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KSP2 Release Notes
Everything posted by SilverlightPony
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[1.12.x] Smart Parts Continued
SilverlightPony replied to linuxgurugamer's topic in KSP1 Mod Releases
Is there a more precise way to set the parameters for the altimeter? I want to set it to trigger at 60km altitude, but it jumps straight from 50 to 75. -
Unknown at this time, but it's possible.
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As optimistic as I am, that statement doesn't explicitly say they won't ever charge real money for anything. It only says no in-game currency, and no lootboxes; those are not the only types of microtransactions. That said, my gut feeling is that their avoidance of saying flat-out "no microtransactions of any kind" is due to an overabundance of caution in not wanting to get legally bitten in the butt if and when they announce paid expansions. Dear Star.Theory/Private Division: Paid expansion packs that add significant amounts of content are NOT microtransactions; you can say "we'll never have microtransactions in this game" and still have paid expansions.
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1. Probably, but no official word yet. 2. Watch the second video in their post, the one talking about the developers. Or the IGN interview video I linked a page or two back. There's some alpha/pre-alpha gameplay footage in there, which naturally includes some RUDs. Looks good. 3. Probably, although all they've officially said is "Spring 2020", which could mean any time from April to June. 4. KSP 2 is a whole new game built from scratch. It's still using Unity, but probably a newer, more advanced version of Unity than KSP1 uses.
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No word yet.
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"We don't do warp gates, we don't do warp drive, we don't do magic technology. And we've really been in close contact with a number of subject matter experts in propulsion, and in astronomy, to make sure that the things we're adding to this game are rooted in real science." https://www.pcgamer.com/kerbal-space-program-2-interview/
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We don't know yet.
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And even if they didn't, they're probably using a newer version of Unity that is more capable.
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Enhanced Edition was still based on the old code base. KSP 2 is built from scratch. Also, different dev team. Make of that what you will.
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KSP 1 had issues on console because it wasn't originally built with console support in mind. Building a new game from scratch lets them avoid that problem. https://en.wikipedia.org/wiki/Technical_debt
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[1.12.x] KEI - Kerbin Environmental Institute
SilverlightPony replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer TC now updated to 0.1.3.4, but KEI itself still shows "installed: 1.2.3; latest: 1.2.6" but no "update" checkbox. KSP 1.3.1, CKAN 1.22.6, just refreshed. -
[1.12.x] KEI - Kerbin Environmental Institute
SilverlightPony replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer FYI, both KEI and Toolbar Controller aren't updating via CKAN. KEI shows 1.2.6 as available, but CKAN won't update it past 1.2.3; TC shows latest version as 1.3.1. One of these being out-of-date is probably why the KEI window pops up every time I change scenes go to the astronaut complex or R&D complex at the KSC and can't be closed until I go back to the KSC-overview scene where I can close it with the toolbar button. -
[1.12.x] Near Future Technologies (September 6)
SilverlightPony replied to Nertea's topic in KSP1 Mod Releases
Usually some of them, yes. This is why it's recommended that folks who got KSP from Steam copy the game folder elsewhere and mod the copy, while leaving the Steam installation stock/unmodded. -
So I'm thinking about modifying the NodeFormula so tech nodes will research faster. I've looked at some posts from other people who were tinkering with it, but it's just making me go cross-eyed and get a headache. The formula is at stock right now. What would I need to change to make research go, say, two or three times as fast?
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[1.12.x] Near Future Technologies (September 6)
SilverlightPony replied to Nertea's topic in KSP1 Mod Releases
See thread title. -
So, um, has anyone else had this bug? 'Cause I just ran into it. Not game-breaking, as I can still click on all the buildings (I just have to be careful to look at the tooltip to see which one I'm pointing at before clicking), and changing to a different scene then back fixed it (for now), but it is a bit annoying.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
SilverlightPony replied to tomek.piotrowski's topic in KSP1 Mod Releases
@Akira_R Is there a particular reason you don't have a solar panel on that probe? -
[1.12.x] Near Future Technologies (September 6)
SilverlightPony replied to Nertea's topic in KSP1 Mod Releases
So I'm getting back into KSP after a long hiatus, and trying to bring over my old 1.1.2 career file to 1.3.0. Naturally, I'm having to sort out lots of "missing parts" problems, mostly from mods that haven't officially updated to 1.3 yet. Got an odd issue with NF Spacecraft though. I don't remember what they're labeled as in-game, but it's saying "inlineCmdPod" and "servicetank-25" are missing, despite the fact that I have NF Spacecraft installed. I'm guessing something got tweaked between the 1.1.2 and 1.3.0 versions of NFS such that the game doesn't recognize them as the same parts any more. How would I fix this? (Even if it means editing .craft files, I'm willing to try it.) -
People have been asking for this for a while, but it never seems to happen. I'm pretty sure I brought it up last year, and got shot down, although I can't remember the reasoning given at the time. Really, this applies to everything--if something can be done via CLI, it should also be possible via GUI (with appropriate "do this at your own risk" warnings, as necessary).