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KSP2 Release Notes
Everything posted by GoldForest
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Works well enough. Besides, Saturn revamp will fix that. And honestly, the redstones around the Juno are just like .1 meter too wide to line up with the s-ivb. The only real problem I have is getting the right length. I had to add the tank extensions to make it long enough to look right, but its longer than the actual modeled first stage, so I settled for longer than shorter.
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An amendment to my previous want. I want colony runways, but I want them buildable tiles like everything else in the colony. I want the ability to make a 10 mile runway that tilts up into the sky. I want the ability to build a quarter mile runway that drops off a cliff into a ravine. I want the abilty to twist and turn those tiles how I see fit, so I can make the Daytona 500 in KSP... or the conceptual circular runway.
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Thought of a thing I would like for colonies. The ability to build a runway if an atmosphere is present. If a planet has an atmosphere, you're obviously going to want to fly around in it, and that would require a plane, which requires a runway.... unless they expect us to do VTOLs all the time.
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I've found that you have to take a shallower launch angle with the Saturn I. Set the turn to start at around 3km or 300 m/s. And then set the curve to around 75 to 85%. I use this with stock as I dont play with size resale mods, but I've found that the higher the appoapsis upon first stage cut off, the better chance the second stage has of getting into orbit. I don't know how to translate those numbers into JNSQ, but just follow these tips: Start gravity turn later than you would. Make sure the turn curve is more shallow. (65% is normal, go for 75 to 85%). Make sure to set the Apollo CSM to orbital config to reduce weight.
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Maximum playtime: 2 hours Maximum time owned: 2 weeks* ** *Note that's 2 weeks from game launch/release if you pre-ordered/pre-purchased. **Note that if you pre-order/pre-purchase a game, you can refund your money any time prior to release. Edit: Confirmed information https://store.steampowered.com/steam_refunds/
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[Alternate History] With the Atlas CELV being a huge success, NASA moved on to their next project, Saturn I and Saturn V. Well into the project they found a problem with the Saturn I first stage, delaying it for another couple months. This did not bode well for the project. This would push them back for the launch of the Saturn V if they could not test the CM and LM in orbit around Earth. A decision was made that the CM, LM, the newly finished second stage of the Saturn I and the newly finished third stage of the Saturn V, would be tested using the Atlas CELV. The numbers were crunched and they found that if they didn't ditch the skirt stage at all, it would have the power needed to send both stages into orbit. Two test were conducted, both unmanned and with no payload. The Saturn Atlas was born. (Left: Saturn Atlas IB Right: Saturn Atlas I) How to make: Saturn Atlas I - Simply use the Herakles' Interstage to connect the Saturn S-IV to the Atlas CELV. Set the interstage to white and no vents. Also don't forget to remove the stubs on the S-IV by removing the shroud. Makes it look cleaner. Saturn Atlas IB - This one takes a few more parts. Attach a 3.75 structural support tube to the interstage node of the S-IVB. Then attach a 3.75 decoupler (I used stock version) to the bottom of the tube. Then take the S-IV interstage, flip it upside down, then attach to the decoupler. Afterwards, disable the decoupler in the S-IV interstage.
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Space race with a person? Yes. Space weapon race? Only in modded games.
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Cross Platform Multiplayer for KSP 2?
GoldForest replied to THE17KYD's topic in Prelaunch KSP2 Discussion
For the simple fact that consoles will get probably only 5% of all mods. And the mods that do get put on console will be approved by Microsoft or Sony themselves. Nintendo doesn't even allow mods I think, might be wrong though. On top of that, Star Theory will have to take a mod and put it on consoles. They're not going to look through every mod. They might do a community vote thing, but that might happen once every update. No, I dont see crossplay with pc and consoles working out. It would take too much effort imo for the devs to keep up with how mods update constantly. I doubt consoles will even ever see mods.- 17 replies
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It feels more like OP is saying, "I'm blaming KSP's performances issues on Unity and not the dev's poor coding skills, because I am on a Unity hating ban wagon," to me. They asked for good 2010+ 3D unity games that didn't suffer performacnes issues, they were provided. They ignored them and kept requesting them. Then when the community requested they provided evidence that unity was the problem, they ignored them and even went silent. OP doesn't like Unity because it's Unity. That's the message I am receiving.
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Outside multiplayer? Nope. That would require a computer controlling a rival space agency or race, and I dont think Star Theory is going to do that.
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Cross Platform Multiplayer for KSP 2?
GoldForest replied to THE17KYD's topic in Prelaunch KSP2 Discussion
Maybe project Scarlett and PS5 will be able to handle it. Doubtful, but you never know. Microsoft says Scarlett will be 4 times the performance of the X.B.O.X.- 17 replies
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No worries, just be sure to check dates and do a forum search to make sure it hasn't been posted already. Also, you can lea e your own breakdown up. I'll request this thread be merged with my own. @Snark @Vanamonde @Gargamel Could you please combine this thread with the one I made?
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Retrograde and Odd Rotation Planets Discussion
GoldForest replied to GoldForest's topic in Prelaunch KSP2 Discussion
I don't know. Do any of the umpteen planet packs have retrograde planet revolution? -
Unreal engine wouldn't be able to handle KSP that well imo. Sure, you could use unreal, but I feel unreal would create performance issues for KSP. The game engine is built for specific things and I doubt KSP is one of them. Squad and Star Theory would have to write a lot of custom code to the point that it would probably be 40% Unreal 60% Custom. At that point why not go 100% custom code and engine? And yes, it's not the game engines fault per say as coding is 50% of the problem. A badly coded game on a good engine will run like crap. A good coded game on a poorly coded engine will run like crap. Unity is not a bad engine, so we have to chock it up to poor coding, which KSP 1 has. KSP 2 hopefully will have good coding.
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Retrograde and Odd Rotation Planets Discussion
GoldForest replied to GoldForest's topic in Prelaunch KSP2 Discussion
I don't know what I was thinking, but you are right my kind sir. My mistake. Although, I would like to see a binary system with prograde and retrograde revolutions. Would make it interesting. -
This is a month old, and it's already been posted in the KSP 2 Discussion.