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KSP2 Release Notes
Everything posted by RyanRising
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PC Gamer article is now online
RyanRising replied to Soda Popinski's topic in Prelaunch KSP2 Discussion
I never took the time to read through the original article whenever it showed up, and in doing so I missed the phrase “kerbal orgy.” I kind of wish that was still the case. In other news, I like the Mk1 cockpit shown here a lot more than the Mk1 cockpit we have! I know Kerbals don’t do the whole “fighter jet” thing on account of being generally peaceful, but it’s got that “higher, faster, better” look to it that the business jet looking piece we have now doesn’t really evoke. Eve’s surface is harder to make out, good! I liked having to pick landing spots via scanners because my cloud mods made it impossible to see if I was landing in an ocean or not, and though that doesn’t seem to quite to be the case with this Eve, I suspect it will be on some other world out there. Those internal view shots are nice to have, and I hope we’ll get something more to internal activities than just looking around in your seat, though that is all they’re doing now. I kinda doubt it. -
Anyone have advice on getting myself to quit this mod? It's so beautiful, but the RAPIERs and aerospikes specifically are death to my framerate. Playing with them feels like suffocating myself with cake - It'd be good for me to go up for air, and I'd feel better after doing it, but the thing keeping me down is just so wonderful.
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Whoops, don't know where I got that idea from. I'll definitely use this then, thanks!
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- kopernicus
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Are the terrain scatters also consistently placed now? I was under the impression they were randomised each time they loaded in. I'd like collisions, of course, but not if that means a rock can appear in the middle of my base when I landed it clear of any rocks a few sessions earlier.
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I had a copy of the first version I got, 0.20.2, kicking around my hard drive so I decided to give that a shot. You needed a few more boosters and struts back then than you do nowadays. Those engines overheat real quick when run at full thrust- maybe Skippers would have done the job since they don't actually lose thrust at sea level? Hey, at least I remembered not to use the nose cones. I didn't take any pictures of the ascent. Had to focus on flying. Did you know you couldn't use engine gimbal for roll control back then either? This was not my first attempt, not by far, but I landed! Turns out the Mun is kinda ugly up close. Not pictured: the ground textures vibrating from... probably 32bit precision. SAS is not a gentle stability assist, it's "I'm going to hold this attitude or tear the craft apart trying." Consequently, anything that requires changing attitude has to be done without the assist. The launch probably would have been the best place to show this, but alas this is all I've got. Heatshield? What's a heatshield? DO NOT descend on parachutes at Phys-Warp higher than 1x. Parachutes fully deploy in a hurry, and maxing out the G-meter probably isn't good for a craft at normal speed. (Sorry for the small UI here, I don't think there was any scaling option back then.) And yes, they made it back down in one piece. Thankfully I hit the ground - though splashdown on parachutes is usually fine, water is a lot more dangerous than land. It was a fun trip down memory lane, but I think I'll go back to the modern game now.
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What really struck me about this, more than the work from home experience or the new game(play?) video, was the quote at 4:37. “This game is unique in that it’s trying to improve the world around it a little bit.” KSP1 absolutely does that, but I never got the impression that was the intent. I doubt Squad expected when they went in on Felipe’s project that it would end up partnering with actual space agencies as an outreach thing. This time, they know what KSP can be to people, and as a result they’re taking on more than just a sequel to a popular game. But they’re making it anyway. The madlads. I’ll still be amazed if the developers manage to get this done without some shady artefacts of publisher meddling seeping in, but now I have a bit more of an appreciation of just what it means to them that they do. KSP2 isn’t only their creative work, it’s a game that will change lives. That hadn’t hit me until now.
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How do manned command pods have "automatic" attitude control?
RyanRising replied to SJC_Hacker's topic in KSP1 Discussion
In the right-click menu, you'll see a reaction wheel status that confirms that the manned pods have got some built in. Probe cores besides the Stayputnik, Rove-Mate, and OKTO2 do also have built-in reaction wheels, but they are kind of anemic compared to what the manned pods have got. As for why the ones in the manned pods are so much more powerful, I don't know. -
Maybe you’re right that it shouldn’t be called spyware, but whatever it’s called it had no business being there. KSP is an offline singleplayer game, not browsing the web, so it’s perfectly reasonable not to expect it to send back personally identifiable information. Which RedShell did. But to answer OP’s question properly, it got removed, so you’re good as of now.
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It wasn't just the EULA, there actually was spyware bundled in it back then (RedShell). It was removed after substantial community backlash, but if my reading of that post is correct then the EULA still would allow this sort of thing to be re-implemented. Isn't Take-Two such a wonderful company?
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I found out Kerbals can switch between sets of perpendicular ladders by pressing A or D. I've owned this game for more than six years and I've never tried this. SIX YEARS WHY
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Sorry, I wasn’t trying to counter your point with that, just perhaps make someone chuckle. I agree about building cost-effective ships being more satisfying and interesting than just plain effective ones, and it does seem KSP2 would be remiss not to tap into that somehow. Of course KSP’s career implementation is flawed, but even in light of what has been said about adventure mode I don’t anticipate that they’ll be throwing the baby out with the bath water there. For more unique, intelligent, and nuanced takes on this topic, the rest of this thread has you covered.
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Yeah, 200k to get to Duna, that's ridiculous! My first career mission there was only half that if you lose a zero somewhere in the accounting. Very well said, and I absolutely agree that designing for cost provides interesting challenges. My million-fund mission was overbuilt, no doubt about that, but I still did have to make sure that all the contracts I was taking on meant I still turned a profit from it, and it was fun learning why you shouldn't use Vectors for everything.
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From afar, Duna is actually pretty dead-on to the release trailer. But on the ground (and maybe this is because of where I've landed? I don't have a giant sample size, I suppose) even at midday the sky looks much more grey-purple than orange. Compare to 0:34 in the release trailer and to the pictures from ground with scatterer in the OP.
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Speaking of Duna’s blueness, is it just me or has that been cranked up a notch or a dozen since the 1.0 trailer video and images in the OP? It seems like the place is almost downright purple rather than the orangey colours you get to see in those previews. Don’t get me wrong, I love the blue terminators, but is that discrepancy on the whole planet real or something I’m making up somehow?
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I missed this when it happened, but I think it was a moderator experiment of some sort, so can you guys fill me in on what the deal was with Green Iron Crown?
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I’d prefer not to have two separate parts with identical stats on the part list - that is, after all, what variants are for. It does look different, but if that’s all it’s got going for it, I think grouping them together is not unreasonable. Also, I’d love a compact variant. Clustering engines is fun!
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[1.12.x] Near Future Technologies (September 6)
RyanRising replied to Nertea's topic in KSP1 Mod Releases
Looks like you're trying to attach it in surface mode but want it on a stack node. To disable surface attach mode (and therefore only attach things by their nodes) you can hold down the "alt" key (at least by default) and you should be able to maneuver it to where you want it. -
Alright, fine. There are a lot of caveats, though. First of all, this is distributed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 license. Potatto made all both the textures in this mod, and I simply used them in one of the worst ways possible. You'll need KSP 1.9.1 and TextureReplacer 4.1.3. The Kerbals in the main menu still have their Kerbal eyes rendered. This is because instead of using the texture in /Skins to overwrite the default texture, I copied the texture into the /Default directory. In flight, the only eyes your Kerbals should have are Scott's. In order for your Kerbals to only wear Scott's skin and not anyone else's, you should remove TextureReplacer's default set of varied Kerbal skins in GameData/TextureReplacer/Skins/TR. There's also a TR.cfg in GameData/TextureReplacer that will become useless if you do this, so might was well get rid of it too. This update is not efficient and I have done basically no testing on it besides that to make sure it sort of works in a vacuum. Therefore, I offer no support. If you have problems with this, you're on your own. I don't plan to update or debug this in the future because looking at these textures makes me feel uncomfortable and I don't know what I'm doing anyway. Now that I've tried to insulate myself from the consequences of this action, Here's my attempt at making this for 1.9.1.
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Couldn't let the 1.10 flags have their moment in the spotlight, could you? This looks awesome, and I'll definitely be adding it to my install.
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- decals
- totm july 2020
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[WIP] Nert's Dev Thread - Current: various updates
RyanRising replied to Nertea's topic in KSP1 Mod Development
I had no idea SmokeScreen was still running on the stock particle system- it seemed so much better. But wow, this looks different indeed and I’m excited to see what comes of it (especially if it’s not limited to FFT) -
It'd be reprimanding people about the rules when you're not a moderator. This wouldn't really be that, but I didn't want to just tell Windh to go read the "how to get support" page without actually being helpful. And I'm now off topic as well, so back to your regularly scheduled Scatterer appreciation:
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Turning off the water refraction seems to have made anything on the other side of the water than the camera completely white instead of just not-distorted. Without refraction enabled (Spectra default): With refraction enabled: Honestly, having the pure white instead of some foam and being able to see your craft is pretty distracting whenever I'm splashed down. Is there a reason this isn't turned on by default?
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Well, in a way. This mod only does anything with attach nodes (you know, the green circles parts can snap to), not with surface attachments. Radial decouplers are something you have to surface attach parts. But I'm curious what you could hope to accomplish by using multiple radial decouplers attached to the same part that you couldn't with struts?
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- bug fix
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