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KSP2 Release Notes
Everything posted by GoldForest
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Considering that KSP 2's EA sandbox will be almost exactly like what we have in KSP 1 right now, it's actually extremely newbie friendly. In fact, once KSP 2 is complete, Sandbox will be the first thing a newbie should do. Don't jump into career or adventure or exploration mode, or whatever they're calling it. (I've forgotten) Jump into sandbox. Test the parts. See what works and what doesn't. That's how I learned KSP 1. I just went at it. Put parts together, found what worked and what didn't. Soon enough I had my first rocket in orbit and my first Mun landing a little after that. Sandbox is extremely newbie friendly.
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Well, the MEM wouldn't be used for anything during the 6 months Earth to Mars transition period. That's 6 months of it just sitting there. It can be used as a storage module. And the reentry module could also be used as storage module. It won't be doing anything for 2 years. Well, actually... hmmm. Either of these could be used as a lifeboat in case of an emergency, but they don't really have the space for the supplies... Yeah, I think the MEM and Reentry module would be used for storage for the 6 months to mars and the 2-year mission as a whole respectively.
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700 Day mission module? Dang. That's a long time to be so far away with such a, and I hate to say it, rudimentary spacecraft. And I know half of that is spent during the transition period during Earth and Mars, but still. Also, that thing does not look like it can carry 700 days worth of supplies. Unless... the MEM could be used as a storage module for most of the supplies.
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Nah, that's the dual runways at the new KSC.
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So, a dev on the discord posted this: And someone of course zoomed in the shot The shot in the back we've seen, but the shot with the runway I think is something we haven't.
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While maybe not all, the big KSP content creators definitely have access or will get access very very soon.
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That sucks.
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Near Future mod parts reused in KSP2?
GoldForest replied to Cyne's topic in Prelaunch KSP2 Discussion
I think he would, I'm just throwing out there that if there was something blocking them from using his mods as stock, copyright would be the reason. -
Near Future mod parts reused in KSP2?
GoldForest replied to Cyne's topic in Prelaunch KSP2 Discussion
Copyright. Nuff said. -
Those aren't the screenshots I'm talking about. On one of the devs monitors, he's in game in the map view and we see Eeloo and an object in an orbit outside Eeloo's orbit, so I'm asking the community what they think it might be.
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This is not the case for everyone. Some people put user experience first. Some put gameplay first. Some put graphics last, such as @tstein mentioned. Everyone is different and you can't say that people who have not looked at KSP will look at the graphics first.
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Near Future mod parts reused in KSP2?
GoldForest replied to Cyne's topic in Prelaunch KSP2 Discussion
I know. I even say this in my post. -
How do we think Communications will be handled?
GoldForest replied to GoldForest's topic in Prelaunch KSP2 Discussion
Hmmm. I guess that makes sense. -
How do we think Communications will be handled?
GoldForest replied to GoldForest's topic in Prelaunch KSP2 Discussion
Same principle. Oh, my bad. Read it wrong. In any case, if you implement transmission speed, you should add signal delay too. Having one without the other makes no sense. If you don't have signal delay, there's no point in having transmission speed as it would still be instantaneous. Transmission speed without delay will only take seconds. Why add seconds to gameplay for no reason? -
How do we think Communications will be handled?
GoldForest replied to GoldForest's topic in Prelaunch KSP2 Discussion
I agree with this implementation. Control is instant, but data is delayed. -
How do we think Communications will be handled?
GoldForest replied to GoldForest's topic in Prelaunch KSP2 Discussion
While it is an interesting challenge, I kind of agree with Vl3d on this one. It would make the game a little difficult. Now that being said, I'm not against having the extra challenge set in the settings, with the default being off so people can decide if they want the extra work of pointing at Kerbin, or the nearest colony. This would be 'signal delay' which a lot of people seem to be against. Actually, yes, it does. You can use multiple antennas to boost a signal. Of course, it works differently in real life than in KSP, but multi-antenna boosting is a thing. It's not always a bigger dish and more power. It just more economical sending deep space spacecraft with one dish instead of 4 or 5 to save on weight. If you want proof of this, look at the Deep Space Radio Telescope Array. Hundreds of radio antennas across the world acting as one giant telescope. The more antennas dishes, the better the resolution and data collection. -
We should get something today, I think. I've noticed a pattern that the sneak peeks that are posted in Discord happen about every 2 to 3, maybe 4 days apart from each other. So, I'm kind of expecting something today or tomorrow. Of course there is. This game is what, 12 years old now? It has a thriving community, people who are dedicated to the game, people who love and respect the modders, the devs, the admins and mods on the forums. KSP 2 is both a happy and sad time. KSP 1 is ending. We are getting KSP 2, yes, but everyone has fond memories of KSP 1. That's why we're seeing so many fan tributes to KSP 1, as well as last 'missions' or 'careers.' KSP 1 brought so many people together and helped people discover their love for the stars. It literally started people on their career as astronauts, space engineers, space technicians and space scientists. KSP 1 has defined people and it has defined a genre, a genre it stands alone in to this very day. That will change in 25 days and 6 hours. But for now, it stands alone. No other game does what KSP does. Nothing has even tried to emulate it. KSP 1 has a love that you have to play the game to understand. That love is engrained in people now. It is spread by the modders, the community and I think most importantly, the youtubers that play this game. I discovered KSP thanks to a youtuber. I think it was HOCgaming, or maybe Scott Manley, I don't remember. Back in 2013, I discovered KSP thanks to a Youtuber, and I got the game, and I was hooked the first time I booted the game. I then discovered mods and fell in love with some of them. I watched modders come and go, adding to this game and making it more fun. You want to know why people are making so many tributes? Love. That's why. Love and the memories that KSP created. You say: Well, your words couldn't be further than the truth. Saying goodbye is hard. It's sometimes sad, but happy at the same time. But you know what? You say people aren't hyped, but it's the complete opposite. Saying goodbye is them being hyped about KSP 2. They have to say goodbye to KSP 1, so they can say hello to KSP 2. You have to understand what KSP 2 means for people. It's a new beginning. A new start. A fresh adventure. One everyone is hoping will be better than KSP 1. KSP 1 is packing its bags... and soon, it will walk out the door... when that happens, people will cry. People will cry for joy, people will cry for sorrow, people will cry for the memories. This is an emotional time for the community, and it will just get more emotional the closer to KSP 2 release we get. Expect to see tons more farewell and goodbye messages and tributes for KSP 1, because some people wait until the very end to say goodbye.
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An entire star system that orbits Kerbol right beside Eeloo? Also, this wasn't an animation, this was from a shot of the map view. I wish I had that screenshot... can't remember what episode it was from.
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Can't be an asteroid belt. It was one object.
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Not sure if you're being serious or joking. If serious, then this is not possible. Intercept said no wormholes, teleports, or any other 'magic' technology.
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How do we think Communications will be handled?
GoldForest replied to GoldForest's topic in Prelaunch KSP2 Discussion
Bring more relays or build a relay network. It does actually make sense, because relay networks just boosts the signal and retransmit it as is. With direct communication, you would have to download the signal, then retransmit it to Kerbin, which adds delay because now the spacecraft has to download then upload the message, and that doesn't make sense. But to be honest, what truly doesn't make sense, to me, is why the Kerbals on the spacecraft can't control a probe right next to them. Why does Gene, millions to billions of kilometers away, have to control the probe and not say Jebidiah, who is only a few hundred kilometers away? While I agree with the multi-antenna for sending and receiving, the one type of antenna does not make sense. It makes sense to have a direct communication antenna and a relay antenna. Direct for control of the spacecraft and relay for relaying signals. That's how it works in real life. You have an antenna responsible for just receiving data, that data is used to control the spacecraft (Direct antenna in KSP). Then you have antenna that receive and transmit, they receive the data, figures out where it's going, then bounces/retransmits that data to said location. (Relay antenna in KSP) Of course there is a third type of antenna IRL that only transmit data, but this is represented in KSP by the direct antenna. If you want a more realistic experience in KSP 2, KSP 2 should have 3 antenna types. Receive, Transmit and Relay. -
How do we think Communications will be handled?
GoldForest replied to GoldForest's topic in Prelaunch KSP2 Discussion
No, Vl3D made the suggestion that Direct Antenna and Relay Antenna's should be combined. I think they shouldn't be until end game, forcing people to use them separately before getting a dish that can do both. -
It could be, but Intercept said "No theoretical stuff that might or might not exist." But thankfully, we have