![]() ![]() They need really carefully crafted player stories that support different player archetypes, not just advanced players. ![]() More seriously though, systems like this need to have a bunch of considerations.I've played all (I think all?) of the KSP1 mods for it, and I haven't found something that's interesting and holds my interest beyond frustration for more than a few hours - just not my cup of warm beverage. Honestly, I don't like basic life support (by basic I mean something like having Kerbals on a ship consume a resource).What are your thoughts on greenhouse and simple life support with snacks, for example? How do you see conveying that colonies are both real places where Kerbals live and 'working machines' like the way vessels are? I'm sure you've been deep in colony part design. Proper motion is something we need to balance carefully there. Hah, interstellar travel is going to be hard enough already.How do you plan to implement proper motion of other star systems, and how do you expect that to add to the challenges of interstellar travel? Specific scaling of the actual meshes is less important than defining their specific insolation numbers for input into solar panel math, but yes, they'll be Kerbol-relative.How will the sizes of different stars be scaled with respect to Kerbol? Will they be scaled at 1/3 of their real-life analogs like Kerbol and the Sun? We definitely have people on the team who want that!.Is there gear that'll be angled from the fuselage not straight up and down, and finally more tires/wheels in the concept stage (or even remotely thought of)? Nuclear jets, propellers - all unlock interesting new player stores! I would want to push out the different technologies rather than footprints first. That balloons the required significantly. Adding an air-breather of say, 2.5m size requires us to also look at the supporting parts in that size, like intakes and cockpits, so the player can have a good experience when using those engines. There's been team interest in larger air-breather engines, but as always, that's not so simple.That is mitigated by having access to internal tooling and a faster iteration look (click Play in Unity rather than load the game).Īre there any more concepts for more air-breathing engines like the J-90 (smaller or larger)? As an example at the basic level, the PBR shading model that we use requires more texture maps than KSP1. Most things in KSP2 end up being more complex than in KSP1.How difficult is it to add a new part to KSP2? Is there a big difference? Is it harder than creating a new part for KSP1 as a modder? As we get to those milestones, we refine our designs from player feedback. ![]() Colony parts are both similar and different from vehicles - in what they look like, how they assemble, etc. It's where I'm focusing a lot of my 'thinking time' these days. I participate in the concepting and design phase, yes.It's a lot harder to measure colony parts versus vehicle parts though.ĭo you participate in the creation of parts for the colonies? The largest part I have in my list right now is in the 80m+ size category.In terms of maybe inception/conception, in the EA release I'd say I had a hand in about 10%. Effective zero because I don't do the asset work, by one definition. What percentage of the parts in KSP2 were created by you personally? Chris answered more of your questions below, read the full questions and answers here ! Thank you all for your questions and for tuning in! A reminder that we are in Early Access and plans can change.Ĭheck it out here on YouTube. ICYMI, a few weeks ago we sat down with Senior Mechanical Concept Designer Chris Adderley for an Ask Me Anything. ![]()
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