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    Sr. Spacecraft Engineer

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  1. Given the early video in which Nate tells the backstory of how he become involved..... Maybe he just had a better pitch for what KSP2 could be.
  2. Yes but like many of us we learned what we needed to know to stop getting it wrong by watch others who’d worked it out. That built buzz and community around the game. if there is no new challenges in the Kerbol system for advanced players and the notable streamers why would they play in the sand box and make new content. You’ll be on your own or following videos from version 1. The streaming will all be from interstellar stock systems or a mod system. To my mind tweaking the stock system is a must so players new and old are challenged in the same space. Axial tilt seems a good start it that it can be used to make some transfer easier and some harder. New outer planets also which will see lots of interesting gravity assists videos being made.
  3. These pods along with ScienceLabs and maybe some others should be chair-less the Kerbal in them would float or hold-on the hand-grip. Not just sit there like grinning idiots.
  4. It also make the game more modable if there is a base game system that makes a structure that is consistent. Gives the mods something to hang one without making a system from scratch. You don't need 6 competing life support systems with a vast array of mods compatible with half of them if there is a solid base. They don't need to go overboard either, concentrate on good game play then if a modder wants to make a process around making x-factor more realistic they can.
  5. Lets face if you are still going to push to limits as you get better and tutorials trigger based on failure then I'll probably still see all of them anyway and take a moment to enjoy.
  6. If you divide the universe in to manageable chunks for the physics engine when it seems odd to me ruling out using that mini-verse to create the local gravity playground. Assuming the system will include visible bodies then the central sun(s) of the system are likely to be included unless a long way out. Seems to me it would be less complicated long term to have a system handle it than to fine tune it be hand. Sure systems will be on rails and craft will be able to go on rails to avoid station keeping. I do wonder if it will be possible to get in such a low system gravity situation that kerbals will be sub-orbital to a colony ship when EVA.
  7. https://www.kerbalspaceprogram.com/dev-diaries/developer-insights-4-ksp2-engineering/ According. to this early insights there will be multiple places in the game that more than 1 body physics will be applicable Rask/Rusk is only one example of it. There was early talk of a spacial graph that extracted mini-scenes that a craft was in assuming that system is what decides how many bodies have enough gravitational influence but I doubt it ramp up based on system specs as that would make it harder for new players to learn from more experienced players with better hardware.
  8. I did pay for 1 to 2 dlc expansions a year say 8-9 month turnaround would need to be like KSP expansion and each one include a new game machanic or system a bunch of parts toys to go with that and a new system that really challenges the system. wouldn’t pay individually for parts. Would love to see collaborations with moders in the DLC packs. if paying a mod craft sharing would rather that be direct with producer. would subscribe to host or share hosting costs of a private multi player game.
  9. The first question about docking we’d need an answer for is does the game with its new spacial graph, multiplayer and such consider the craft merged in to on craft when docked or do they now remain 2 or more. requiring a explicit merging to allow space construction without merging with the construction platform. then all the construction clamps also come in the play as options.
  10. Shame they didn't sneak an ice cream minus 2 in one of the other systems at the right distance. Well not that we know of...
  11. I might be about to say something dumb but... if the star exhaust had energy to cause damage when it seem to me it would be worth while having some deflector round the engine to push it in the direction of exhaust. Indeed the engines around would reflect in the wrong direction and reduce thrust. Given the evidence we have to date seem like its harmless.
  12. So looks like 1 month less each time between tentpole videos. Only one tentpole left with modding/multiplayer.... that tentpole would indeed make sense to be followed by a Community Stalwart event of well known moders and streamer which means beta release ready to play say a month after. So thinking release 4 +1 + 1 months just in time to built hype for xmas.
  13. and Modding in same video last tentpoles of the announcement all that time ago.
  14. Multiplayer and KSP2 community I'm sure we'll see many of these things. And mods for the ones that can't be done in stock
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