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KSP2 Release Notes
Everything posted by GoldForest
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What's the likelihood of this happening in KSP 2? In one of the other threads I mentioned that Rask and Rusk might be quasi-satellite orbiting neighbors. In order to keep them facing each other, they would have to be tidally locked, which means that one of them would spin retrograde. This got me thinking, would we be able to have Retrograde Planets? And if so, would we want maybe one or two of the original planets to become retrograde? Another thought occurred to me that would we want maybe a Uranus analog, a planet on it's side. What about a planet that spins in reverse compared to Kerbin?
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I already posted this a month ago. And its Glumo, not Blumo.
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It is your cpu. Ksp loves single core performance. That little phenom 2 1100t is what's holding you back. Look around, people are having better performance. Yes, it is the games poor coding, but it has gotten better with 1.8. If you're having issues, it's your cpu, I have no other answer for you. Get an 8th gen Intel or a ryzen cpu, then pair it with high speed ram. You'll see the difference.
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For anyone wondering, I've been testing the dev version with 1.8. It works fine. No problems encountered thus far, though I've only played around with LDC at this point. Edit: The Dependencies also work, except you'll need to update B9PartSwitch to the latest version. Edit 2: I was testing the Scout rocket, and I know it may get removed, but the 3125 fairing gave me a hard time, not wanting to close.
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Cross Platform Multiplayer for KSP 2?
GoldForest replied to THE17KYD's topic in Prelaunch KSP2 Discussion
Sony is actually giving up their high-horse routine. They will start allowing Crossplay. Nintendo has allowed crossplay in the past and has actually agreed to do more crossplay, including a huge update to Minecraft Bedrock edition. PC, Xbox, and Switch can all play Minecraft together. So Nintendo crossplay isn't that far fetched. The only problem is if Sony keeps their word.- 17 replies
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How will orbital motion work in KSP2?
GoldForest replied to Clockwork13's topic in Prelaunch KSP2 Discussion
More than likely it will be a quasi satellite orbit. That will mean tidally locking the two together and days are literally a year long, but hey, if it works, and doesn't cause game breaking bugs, I think I'll be fine with that. It also means one of them gets a retrograde revolution. -
Cross Platform Multiplayer for KSP 2?
GoldForest replied to THE17KYD's topic in Prelaunch KSP2 Discussion
I doubt PC and Console will get cross platforming. Xbox One X/Project Scarlett, PS4/5, and POSSIBLY Swtich, will be able to play with each other, but not PC for the simple fact that as @EnderKid2 pointed out, PC can mod like crazy. So yeah, three way crossplay with consoles? Possibly. Four way crossplay with consoles and PC? No.- 17 replies
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How will orbital motion work in KSP2?
GoldForest replied to Clockwork13's topic in Prelaunch KSP2 Discussion
They're probably going to be locked in place or orbit a non viewable object. It's been confirmed patch conics are coming back iirc, so there's only those two options really. -
KSP 3 will be on Unity if it is ever made. There's no other game engine that lets you do in KSP what Unity allows. Unreal engine - Made for Shooters and Racers. Bethesda's game engine - Made for shooters and sword fighters Cry engine - Made for shooters No engine can do what Unity can do. It's a universal game engine, which can do anything you want or need it to do. 2d Platformer 3d platformer Flight simulator Side scroller rpg FPS and TPS shooters. Name one game engine that is more robust than Unity? That is readily available for developers to use? The only way you won't get a KSP made in Unity, is if someone made a custom game engine for KSP.
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Just Partical emitters everywhere.
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[1.12.x] Portable Rover Components
GoldForest replied to linuxgurugamer's topic in KSP1 Mod Releases
Ser...Seriously? -
[1.12.x] Portable Rover Components
GoldForest replied to linuxgurugamer's topic in KSP1 Mod Releases
Geezer, how many does this one make? Fifty mods that you maintain? Neat rover btw. Glad to see it. Now we can have a Mun rover on our Saturn V missions. -
Deep level coding is also to blame for KSP's performance issues. If Squad would go back and recode KSP 1, even just a little bit, it would go a long way. 1.8's performance gain is kind of evident of this. The upgrade from DX9 to DX11 gave it a lot of performance boost. Shadowzone did a video where he compared physic explosion times. 1.8 won obviously. There was little time that the scene was frozen.
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Because you are in a very small minority. "Unity sucks because it sucks." Is what you've been saying. You've shown no evidence to support your claims. Everyone and their dog is telling you that Unity doesn't suck, that it's the developers fault for poor performance. And when we ask you for sources, you ignore the request. Honor the request, show tangiable evidence that Unity is the problem, and not the game devs, and we'll start supporting your opinion more as fact. But until then, you will get little support from the community. Also, My Friend Pedro is not 2D. It's a 3D side scroller.
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You claim it's laughed at and yet more and more companies use it. Btw, here a list of every game made in unity: https://en.wikipedia.org/wiki/List_of_Unity_games Some notable titles from that list: My Friend Pedro - I have it, runs great, no performance issues. Human: Fall Flat - Don't have it, watched it on youtube, have not seen nor heard of any performance issues. The Stanley Parable - Don't have it, haven't heard of poor performance. Cuphead - Saw no performance issues with it. All these games have little to no performance issues from what I've seen. Unity is not the problem, developers are. If you want to complain about a games bad performance, blame the devs, not the game engine. Unity is not "For your grandmother to use." Unity is like Java, you have to know how to use it AND know how to use it well. Some companies just cut corners, and it shows with poor performance.
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There are no fanboys here. Only people telling you the truth. Unity isn't the problem. It's how you code in unity that is. KSP 1 was coded poorly, and slowly but surely they are trying to fix it. Look at KSP 1.8. It has better performance. Also, if you want a thread deleted, it's always a good idea to ping the mods directly so that they don't have to just go looking for threads that want to be deleted. @Snark @Vanamonde Are the main two I see poking around the KSP 2 section, so probably best to ping them.
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Rask and Rusk - Binary planets Glumo and Merble(Merbal) - Saturn like planet and her ice moon That's all we know right now.
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Multi-monitor support in general. Some people have more screens than a stock broker.
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You fool! I have trapped you! But in all seriousness, putting another voting option to include "A day or two after launch" would be redundant. You're pretty much buying it day one, so you voted fine.