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GoldForest

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Everything posted by GoldForest

  1. I'm going off previously known information, and until proven otherwise, I think it's safe to say that the last known information still stands. In one of the interviews with Nate Simpson, can't remember which, I think it was Shadowzone's or Scott Manley's, Nate was asked about modding and he confirmed Lua scripting and also confirmed that Lua scripting would not be a requirement and could be bypassed.
  2. There was a developer live stream on the KSP 2 steam page. It's long over now.
  3. We haven't heard much of anything except: KSP 2 will be more moddable than KSP 1. KSP 2 will use both direct coding and LUA coding modding. Modding support will be in game day one of EA.
  4. If it isn't in game, I'm sure a mod will add the functionality. After all, KSP 2's modding scene will be out of this world. Pun intended. Intercept is unlocking so many new doors for modders, that I can't wait to see what they do with the new tools and code at their disposal.
  5. 38 days actually, so a little over a month.
  6. "Orbital Vehicle Construction" refers to the orbital VAB we'll be able to create in orbit around a star, planet or moon. But I do agree that EVA construction will come with colonies. I imagine some modules might need a kerbal there to do something. Maybe not as extreme as connecting power cables or water lines, but something akin to opening inflatable modules, etc, which might need a special tool.
  7. I wonder if the time warp bug will still exist. The one where you can time warp through an atmosphere so quick that the game doesn't have time to detect the atmosphere and drop to physics warp or normal speed. I imagine it will still exist. If it does, you could save your interstellar ship from becoming explodium central by just warping through the atmo. Problem solved.
  8. I think the discrepancy is due to all the bits and bobs that are attached to the sides of the different modules. The Canadaarm attachments on Unity for instance. Or the wiring and coverings for said wiring. Oh, sorry, wasn't suggesting you remake Habtech 2, no. I was talking more for Habtech 3 (For KSP 2) if you were to make it. But seeing as the modules are 4.2 base size, which translate to 2.5m in game, no need to rescale them.
  9. Ah, I used the wrong measurements. Unity is described as 4.57m in diameter. I guess they take into account all the tid bits hanging off it.
  10. We don't have an official time, but most releases happen around noon cst. It's safe to assume that KSP 2 will go live at 12:00 PM CST on February 24th.
  11. The ISS parts should probably be 3.125m instead of 2.5m. Or you could do custom sizes like BDB. A 2.8m scale diameter with 1.25m bulkheads might work perfectly.
  12. Again, we don't know. We don't know how many major updates they have planned. Solar systems for instance, I doubt they'll stop at adding 2 new ones. They could be adding 7 total.
  13. AFAIK, that's the only reason they cancelled Atlas Heavy, was because they were too similar in performance. I think Delta Heavy was already made and had a production facility, so it would have been costly to cancel Delta Heavy and to retool for Atlas Heavy, just to get a 1000 kg performance boost. @Zorg Would probably know more than me.
  14. Actually, Delta Heavy and Atlas Heavy had almost the same performance, so they cancelled the Atlas Heavy. Like near 1 to 1. Atlas HLV could do around 1000 kg more, give or take a hundred or two.
  15. Well, the Delta Heavy had plans to put SRBs on it, so it's not too farfetched to think they would augment the Atlas Heavy with SRBs as well. In other words: Atlas Heavy boosted by SRBs is based.
  16. We're only seeing 6 sections. There could be 20. If you look at the roadmap there's a hidden 7th section. We just don't know how many there are.
  17. Infernal Robotics is only buggy because of KSP 1's code base, and the mod still managed to be better than the robotics that Squad put in. Most bugs in KSP 1 mods are due to KSP 1 itself, and not the mod. Base game mechanics? Robotics won't be added to KSP 2 by Intercept. I believe they said no to robotics. Someone will create a robotics mod for KSP 2. Will it be better than something Intercept would do? No one can know. Until Intercept decides to put robotics in, our only chance for robotics right now is mods. And those mods will be of "High quality" because modders have passion. In the words of Nertea. "Modders going to mod." BTW, some mods for KSP 1 set the standard for quality. Like infernal Robotics, which Stock Robotics did not match.
  18. Yes, it's kerbal, but it still has to be within the realm of possibility.
  19. What ship would that be? And don't worry, Infernal Robotics will be ported over, no doubt of that.
  20. They won't catch on fire, but they will be cooked from the inside out. It's microwaves, not a heat beam.
  21. We should know soon enough though. Science is the first major update and I suspect it will be the quickest one out of the bunch to do. I say 2 to 4 months, 6 max, after EA launch we'll get the Science Update.
  22. Communications family! Full album: Imgur: The magic of the Internet Courier 1A: Telstar 1: Relay 1: IDSCP 1-7:
  23. 5 weekends and 5 days. Which equals 39 days. 39 days, 6 hours, 54 minutes and 15 seconds to be exact. *Give or take a couple to few hours.*
  24. You're assuming they will even release the soundtrack at all. They might not. KSP 1 didn't release its soundtrack. Of course, with that said, the tracks are public domain.
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