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KSP2 Release Notes
Everything posted by GoldForest
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KSP2 Physics... more than 2 bodies?
GoldForest replied to licht77's topic in Prelaunch KSP2 Discussion
From my understanding, models have to be redone entirely to support PBR, so any cosmetic mod like Restock has to be redone. The textures might be able to be reused, but the models need to be redone. -
KSP2 Physics... more than 2 bodies?
GoldForest replied to licht77's topic in Prelaunch KSP2 Discussion
I'm not a programmer at all either, but from what we've been told and my understanding, anything from KSP 1 will not work in KSP 2 without major overhauls. Modders might be able to get away with reusing some code from KSP 1 plugins, but not all of it. A large portion more than likely will have to be rewritten. I suspect some devs will decide to completely rewrite their mod's code from the ground up, to make it better suited for KSP 2, seeing as KSP 2's code won't be paperclips and rubber bands like KSP 1's is. -
KSP2 Physics... more than 2 bodies?
GoldForest replied to licht77's topic in Prelaunch KSP2 Discussion
We're probably looking at a complete rewrite since KSP 2's code will be little to nothing like KSP 1's -
Wish we had gotten more new footage instead of a lot of repeat footage, but what we did get is pretty good. New tires - The formula 1 car had new tires that aren't in KSP 1 Custom wings - They have a large size, a very large size. I mean, those canards were massive. New pod? - I think I noticed a new command pod that hasn't been seen in other footage before.
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Of course things won't look that good in pre-alpha or even alpha. Look at KSP 1. It went through 2 or 3 graphical updates until it reached its state today. I have no doubt KSP 2 will do the same. You can always update the art style. You can't really update code that's been set in stone down the line, so the gameplay needs to come first. And I said "finished" product, as in the release after early access. Lot of time to improve graphics. Hence the CPU choices. Kabylake and Zen1 Ryzen are decent CPUs. Not the fastest, but a good speed still. As for GPUs, true, but even min quality has a minimum limit.
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"Pre-Alpha" screenshots. The finished stuff is going to be way more defined.
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My guess is that the minimum CPU will likely be a Gen 1 Ryzen R5/Kabylake I5 CPU and the GPU a GTX 10XX/Radeon R# 3XX/4XX for the min specs. Of course, they could go with the standard GTX 900 series min spec that everyone seems to slap on. I doubt a 900 series would do much though, considering how graphically intense KSP 2 seems to be. PBR shaders, volumetric clouds, custom explosions, and that's not even to mention the possibility that Ray Tracing might be in game. Of course, the graphics are nothing compared to the physics, which is of course, CPU bound, and single core bound at that. So yeah, I see Kabylake being the min. Of course, the recommended would probably be a Comet Lake processor, for that Ghz. Although, that is all said with the assumption that KSP 2's physics will be single-core bound like KSP 1. I haven't kept up with Unity physics, but last I heard, it didn't handle multi-core physics well. Who knows, we might get a two-core physics system and Ghz might become less of a priority with the physics engine.
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Remind me when it's 100 seconds from launch. Also, for anyone who wants a countdown timer, check my sig.
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Like I said in my post, there are already threads to talk about that stuff.
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(I will be using the Sol system as a reference for positions, but just know I don't mean exactly one to one scale) Debdeb - I don't think it's a binary star, though could be wrong. In the Ovin Show and Tell you see only one star. Though, again, the 2nd star could just be hidden in the bloom or flare of the primary/bigger star. Charr - I suspect it is the innermost planet as well. Possibly at or inside a Mercury distance orbit. Rausk Twins - I think it's just the tidal forces, because only the sides facing each other are hot from what I can tell. I suspect these two are in a venus like orbit. Not too close, but not too far either. Possibly right on the edge of the Goldielocks zone. Gurdamma - Obviously within the Goldilocks zone, but closer to the star than Earth is to Sol, a lot closer. Like, just inside the zone I think. Lapat - In the middle of the goldilocks zone, so closer to an Earth like orbit. Puf - Mars style orbit. Ovin - I agree with you, between a mars and asteroid field orbit like orbit. Skut - Obviously in the asteroid ring. Glumo - Outside the asteroid field of course, where outside, I'd say probably further than Jupiter but closer than Saturn like orbit. Talking to the devs are we?
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If it's about KSP 1, it doesn't belong here. If you want to discuss what type of marketing, trailer, etc we might see for KSP 2, then there's already a thread for that:
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Which 'old' KSC are you talking about? The 'old' one in KSP 1 or the 'old' one that is the current KSC? This is going to get confusing talking about three KSC's.... But in all seriousness, easter eggs should make some form of sense imo, and having the current KSC end up in the ocean makes little sense, since the new KSC is in the same exact location. It would make sense if there was like, a land slide from the nearby mountains, but they're a little too far away for that. Alternatively, you could raise the oceans, but then that would change the landscape of Kerbin, which we know for a fact is the exact same, so that can't work. Tectonic plates could work, but the KSC would move inland, not into the ocean, the mountains near KSC tell us that the tectonic plate the KSC sits on is heading west, not east. The only way the buildings would end up in the ocean, imo, is if the Kerbals pushed all the buildings off into the ocean instead of just tearing them down or reusing them. And now that I've said that I can just picture them strapping rockets to the buildings and flying pushing them into the ocean. Which is the most Kerbal thing to do to get rid of a building. Moar boosters, am I right?
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This can't really be done. The KSC in KSP 2 is in the same exact location as the KSC in KSP 1. It was confirmed by Nate in one of the very early interviews, iirc. It also doesn't make sense, since KSC 2 is just KSC 1 upgraded. This would only work if the kerbals had left Kerbin for years and never returned. Like in the mod After Kerbin.
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Transit 2A + Solrad 1 Transit 3B + LOFTI Transit 4A + Injun 1 + Solrad 3 Transit 5A Transit 5C Transit 5E + Transit 5BN Transit 23 + Transit 32 (SOOS) Full album can be found here: Imgur: The magic of the Internet . . . I hate Scout... so much... I had to cheat to get 2 of these into orbit... yes, I cheated, I'm not ashamed of it! Scout canNOT reach orbit. And I've tried everything! Thankfully I will only have one more launch of Scout, and it won't be for a while, because it's in the Science and Exploration section at the end.... *Weeps*
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The franchise does not have immense potential with what you're suggesting though. Kerbal SPACE Program. The game is about space and space exploration. Anything outside that is just a gimic. Warfare, is not peaceful, and does NOT represent the nature of the game. The only reason mods like BDA exist, in my opinion, are because airplane mods started adding military style parts into the game and one dude wanted to see missiles on the wings, so someone created them and made them work. Racing cars around the Kerbin is not in the nature of the game. You want to suggest ideas? That's great and I encourage you to do so BUT keep it within the nature and scope of the franchise. Don't suggest silly things like taking a friendly peaceful space game and turning into a From The Depths rip off. There are other games that fit the suggestions you've given better than KSP could ever do. Realism: Mods, or look into games like Mars Horizons or Orbiter. KSP is not about realism, it's about fun, and for most people, realism is not fun. Most people don't want to have to study delta V charts just to get to the Mun. Most people don't want their rocket engines to fail twenty seconds into flight. Warfare: War Thunder, CoD, MoH, From The Depths, hell, Lego Star Wars. Roleplay: You can do that in KSP 1 and KSP 2, you don't even need mods. Look at any Youtube series on KSP. N9 Gaming and Beardy Penguin are literally doing a RP series right now. Grand Strategy / City Builder: KSP 2 will have colony building, so you kind of have that, but just to list of a handful games that do it better: Mars Horizons, Civilization, Anno, Frostpunk, Simcity, Cities Skilines, Timberborn, Surviving Mars and much much more. Now, this is one of the only ideas you suggested that might work well. I can see KSP working out like an RTS styled colony management game, if done well. Keyword, well. Instead of suggesting stuff you can do with mods, suggest stuff you can't do with mods. Stuff like: KSP Rocket Mechanic (Engineer) - A game about fixing the silly rockets that Jeb, Bob, Bill, Val and any other Kerbal comes up with. Connect fuel pipes, fix electrical wiring, make sure the solar panels can deploy right, and so on. Get inside rockets and see how they tick, just make sure to put the panel back on before launch! Mod packages is not difficult or buggy. CKAN is basically a mod packager. It tells you, "Hey, these mods work together" or "Hey, these mods are incompatible right now." As for knowing what mods are compatible, most mods tell you right in the description "Works with" or "Doesn't work with." Most of the time you just have to worry about the game version number. It's not that hard to take a few seconds to read through a mod page and see the "Compatibility" section. And if mods are incompatible with each other, it usually doesn't take long before the developers correct the issues. I have around 259 mods installed. KSP runs just fine for me. There's a few glitches, mostly visual, but it doesn't stop me from playing the game. There are no games hidden in KSP 1 or the mods. The mods are KSP 1, they are not separate games stitched into KSP 1 so people can play them. They add to KSP 1. They can't work separately from it. Stand alone versions of these mods will be literally just taking them and creating CoD, Mars Horizons or any other number of games that already exist. Why put stress and strain on a development team for a game that will bomb because it doesn't fit the nature of the franchise? There are not multiple games in KSP 1. There is one game. Kerbal Space Program. There may be multiple ways on how the game could play out gameplay wise, but at the end of the day, why bother trying them? KSP 1 does what it does almost perfectly. It surviving for 10+ years shows that. If they took KSP and turned it into something else, I guarantee you there's a high likelihood that it will fail.