-
Posts
4,585 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by GoldForest
-
Star Theory kind of has a hard limit. Not due to budget or software... but because Take Two has set a time limit for them to get KSP 2 out, at least that's the theory going around. Take-Two wants KSP 2 out before the fiscal year is up, which ends in March. So, Star Theory is more than likely going to push hard for a March Release to keep their corporate overlords happy.
-
They say we'll be able to build vessels well beyond our current limit. Krakens will always be a thing. Bugs and glitches exist and you can't hunt them all down. Your more likely to see LESS Krakens then NO Krakens. Garbage collector? Do you mean tracking mode delete feature? Landing pads on celestial bodies is confirmed, after your colony reaches a certain size. Mods and modders are already confirmed to be one of the key features. In fact, they are making KSP 2 even MORE moddable… idk how, but they said they are.
-
Helium-3 and mining it for fusion engines discussion
GoldForest replied to GoldForest's topic in Prelaunch KSP2 Discussion
Balloon or maybe some type of engine that runs off the gas inside the giant itself. -
Helium-3 and mining it for fusion engines discussion
GoldForest replied to GoldForest's topic in Prelaunch KSP2 Discussion
No, I don't mean a surface, I mean the collision model. If we could land on that through some mean and have a station sitting on the collision mesh, that would be useful. -
Helium-3 and mining it for fusion engines discussion
GoldForest replied to GoldForest's topic in Prelaunch KSP2 Discussion
Helium-3 not tritium. Hydrogen is hard to fuse than Helium. Anyway, mmm, I can see it. Oh! Wait! What if, they allowed us to land on certain spots of Jool with special engines attached? Like, let's say without these engines, we just impact Jool and explode, but with these engines, it allows the station to hover just above the impact zone/model? I know it sounds a little scifi magic tech, but in theory if you make a station that can survive the heat and pressure, and have an unlimited fuel source(Pumping Hydrogen from the atmosphere directly into engines) it could work. -
Two big features still to hope for: ScanSAT and KOs
GoldForest replied to Chilkoot's topic in Prelaunch KSP2 Discussion
I will agree it can become tedious, but I feel it's still necessary. Sure, launching the same thing can get boring, but a work around to this would be create one rocket that can do the job of three or four, so you're not working that much. Plus, launching a rocket is never quite the same. One mission might go off without a hitch, then the next you might accidently miss the engine cutoff meaning your rendezvous needs replanning. I am one for maybe autopilot in KSP, but nothing extreme like you're suggesting. Mechjeb I would be okay with, but only if it just controlled one vessel. On the other hand, I wouldn't mind something like fly together or burn together maybe... Actually... Thinking about it, I wouldn't mind a multi-ship mechjeb or maybe a master-slave KOS system, for example, there's 4 confirmed launch pads in the new KSC. If you put a rocket on each of them, then had one rocket telling the others how to fly, that I would be okay with. I'm assuming you mean a universe wide KOS, which I would be again, but a local KOS I wouldn't be. Something that requires a signal from a nearby source and not just a signal from planet Kerbin telling a ship to enter orbit around Jool while you fly a mission to Duna. -
Two big features still to hope for: ScanSAT and KOs
GoldForest replied to Chilkoot's topic in Prelaunch KSP2 Discussion
By including mechjeb, I was speaking of any automation for flight controls. I know they are different sides of the spectrum, but still. They're both automation, that's why I included it. So something like smart parts functionality inside of KAL? I actually wouldn't mind programmable sensors to trigger action groups at certain points. Or heck, just make smart parts stock. -
Two big features still to hope for: ScanSAT and KOs
GoldForest replied to Chilkoot's topic in Prelaunch KSP2 Discussion
KSP 1 does has a planet scanning tool built in, probably not as in depth as Scansat, it is there. And with KSP 2 being more focused on resource gathering for expansion, I'd imagine that unmanned scanning satellites will only become more needed, so I would say an analog of Scansat might come into play. As for KOS, I don't see that becoming stock. KSP is about flying rockets yourself. Leave KOS and Mechjeb as mods, and out of stock I say. -
How do you guys think Helium-3 or whatever they name the gas needed for the fusion engines will be mined? I can see only two possibly ways. 1) A ship with collectors has to dive into Jool's atmosphere, possibly deep inside towards the thicker parts of the atmo, and then boost out back into the station's orbit where the gas will be refined. or 2) The space station will have a magic vacuum suction device that will automatic suck up the gas without the need to dive into the atmosphere, but the station will have to probably be within 5 to 15K of the atmosphere, just skimming it. If anyone else has a suggestion on how else they might do it, I'm open to them, but right now, that's all I can see. Also, will we just get straight Helium-3 or will we get something like a gas mixture and have to filter out all the other elements like argon, nitrogen, hydrogen, etc. If so, I can see them adding ways to filter all the elements into separate tanks. Argon/Xenon gas could be filted into takes for Ion engines or plasma engines. Nitrogen could be filtered out for cold gas thrusters (RCS). Hydrogen could be stored for regular chemical rockets, or for use as a less efficient fusion fuel.
-
He-3 exists naturally in most gas giants. Jupiter has a large deposit and so does Saturn. It's definitely easier to scoop the atmosphere and filter out the unwanted gases (Argon, nitrogen, hydrogen, etc), or put the unwanted gases to work for something else, using the hydrogen to make liquid fuel for chemical rockets or use the nitrogen for cold gas thrusters (RCS) hmm, I wonder how we're going to mine it, will the miner how to dive into Jool's atmosphere to collect the gas, or will they do a magic vacuum suction device which just needs to be close enough to Jool.
-
Well, irl I believe we can create He3, but I don't see them allowing us to do that in KSP. I'd imagine tanks will be able to be filled in sandbox, but in career mode, we might be forced to use Jool as a He3 mining planet.
-
Well, they did say they added a new terrain system, and I wouldn't mind a pre-modeled cave or two.
-
I don't see why not. They do show a lot of cliffs in the announcement trailer.
-
The fusion engines will probably need He-3 which can only be mined from gas giants. Hence the space dock.
-
Not really. With the exception of the 1.875 parts, it pretty much follows .25 .5 and .75 parts. So 5.625 gets skipped, so does 6.875. And it's not awful game design as all the parts now have a standard set of sizes. And thinking about it, it's not really a rule, more of a guide. And what do you mean 2 gaps, there's only one gap between parts, and those are the skipped sizes that dont end in .25 .5 or .75, with exception to 1.875. Edit: oh, okay. I see what you mean. Honestly I'm fine with the gap as modders can make parts to fill them. And tbh, Squad skipped size 3 parts for a long time, so there was a gap anyway. Edit 2: I've noticed that with the 0.625 guideline, all the parts I KSP with the exception of .625 and 1.875 follow the even numbers. Edit 3: You're math is actually wrong. No parts except for 1.25 to 1.875 use the 1.5 rule. Every part uses the 0.625 rule.
-
Possibly, but I see then staying the same. Not true, all the parts follow the 0.625 rule. It's just coincidence that they are 1.5x bigger. 1 = 0.625 2 = 1.25 3 = 1.875 4 = 2.5 5 = 3.125 skipped 6 = 3.75 7 = 4.375 Skipped 8 = 5 9 = 5.625 Not implemented 10 = 6.25 NI 11 = 6.875 NI 12 = 7.5 NI So the next logical sizes are 6.25 and 7.5.
-
I believe they said there will be 2 bigger sizes. So probably 6.25 and 7.5
-
They haven't even considered early access, if the German interview is anything to go by. But like I said, I'm confident.
-
They've been working on it for 2 years now. I'm confident at the end of 2 years and 7 months, it will be ready. Ksp isnt a big game in retrospect.
-
The game releases in 7 months more than likely and at worst 10 months. Not 2 years. Unless you mean something else.
-
They're not baseless and they're not fantasy. They can and will fix most problems with KSP
-
Yes, new code contains bugs, but new code also fixes core problems. KSP 1 CAN'T fix some of it's 0roblems because it was coded so poorly. It's not lunacy to want to build KSP 2 from the ground up to fix those problems. They wont copy any code from KSP 1, not in the sense you're talking about. They might borrow some code, but they will fix it and make it better. KSP 2 for all terms and purposes is new code. I would argue 90 to 95 percent is new. That's more likely. They have stated it even that they are rebuilding KSP from the ground up. And we can get evidence of this: You mention multiplayer, that would need a complete redesign of the code. KSP 1 needs a lot of hacks and works around for the multiplayer mod to work stably. Interstellar travel, again needs a complete rework on the planet system as KSP 1 can't really support new solar systems without hacks. Improved onboarding is not just dev talk. It means making the game easier to learn. And under the hood isnt easy to update. You basically have to start a game from scratch to update anything under the hood. Things like replacing DX9 with DX12/DX11. Using the latest unity engine, which would literally break KSP 1. As for building giant ships, they said KSP 2 will allow for bigger ships with really better performance. All of what you said is not possible in KSP 1 because Squad built poor code and aren't willing to fix some of it because they dont want to brak people's games. But KSP 2 is willing to fix it and they have the knowledge and experience to fix it.
-
KSP 2 Multiplayer Discussion Thread
GoldForest replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Tbh, it doesn't say it will be in at launch. They just say KSP 2 will have Multiplayer. But everyone at Squad and Star Theory are being tight lipped about any details. Hopefully they start releasing details once they are back from Gamescon, which I feel they will. We haven't gotten any info because, 1) There's no place for the KSP 2 info yet, Squad has confirmed a major upgrade/update to the forums is coming to add KSP 2 its very own sections. 2) There's no one at Star Theory to give us info because they are all at Gamescon. 3) The staff probably need to be given staff titles for the forums as well. I wouldn't doubt it if some of them have been watching the chaos on this forum, or even participated in the threads themselves.- 1,629 replies
-
- discussion
- multiplayer
-
(and 1 more)
Tagged with:
-
KSP 2 Multiplayer Discussion Thread
GoldForest replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
I can see that, but why call it a massive update? Sounds to me like a whole update will just be based on the multiplayer which I take as it wont be at launch, but will get added in later down the road. I would love to have working multiplayer st launch, but if they need to put it on the back burner until after launch, that's fine by me. I'd rather have a working multiplayer than a multiplayer that got no love and needs constant hotfixes or a big huge update to make it fun/playable.- 1,629 replies
-
- discussion
- multiplayer
-
(and 1 more)
Tagged with:
-
Multi craft control isn't going to make an appearance in KSP 2, not without the assistance of mods. Multiplayer is totally different than multi craft control. A whole new set of code would have to be written. Automation is KSP is also somewhat difficult. Even MechJeb which controls a single craft has trouble some times. Leave multi craft automation to the mods. I would much rather have Kerbal Alarm Clock be stock and launch multiple missions then to try an automate all craft at once.