Mskvarci Posted January 15, 2023 Share Posted January 15, 2023 If KSP combined with Space Engine, we would pretty much have the ultimate space game. Imagine KSP or KSP 2, but with a practically unlimited amount of planets, systems, (and even galaxies!) to explore. It would take interstellar travel to a whole new level. Another added bonus, all of the galaxies/systems/planets would be accurate representations of real locations. If the devs from both games got together, I'm sure they could work something out. Link to comment Share on other sites More sharing options...
Bej Kerman Posted January 15, 2023 Share Posted January 15, 2023 4 minutes ago, Mskvarci said: If KSP combined with Space Engine, we would pretty much have the ultimate space game. Imagine KSP or KSP 2, but with a practically unlimited amount of planets, systems, (and even galaxies!) to explore. It would take interstellar travel to a whole new level. Another added bonus, all of the galaxies/systems/planets would be accurate representations of real locations. If the devs from both games got together, I'm sure they could work something out. No chance. SE is its own engine and KSP is never looking at the unrealistic technologies needed to explore such distances. If KSP ever ends up being implemented in SE, it'll probably be a fan project after SE is complete and is released as a game engine for developers to use. That's besides the fact that handcrafted planets are always more interesting than procedural generation ones. Link to comment Share on other sites More sharing options...
intelliCom Posted January 16, 2023 Share Posted January 16, 2023 I feel like 50% of the posts in the KSP2 development discussion forum are either extremely minimal/going to be implemented already (e.g., "Could we have new wheels please?"), or extremely ambitious and could never be implemented due to how ambitious they are. This post happens to fall into the latter. I've seen the idea of procedural planets a few times, but it has to be made certain that such planets don't throw off the game's balance. To avoid unnecessary waste of development time while ensuring every planet makes sense, I think the planets should be manually implemented. Link to comment Share on other sites More sharing options...
Drakenred65 Posted January 16, 2023 Share Posted January 16, 2023 Well mod planets could be pro gen though. Link to comment Share on other sites More sharing options...
Fullmetal Analyst Posted January 26, 2023 Share Posted January 26, 2023 well since the game is made in unity which means most of the game code is still single threaded and we cant expect much of a performance increase compared to KPS1 which was also made in unity. so a procedurally generated world is kinda out of the question, for performance reason. i would be suprised if we could actually even make stable space stations with more than 250 parts in ksp2... but im afraid we will run into about the same performance issues in both games... Link to comment Share on other sites More sharing options...
Skorj Posted January 27, 2023 Share Posted January 27, 2023 23 hours ago, Fullmetal Analyst said: well since the game is made in unity which means most of the game code is still single threaded and we cant expect much of a performance increase compared to KPS1 which was also made in unity. They completely re-wrote the core game physics to fix the performance problems in KSP1. It wasn't an engine problem, it was an architecture problem. Also, Unity is no better or worse for multi-threaded code when used by experts. All game engines are single threaded for the main render loop, and any given engine's multi-threading plug-ins may or may not be useful - you're oftenrolling your own. At least in Unity you have the C# library for thread creation and management to work with, I found far easier than C++ (though I haven't messed with C++ 20 and the language is moving fast). But then, you may be right, since the dev team is likely too small for a specialist in this area, which would make it more of a struggle. Certainly doing physics in a separate thread pool is a lot easier than anything that directly manipulates game objects, like procedural world generation. 23 hours ago, Fullmetal Analyst said: i would be suprised if we could actually even make stable space stations with more than 250 parts in ksp2... but im afraid we will run into about the same performance issues in both games... I mean, we'll see, but from the first communication we ever had with Nate: "they fixed that". Link to comment Share on other sites More sharing options...
stephensmat Posted January 27, 2023 Share Posted January 27, 2023 Procedural Generation means you can generate via algorithm. Good for wide range games like No Man's Sky, but this is something else. I admit I don't know much about this, but what if Modders could build some sort of tool to generate a System, and then 'lock' them, so that they're fixed for KSP2 use? Multiple systems are already confirmed, and you know that creating a Custom System is going to be the ultimate Mod. That's the thing that makes this game a fan-built Firefly. Link to comment Share on other sites More sharing options...
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