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MrFancyPL

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Posts posted by MrFancyPL

  1. I have problems with stock statics (lvl3 runway) placed by me. The issue looks the same as it was posted on this forum before:

    Spoiler
    On 9/9/2021 at 1:47 PM, Puggonaut said:

    Oh yeah had to test this idea

    GOsi3QD.png

     

    Is there any possible fix to this issue? I have lot of mods installed, can it be cause of this ?

  2. Theese specs are disappointing. After seeing such great mods as Parallax, Scatterer, and other, and then comparing it with how this game looks on promotional materials, that are faking reality (post fx), in absurdly low framerate for something that is supposed to be PROMOTIONAL, I am really worried that we won't get a sequel that we've waited for for so long. I wanted to buy this game at launch, but basing on what I see now, I will surely wait to see community making benchmarks, and reviews. I don't know about you, but my trust is at its limit.

  3.    One of the biggest goals that devs set for KSP2 is accessibility. I agree, learning curve in original KSP game was pretty steep, and without YT or this forum it would be even steeper. One thing I am afraid that it's curve will remain steep compared to KSP is mod creation. KSP is a landscape of art made by many people, and before version 1.12.3 it was everchanging, so naturally certain code, and artstyle inside game were evolving. The result of that state of things were many attempts to make tutorial series about mod creation, that were soon doomed by obsoletion.

       KSP 2 will also come through that same evolution mechanism that original game did via Early Access, but this time game is made by people having much deeper understanding in fields they work in. After Early Access, we may suspect that most changes to the game will be based on the code created and tested earlier, so base of the game will be less susceptible to change. This will also apply to the style of the game, since this time it is more uniform and planned.

       Therefore, I suggest creation of the modding tutorial by devs. I fully realise, this is quite heavy request, both in time and effort, but in my opinion it can really help in setting the bar for other modding communities. Here are the topics I believe that are worth mentioning

    -modelling
    -texturing and animation
    -rigging
    -unity import
    -troubleshooting

       While i fully understand chances to put this idea to life are bleak, and community probably could handle creation of tutorials by themselves, I belive there are other things that KSP2 authors to do to aid in creation of mods, not only for newbie, but also for advanced modders. Here is listed what I mean by that:

    - better access to code in general (e.g. ablility to not only access Kerbals suit textures, but also their rigs, mesh and so on. It will make creating animations, suit, helmet and accessory much easier. I think it could in this way, in which community wouldn’t infringe any licensing of the game.)

    -creation of set of standards of 3d models, texturing and animations, to create art. More uniform (texture resolution and density, color pallettes, polygon counts, possibly lod levels for parts, file in universal 3d mesh format that contains shapes of profiles used by parts, size of fillets/bevels to keep them consistent, other data that could aid in texturing such as levels of specular map for different materials.). Good job in this spirit was done in the Restock wiki on GitHub, but I believe it could be expanded. I don’t believe all mods should ‘stockalike’, variation in art is sometimes necessary to make it stand out, but standards could help beginning mod creators to create better stuff.

    -toolbox for modders – it kind of overlaps with last point, but could be expanded.

    Please join the discussion, or add other ideas below. Thanks in advance.

  4. 20 hours ago, Serenity said:

    The roadmap is literally every single new and exciting feature that was advertised for the sequel.

    Of course it is. I bet it is a whole lot easier iterating/bugfixing/working on a subset of the product, than on the whole of it. Fact, that they aren't sharing all of the features at the same time doesn't mean they don't have them prepared. It means testers (us) won't scatter across all the features of the full game, and we'll be focused on the parts of it they will test. I personally don't think thats bad, but I am scared AF for KSP2, if they can deliver (especially, that big publisher is at the steer).

  5. On 3/25/2022 at 6:52 PM, Nate Simpson said:

    Seeing this question pop up in a few places. We don't currently have specific plans to add procedural solar panels for release, as solar gameplay wasn't blocked by the absence of a large-scale solution in the way that radiator gameplay was. As you get deeper into the progression, you've got a number of other power generation solutions that don't rely on sunlight (since many of the problems you're solving involve either being very far from a star or being in a situation in which solar intermittency is an obstacle). I'd love to hear the applications you see for big, interestingly-shaped solar panels. 

    Would be nice if there would be ability to make big solar farms in space and beaming this power via IR to ground stations (or beaming to the ships on orbit). I know KSP2 is aiming to utilize far future technologies, but would be great to push to the edge everything "near future". IDK how much hassle it would be to implement it tho, but if you guys have time, that is great idea, that was implemented in some mods for KSP1. Also, i suspect, with the new resource system, it would work more reliably than in KSP1.

    Also, please consider adding procedural truss as a standalone part. It would be very useful in creation of big trusses.

  6. 4 hours ago, Nertea said:

    Don't think that'll be happening. Honestly the 'empty' dome is a bonus that I made only because it shares > 90% of its texture space with the kitted out domes.

    That's understandable. This part has great design and potential, so I was suprised this was a 'bonus' part. Also sad that there is not very much things that you could stick into this dome (from any mods).

  7. Just now, theJesuit said:

    Awesome.  I keep look at where to download 2.0, to get in ahead of release for my TechTree updates, but can't find it.  So, this has made me more excited for release.

    *... all over the internet, but this is on the forums?!

    I appreciated the opportunity for hype though.  As excited for this as I am for the 1.12 release.  No really.

    https://github.com/post-kerbin-mining-corporation/StationPartsExpansionRedux/tree/2-0-0

    Here you go. Click green "Code" icon, then "Download as zip". You still have to get all the depedencies tho.

  8. 8 minutes ago, theJesuit said:

    Oh my goodness gracious me.  I didn't realise we were getting DOOMs  <ahem> domes!  Looks like 5 meter jobs too!  I assume that they aren't just transparent fairings, but can we walk inside them?  Is there an airlock, hatch type facility like the NearFuture LV do coupler or cargo bay or something with the opening hatch?  No wonder we aren't supposed to post pictures all over the interwebs.

    I don't really know how Nertea wants it to function, but currently:

    -You can walk inside them, but in some places collider stops you from going near wall.

    -There is no other way to get inside them other than some clipping stuff with airlocks, or place inside seat and spawn kerbal inside. I think it would be nice to add hatches on the inside and outside, and add crew capacity 1 as a buffer.

    That's what I can tell for now.

  9. My speculation:

    Minimal:

    64bit system (Win, possibly Mac and Linux)

    AMD Ryzen 1600 or Intel Core i5 9400

    8GB RAM

    Nvidia GTX 1060 or AMD RX 570 (must be compatibile with directX 12, i think there also will be options to use dX11 instead, but not lower)

    20-30 GB of disk space

    Broadband internet connection (multiplayer)

    Recommended:

    64bit system (Win, possibly Mac and Linux)

    AMD Ryzen 3500x/3600 or Intel analogue

    16 GB of RAM (scaled accordingly for higher res textures)

    Nvidia GTX 1660ti or AMD rx 5500xt (must be compatibile with directX 12, i think there also will be options to use dX11 instead, but not lower)

    20-30GB for the base game, 15-30 for possible DLC's (don't know how many will be made)

    Broadband internet connection (multiplayer)

    Raytracing, or very large resolutions, like 4k:

    64bit system (Win, possibly Mac and Linux)

    Any CPU with matching performance of the recommended specs CPU's, or higher

    16GB RAM (I have a feeling, that this number will be higher, but, I'm not sure, so I am writing recommended specs instead)

    Raytracing cards for optimal performance ( some older cards also have Raytracing capabilities added via drivers, but they are not taken into account)

    Disk space as above

    Internet Connection as above

     

    What do y'all think ?

     

     

     

  10. @Nertea It appears to be a problem with the newest release for 1.11 .  Debug console is printing "NullReferenceException:  Object reference not set to an instance of an object" if you add any tank from the mod to the editor. While in flight console says "[ModuleCryoTankPowerHandler]: Critical configuration error: Multiple ModuleCryoTank nodes found with identical or no moduleName".

  11. On 11/24/2020 at 6:04 PM, Nate Simpson said:

    Yes, the color controls in the VAB allow for application of color on a whole-vehicle or a per-part basis. You select your default color scheme when you start a new game, and your vehicles automatically have that color scheme. But I've found that you can make some incredibly cool-looking vehicles by changing the color of individual parts. For example, this candy corn rocket: 

    image.png

    @Nate Simpson One of the simplest QoL features of the builders (VAB etc.) would be ability to disable UI for showcases of the crafts, like this one. Please consider adding it.

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