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Found 7 results

  1. I’ve seen a lot of talks about the science gathering in the For Science update. From what I can see, the discourse comes mostly from the science gathering feeling less personal than it did in KSP1. This of course is from the fact that now we only have to press one button and then all the science is done at once without us having to look at each part and feel like we are the ones doing the science and not just a robot that knows how to do this all. Many have suggested that we just go back to the way it was done in KSP1 where you have to select each individual science part to do the science. I however, feel like that is not the solution to this problem because there was obvious frustration with that system as well, and it would be foolish to say it is not convenient to have the ability to do science so simply. I would like to propose a solution to the science collection debate. I would suggest that the science button on the left side of the screen does not instantly do all of the science experiments available, but instead opens a special menu (maybe combined with the science results menu) that would have all of the science modules sorted with buttons to do each experiment. Kind of a special parts menu where you get to feel like you are the one in control. It keeps the simplicity and convenience of not having to find each and every part but also lets you feel the personal connection to the Kerbals doing the experiment. I think this change would achieve all that the audience is wanting from the gameplay of taking science while also improving on KSP1’s method. I hope I was able to explain that well, I am not good at UI design so I can’t make any photos to explain.
  2. Hey everyone, I wanted to share my thoughts on KSP2 and why submarine parts would make a great addition to the game. While KSP is primarily focused on space exploration, including underwater exploration could offer a whole new realm of possibilities. Just imagine launching a submarine down into the depths of a distant planet's ocean, facing new challenges such as pressure, limited visibility, and underwater currents. (it may not become that in-depth) The addition of submarine parts would offer players even more creative freedom in their designs. You could build fast and sleek submarines, or sturdy and able to withstand extreme pressures, instead of struggling with buoyancy physics using cargo bays and engines making your design ugly. the U-dunk-it part already has this kind of stuff in mind, like the spherical shape and small windows. Besides, it's already designed to be used in water. The inclusion of submarine parts would add a whole new dimension to the game, making it even more exciting and engaging for players. If it may seem too late or too awkward to just throw in submarine parts out of nowhere in future updates, I think the exploration update would be a great fit. I truly hope that the developers consider this idea and look forward to hearing your thoughts on it.
  3. Jan Hloušek on Space Engineer's developer team has a rather interesting thread on various third-party physics engines. In particular if you scroll down, Havok physics 2022 seems much better than the rest of the alternatives. If KSP 2 is still using Unity's PhysX underneath, would it be beneficial to swap it out during early access to see if there are performance and stability improvements? What are people's thoughts on his thread?
  4. Ahoy Kerbonauts! Senior designer Tom Vinita here with a short update about part modules for you today! Part modules are the extra optional bits of functionality that are added to the part in order to allow it to perform specialized functions. For example, if we add Module_Engine to a part, it now has the ability to provide thrust, consume resources for that thrust, and many of the other essential functions required in a rocket engine. If a part doesn’t have any modules, then it tends to be something simple like a truss or an I-beam. Kerbal Space Program has a lot of different parts, and so it follows that it has a lot of different modules. One of our design goals with Kerbal Space Program 2 is to create a simulation that feels as close to Kerbal Space Program’s as possible while building fresh improvements along the way. If you build a rocket that worked in KSP, it is our goal for that rocket to perform in largely the same way if you rebuild it in KSP2. To that end, the team is going to painstaking lengths to document and remake, and enhance KSP’s extensive list of part modules in addition to all of the new part modules coming in KSP2. To see one example of this in action, let’s take a look at lights: Fairly simple in concept, right? They turn on, and they turn off. Well, KSP’s lights have a little more going on than that, and they’re useful in a variety of important situations. At the start of the process for bringing a part module into KSP2, a designer first studies KSP’s documentation and common uses of the module in question during general gameplay and wacky uses the community has come up with. From there, they write a series of user stories that define a list of use cases that this part module must be able to accomplish. A short example for lights would be: • As a player, I want a tool to help me see the ground when I’m landing on the dark side of a planet. • As a player, when I’m docking I want to be able to see my vessel and the vessel I’m docking with, even when both vessels are in shadow. • As a player, I want to customize my vessel with a wide variety of light patterns, whether they’re stylish, goofy, or both! Once these user stories are defined, the designer studies the player-facing tweakable values of the part—in this case things like the blink timer and the dynamic light color—and the list of values that are exposed in the part’s data for fine-tuning its behavior. The designer provides detailed documentation for everything being brought forward into KSP2, and looks for spots where the module can be enhanced. With all these values defined and the module’s functions outlined, the spec is handed off to an engineer who does the hard work of programming the module. Once the module has been written, it falls to a designer (usually myself) to attach that module to all the necessary parts, tuning the numbers of each part along the way as necessary. You can check out the results of this process below, with the new and improved Mk1 Illuminator showing off its new ability to pitch! That’s a look at some of the work that goes into making sure all the fun stuff you can accomplish in KSP can still be done in KSP2, as well as an example of finding a way to make that fun stuff even better in KSP2. Shine on! -Tom
  5. game asked me to send this to the devs. I don't have thier email and I can't put an attachment here. so umm not sure where to send it. thanks. also can't launch the game because of this.
  6. Hello everyone! This is an upcoming addon that I plan to release ~April 2017! You lucky lads and lasses might get it earlier if I can work hard enough. Right now, we only have space engine alpha screenshots. I'm looking for Devs to help me (For free, it's voluntarily, as all coding is) as I am stuck. I can do stars at the current moment. Gas Giant Hedsa. Orbits star Kernius. Largest moon of Hedsa, named Flairion. Smallest moon of Hedsa, dubbed Encharged, as it contains a huge amount of Thorium. It was formed from a Mars / Duna sized rock that hit the planet that was primarily made from Thorium, Plutonium and Urainium, so as it decayed over thousands of years, it heated the planet so it was warm, resulting in a mini star. This is the remains of this. A mini gas planet, which was knocked off from Hedsa and clumped together, resulting this gas ball that looks like it is moving. Unnamed moon 1 That all so far! Hope you enjoy!
  7. Hello, For the last 2 hours I've been trying to figure out how to open the developer console so I can debug a plugin I'm creating. I'm not talking about the cheat menu, I mean the actual output window in which I could check what messages Debug.Log() and print() would show. Googling this problem has only managed to show me results that have to do with the cheat menu, which is not what I'm looking for. Hopefully someone can help. Thanks in advance.
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