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KSP2 Release Notes
Everything posted by GoldForest
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No, because Squad makes KSP 1, and Star Theory makes KSP 2. You can't make KSP 2 KSP V2.0, because there's already a KSP heading to V2.0. That and it would be super confusing when KSP 1 got to V2.0 and then you have another KSP that's V2.0 as well. It just doesn't work.
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Oh. Well they can't do it as v2.0. KSP 1 is still going to be worked on. Therefore we'll have KSP 1 v2.0 soon, probably by the end of 2020. 1.8 is a few months away. We'll probably have it by the end of the year. Though, if they want to do something big, they'll release KSP 1 V2.0 in 2021 on Kerbal Space Program's tenth anniversary/birthday. KSP 2 will launch as KSP 2 v1.0, or if they go the route of squad and allow early access, will launch under KSP V0.##.##.
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Unity is actually very powerful if used correctly. What holds KSP 1 back is the poor coding done under the hood, and the use of old API's like DX9 which modern machines don't really support any more. Yes, DX9 is still compatible with DX11 and DX12, but compatible and supported are two different monsters. KSP 2 will run probably at least 3 times better than KSP 1, and up to 10 times better if everything works well. There are other topics on the KSP 2 forum which talk about Unity and KSP 2. I suggest searching around and looking at the arguments that have already been made. To prove how powerful Unity is, look at this tech demo. Everything was done in Unity.
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Because there are other threads for talking about planets, this one is not one of those.
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It's not always a marketing thing. Sometimes it's to fix bugs and problems with the first game, which KSP has a LOT of. I mean, seriously, the game crashes for no reason some times, rarely, but it does happen. Then you have the limit of how many parts your computer can handle, usually around 100 parts or so is when it starts to tank. They can't make fix KSP 1 because they aren't willing to do what's necessary, break people's game saves. Seriously, every update since 0.25 has been save game compatible iirc. In order to make KSP 2.0, they would have to literally make an entire new game anyway. None of the things Star Theory is doing in KSP 2 can be done in KSP 1, not unless Squad wants to basically remake KSP 1 from the ground up, which Star Theory is doing for them. After all, Squad has said they have no plans at all to upgrade from DX9, which arguably is one draw back of KSP 1. A minor drawback, but if they upgraded to DX12, it would give a small performance boost. Heck, might even solve some issues.
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As the title says. I've seen a lot of talk about the engines and planet sizes and planet tilt, but I have yet to see any posts about the other parts that people want. Like, crawlers, launch towers, solar panels and more. So this thread is to talk about those parts. Please no talking about engine wants, planet wants, weapon wants, or anything like that. This is for cosmetic and support parts only. And just to make it clear: Support part - A part that has functionality, but does not necessarily go with the rocket or space plane. Example, a crawler to move your rocket around or a refueling truck for your space plane. Support parts I would want are: Modular Crawlers in 5 sizes and 3 styles: 1.25m, 2.5m, 3.75m, 5m, 10m. Styles: NASA crawler, Space X erector arm, and Russia's railway erector. Modular launch towers in 5 sizes as mentioned above. 5 Styles: Mercury/Gemini, Saturn I + V, Space Shuttle, Space X's BFR concept tower and Russian Launch Tower Modular mining equipment. Changing the size of drill bits, drill shaft lengths and drill drivers. Modular vehicles. Trucks, buses, etc.
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List of new propulsion systems
GoldForest replied to bartekkru99's topic in Prelaunch KSP2 Discussion
Any time I see a nozzle like that in the KSP gameplay or trailer I always think it's under construction lol. -
Use the new revise models, please!
GoldForest replied to Jestersage's topic in Prelaunch KSP2 Discussion
I don't really like that idea. Having multi-nossled engines cuts down the part count. Although, KSP 2 would boast better performance. -
It is meant for space planes, and the space plane still has engines, the mass driver just propels it up to mach 1 to 3, then the ship uses rockets to get up to higher speeds. A mass driver in space is kind of like the warp gates in Mass Effect. They grab a hold of the craft and push it to great speeds in a matter of seconds. Theoretically if you set up multiple gates, it could propel the craft well close to speed of light. And I didn't call the mass driver an FTL drive, I said the devs said no FTL drives, and a orbital mass driver could theoretically get up to 99% of C.
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List of new propulsion systems
GoldForest replied to bartekkru99's topic in Prelaunch KSP2 Discussion
Daedalus is in the fourth Era. As for anti-matter and singularity drives, those should be fifth or even sixth era. Too OP. -
Nowadays when someone mentions a Mass Driver, it's one of two things. An electromagnetic runway that ramps up into the sky (For launching SSTO's), or a Space mass driver that propels a craft close to the speed of light. Since Star Theory said no FTL drives, the latter won't happen, but a SSTO runway mass driver would be neat. Here's the Ace Combat Mass driver below, which I feel is the best option, a slow sloping runway up to the sky. Of course, I feel like it would have to be unlocked, and it would be fairly mid to end game.
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Use the new revise models, please!
GoldForest replied to Jestersage's topic in Prelaunch KSP2 Discussion
I doubt there will be many place holders at launch. After all, they've been working on this for over 2 years -
Yes, they said that explosions now have a blast radius and shockwave.
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Should we make a Community Mods Wish List?
GoldForest replied to GoldForest's topic in Prelaunch KSP2 Discussion
This topic is getting off course. Please stop with the secret organization stuff. -
Oh, okay. Gotcha.
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Well, that's what the Orion drive is.
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Oh, so you're talking about a mass drivers?
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Weapons wont be stock in KSP 2, KSP is not about weapons. Also, for anyone wondering, he's talking about Stonehenge from Ace Combat 4, not the irl Stonehenge.
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Necessary sacrifice or just money fraud...?
GoldForest replied to Vegatoxi's topic in Prelaunch KSP2 Discussion
I dont think we will be able to. Save files are confirmed incompatible, so we can assume craft files will be as well. They may even be rewriting the entire craft file. -
Use the new revise models, please!
GoldForest replied to Jestersage's topic in Prelaunch KSP2 Discussion
Well, they did start work on KSP 2 before the poodle was changed. They may have thr new poodle engine at launch. -
Use the new revise models, please!
GoldForest replied to Jestersage's topic in Prelaunch KSP2 Discussion
Every part from KSP 1 will be in KSP 2 and it will have improved textures and models. -
Even if the part limit is still limited, it won't be KSP 1 limited. KSP can handle 100 to 250 part craft with medium to large frame losses? Depending on your machine of course. I imagine KSP 2, if they still with the part limit problem, will be able to have twice that, even with KSP 1 style limits. 250 to 500 parts before any major FPS loss.