Muhahahaha… ha? Where are my effects guys? There was supposed to be ominous thunder and lightning. Anyways, to keep things simple it is best to be in a stable and circular orbit around Kerbin, for preference. Just launch a "hand" of empty tanks, and structural parts, and parachutes, catch the errent craft and nudge it down to the surface. You won't want to warp any faster than 4x as the craft will clip through each other at higher warps. Atleast, that's a way to do it if you don't have the klaw. -
Transferring Fuel to a Stranded Craft
steuben replied to Flexico's topic in KSP1 Gameplay Questions and Tutorials
Do you have the obey crossfeed option checked in the difficulty section? -
Seems like it might be an interesting project to watch. One late stage product suggestion, depending on your, or volunteering minions, skill levels, a set with the windows green-screened.
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TLA_DEBUG_STACK_LEAK
steuben replied to Commodore_32's topic in KSP1 Technical Support (PC, modded installs)
Looks like garbage collection routines kicking in. But as for avoiding it... Not much in terms of options. Well short of having the code for ksp or <insert mod here> and a fair bit of coding chops. -
A Thread for Writers to talk about Writing
steuben replied to Mister Dilsby's topic in KSP Fan Works
I'm seconding KSK on this one. You've got the book club blurb, but not much else. It feels like you are going to run some simulations in the background and post the results, ala the classic bar fight show "Deadliest Warrior" [link redacted due to section 2.2 potentials. -ed.] Unless your going for something like Star Fleet Battles, but given the fact the New York whitepages is smaller than the rule book that is a fair bit of work. Any more backgrounder information, or simulation rules? -
Which features will you forgo for an early release?
steuben replied to Xd the great's topic in Prelaunch KSP2 Discussion
I'd be prepared to take a hit on graphics, textures, complex lighting and shading, water effects, ground effects, etc. Though I recognize that this won't speed up development much, as graphics tends to be a separate task stream from game code. At least on larger teams. And a lot of effects stuff is handled by the engine and not built in house. -
You've been playing too much... or playing too long in a single session. Either way you may want to consider invoking the TVTropes dive protocol.
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Contract equipment question
steuben replied to amarillo114's topic in KSP1 Gameplay Questions and Tutorials
What mod pack are you using? -
Closer to three, and 61% off the bundle
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You're playing it wrong... kind of. Well, I say that half seriously. As for the question at hand, backstory no, back'verse yes. Let me expand on that a bit to explain the difference. Backstory everything that happens to a character to before the story starts. For example Jeb is the top test pilot for Keuthan Aircraft, working for a mid size manufacturing firm because of PTSD and approaching burnout. Val is one the top Naval Squadron Commanders, and one of the top 15 fifteen pilots in the Naval Air Service. Bill is a recovering addict and a tool pusher but got a break and cleaned up, for the most part, when the offer to work with the program finally found him. I could go on, but you get the point. Those are just one line descriptions, full backstories really should be a few paragraphs for minor characters to pages for major characters. The Star Wars canon is a good example of this. And that is a mere bagatelle you may say, or at least you may say if you are of certain cultural persuasions. But, backstory implies forestory, or plot. That is where the real skill of the craft lies. The run, gun, and brown of modern FPS don't need much, either backstory or plot. But, for example, Alien Legacy is a game heavy on both backstory and plot. The mechanics of the game guide the player towards the plot. In this case about half the weight of the game is in the plot, the rest in mechanics. The extreme of this could be XenoSaga, very high on cut-scene*plot/gameplay ratio. Back'verse, or 'Verse, is everything. It includes that which is explicitly and implicitly in the game, in the manual, or never published but used as developer's notes. For example Cthulhu Mythos, Middle earth, Conan, Buffyverse, Star Wars, Dunivese, or the Whoniverse. All of these include that which directly plot related mentioned in book/movie/episode. For the sake of explaination I am going to slice plot and characterization of this, essentially all that is Backstory. But, this does not mean plot details. For example, out of the Star Wars' Verse the standing record for the Kessel Run is approximately 12 parsecs, with all the risk that implies. The safe route is at least 20, and maybe more depending on the ship. But... there is of course the villain of another story in which a child warren rat of an industrial world rises to become a top ace pilot and counter-insurgent operative to avenge his orphaning because some farm-boy got off a lucky shot. In that story the main events of the first Star Wars movie become the mere colour details of the 'Verse rather than the backstory. It really does depend on where in the 'Verse you stand what is backstory and what is 'Verse. Part of what makes KSP 1 what it is, is the lack of a backstory, any kind of backstory. And only the barest of publicly available 'Verse notes. Though, I do wonder how canon the singing skulls (Dia de Muertos at the Kerbal Space Center, https://www.youtube.com/watch?v=nlodzmClw0o) are. Sure, one can just up and say, "sod this. Im'ma gonna make my own." But, there is a reason why fandom is occasionally fan dumb, and flamewars start, and the threat of backdraft is such a minefield. Now, all that being said. I am not saying hard no, for KSP 2. But, to do it right, and with in a decent production schedule, takes skill and resources. I'm not saying that Star Theory and Private Division haven't been putting what's needed into it. They have been playing things really close to their chests. But, this is one of those areas where you either have to go all out, or put in a polished minimal effort. There unfortunately no real middle ground.
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What tips would you guys have for making a KSP cinematic?
steuben replied to ResonantWaves's topic in KSP Fan Works
Suggestions for mods and supporting software... Others will be able to do that. But, I've heard good things about OBS, virtualdub, and the Adobe suite. As for equipment, well I'm old school so I'm going to recommend pencils and paper. Sure you could use one of 'dem 'der fancy new fangled word processing softwares, but I could never get 'em to work. What you will want to do is write a script, and plan. There is a saying that for every fifteen minutes spent planning your video you save roughly three hours of shooting. Of course there is an upper limit, but moving from no script to a moderate amount of script you will save yourself a lot of reshoots. Learn about storyboards. They will help you to frame each scene in the video. And, let you order the shots for the best flow. Sure, you could do it without any of that if you are skilled, lucky, or both. But, when the skilled, lucky, or both do it, that's when the great videos happen.