11/6/2023 0 Comments Kerbal space program 2 platforms![]() Earning sweet KSP 2 success required a lot of trial and error and back-of-napkin math. I, a fool convinced of my own intelligence, thought this would be pretty easy. ![]() Instead I set a basic goal: Make a ship and successfully guide it into orbit. In early access, KSP 2 doesn’t yet have a career mode, so there aren’t contracts or objectives to guide my time. I’m trying the game as a newcomer, having only spent a small handful of hours with Kerbal Space Program, during which I developed an intense appreciation for, and terror about, its complex and fairly realistic physics model. ![]() The game launches (pun intended) into early access on Friday, with a sandbox mode available. In Kerbal Space Program 2, you meticulously build rocket ships to launch into orbit around the planet Kerbin, and eventually explore other celestial bodies across the cosmos. Wargaming servers will want many more restrictions.Oh, to be an astronaut, flying away from Kerbin and into the great frontier of space. In other words, if there is no physics or graphics penalty for someone using a particular mod, why would anyone care that they are? Someone using say, MechJeb, on an otherwise all-manual server affects no-one else if it is co-operative. While above I've said parts-mods will (and should) probably not be allowed, non-parts mods are better ignored or selected on a per-server basis. Militarised, antagonistic, KSP such as Panzer1b might like (I don't know, but I pick him as the most enthusiastic advocate of KSP weaponry that I know) would have the same problems with cheats. Pretty much not an issue in co-operative multiplayer but seeing through walls and similar wrecks online FPSs. As such, I'd expect constructions with parts-mods to simply not function (or even be allowed) in shared environments. Describing even a very basic collision-box for such parts adds a great deal to the minimum communications volume and complexity. Parts mods, on the other hand, create an entirely new problem in that other machines (possibly even of the same type) will have no visual or physical representation for them at all. Again, players will just have to accept that some people can't see their pretty, flashing navigation lights and it shouldn't be much of an issue (but see below on antagonistic games). It is not guaranteed, for instance, that animations, lighting or even textures will be equally represented even for what is nominally the same part. In any case, if KSP allows the same part-set on different platforms (without which it's pretty hard to share tips or designs) then whatever their local representations they should be shareable within limits. Users of less-powerful computers will probably just have to accept that their machines tank if they visit more complex and busy areas of a shared universe (eg a very active space-port). ![]() That's most likely to limit the number of parts (physics) that can be used and their complexity (graphics) within an 'acceptable' framerate. Possibly the biggest factor in this will be complexity some platforms will simply not be able to handle scenes as complex as others. Different platforms have different processing and graphics capabilities so it is necessary to accept that they may have different representations - and will have different limits - for the various models.
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