Jump to content

GoldForest

Members
  • Posts

    4,585
  • Joined

  • Last visited

Everything posted by GoldForest

  1. During the launch of the first wobbly rocket. Also, a plane launch Saturn V would have to be HUGE!!! Double runway huge. Wait for the rocket to start rolling and flipping over and pause it as soon as you see the runways. Also, are those helipads near the runway?!
  2. I just watched the interview and saw that the new KSC not only has several different sizes of launch pads, with mobile launch towers mind you (Probably just aesthetic, no real functionality, but there are tracks on those towers), but it also has TWO runways. Yes TWO! My question now is... will the hanger allow us to build craft large enough to need both runways, or is it just aesthetic. If it's just aesthetic, then could someone please at launch port the hanger extender mod to KSP2 so we can make double runway wide planes!
  3. I didn't say this was a place to post mod request. XD I was asking if we SHOULD do a mod request thread.
  4. So mods can overwrite aspects of other mods without the need for a middle man (Module manager)?
  5. Well, that confirms a question. KSP2 has built in Module Manager.
  6. Well, they've obviously been working on this for years, the Steam page has been active since 2018, just hidden away from public eye.
  7. I know it's a little early to start talking about mods, but it doesn't hurt. And besides, modders need to know what the community wants right? So my question is... Would it be too pre-mature to make a community wish list mod in the style of the Community Mods and Plugin Library?
  8. I wonder if you find the center of gravity caused by both planets, if you could make a space station that hovers in place. It's theoretically possible iirc. But it's a very small point, like Stirliz85's post shows. I hope they put that ability in game.
  9. They've said spring 2020, so that's March to June.
  10. We don't know. They won't release any information right now. Wait a few months until launch (between March and June), and then we'll get information. They are still making the game. Requirements will change through the process. I'd rather have to wait a month before launch to find out than them change the requirements every month before launch.
  11. The Kerbol system is staying the same, just improved graphically.
  12. Well, we don't know if it's May. They could release it in March and go up against 3 AAA titles. The best time to release would be in May though. No AAA titles really. Or heck, June is an option. But we'll have to wait and see.
  13. Well is project Daedalus is true to form, we do have faster than light travel. Iirc Scott Manley said it was a FTL engine. So if the have FTL, warp isn't that too far fetched. I would settle for a warp 1 only system. Daedalus may take a while to get up to FTL, but a warp drive would be instant. And I understand why people are against it, too op, but warp drive would be the final stage of career mode if it is added. So too op? Not really if it is the last item you get.
  14. We won't get any details until probably a month or two before release which will most likely be in May as to not go up against big name releases like Cyberpunk 2077.
  15. One word: Saves. No multiplayer I know doesn't have a save system or reverting system. If the owner of the server or the player hosting the server okays it, everything can be reset to the way it was.
  16. It will more than likely have player hosted servers (Servers hosted on your computer instead of a dedicated server), though I don't doubt they will put out dedicated server software to run KSP servers off dedicated server hardware.
  17. I'm kind of hoping that the multiplayer is multi-manned control oriented. I know this could turn into a mess, but hear me out. Multi-manned control would need the primary flyer (Maker of the vessel) to allow access to controls. And they can limit it, say only allow co-pilots to mess with science experiments or maybe they'll give them control over the flight controls while you go do the science. Ride-along multiplayer, where the co-pilot does nothing, would be nice as well. Some people just like to be with a friend and not really do anything. Separated controls for docked vessels, now this could get really wonky, but two pilots being able to control their own spacecrafts while docked would be a nice feature, and there could be an option to allow for a single pilot control.
  18. So Pre-0.90 (???) joint system redo? Great, hope Kerbal Joint Reinforcement gets updated for KSP 2 quickly if that's the case.
  19. I realize that what they said, but I would still like to see these in game. And if they don't do it, then I know the modding community will. I expect to see NCC-1701 or NCC-1701-D within a month or two. On another note: -The ability to set multi-manned control on a vessel in multiplayer. Yes, I know, probably a bad idea, but that's why I said the ability. Like you can get a notification, "Ninjamaster_123 would like to control this vessel with you. Allow? [Yes] [No]" This would be helpful in some cases. Someone could pilot an aircraft or rocket and the co-pilot does science.
  20. Things I would like to see: -Warp Drive, preferably warp nacelle drive, but toroidal rings would be nice too. -Dynamic load/unloading of assets (Mainly colonies) -Multiple solar systems, and not just a second solar system hovering off in the distance. The more the merrier, but I would settle for at least 3. -Binary Star Systems, Gravity would get extremely wonky, but you would be able to make a space station that didn't move at all, that is if you could find the "Sweet spot", the spot where the gravity from both stars equals out and your station is stationary. -More space plane parts. I know it's a game about rockets and space exploration, but having parts to make a venture star or something else would be nice. -Internal IVA activities, moving around space stations, or inside colony habitats. -More ground base vehicles, rovers, cars, trucks, etc -Boat and submarine parts, for exploring oceans on distant worlds, speaking of which -Under water science activities, alien corals, alien fish, etc -Black hole, come on, who doesn't want a black hole in KSP? -Space telescopes/cameras -Ability to build space vehicles in space or at colonies, I think this is coming as we see Daedalus launch from a space station, but still, mentioning it. -Crawler parts and the ability to move your rocket from the VAB to the launch pad.
  21. Don't go around asking about mods. It's too early to say, but Star Theory did say, So Modding WILL be available, but to what extent, we don't know yet. I believe they want to expand on what modders can do, without the need for work arounds and that, so just be patient, like the rest of us.
  22. Epic doesn't force them to do anything. The publishers agreed to make their game exclusive because Epic gave them money. But please don't take about Epic exclusivity here, let's stay on topic please.
  23. Hmmm, we'll just have to wait and see, but I imagine they will have done some backdoor trickery or fix to deal with high demand physics situations. I mean, they have an orion drive, which they show giving off an explosion every few seconds. Not only that, but the size of the parts and crafts they showed was immense.
  24. If the problem is physics calculations, would it be beneficial to allow the GPU to use its built in physics renderer, like Nvidia PhysX? Or allow both CPU and GPU physical rendering in tandem?
  25. Yes, KSP can run in DX11, but it was made in DX9. That's why the increase in performance is minor. As for Cities Skylines, I dont notice that much of a performance issue until the cities start to span nearly the whole map( all 25 to 36 squares.) As for complex unity games running poorly, it comes down to optimization. If they make KSP 2 in unity with dx12, and optimize it, it would get far greater performance than unity with dx9.
×
×
  • Create New...