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mattinoz

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Everything posted by mattinoz

  1. Agree personally it's a massive but KSP1 Producers don't, they would (I'd suggest given comments over the years) push for short game transit times and favour playing out missions concurrently. So if KSP2 team do favour and promote simultaneous flights that is a (to me much welcomed) shift in the games style. Certainly feels like they are giving a lot of love to making a progression for the game to tease the player further and further out to space as they get more comfortable with the mechancis of the game.
  2. Why get out? Surely the point of a construction rover is to allow the driver (engineering skill) to automate the process from the Cab. Also things that hang from the structure tend to have a lighter looking frame and track to hang from than sitting on top of an elevated structure.
  3. 2minute games time to travel interstellar would negate the need for acceleration on rails while not focused, which has been confirmed as a feature. Even 20-40minutes seems to short. I think the set-out will be more leading towards multiple play sessions. Say EP1) manage launch colony up to scale, build craft, Ep2) Point and shoot, ..... some time later after doing some stuff.... Ep3) Arrival. Maybe Sandbox will be different and more like no current KSP that doesn't stop you wasting time. But it sounds like Adventure mode will have the tools and demands to drive the game along as a program.
  4. Like a hyperloop without the need for the loop given the low air resistance.
  5. Just like that but without the engine for thrush and the RCS for steering.
  6. Isn't that rover driving off colony landing ramp then on to terrain? Well at least we have seen landing ramps suggesting some part to part traction effects and some reason to build a ramp instead of just landing on the surface. So Hopeful. Would also love to see scatter for locally rendered for things that would slow you up like tall grass on the planes of Kerbin and other goldielocks planets that might be in the game.
  7. Yes fully support all litho-encounters controlled or otherwise creating suitable soundscapes.
  8. Yes - a CAD programme user were symbols (sub-assemblies) are the life blood of the system I'm very much looking forward to improvements
  9. In Australia we have 2 seasons - Things are burning and Things are flooding. Sometimes in the same week. We know not of this winter you speak of.
  10. Tuesday, unsure which Tuesday but everything in Tech happens on a Tuesday. (which is well Wednesday here)
  11. Even with all those advantages a good percentage of my spacewalks still end in what should be panic. (In the immortal words of Jimi - Excuse me as a kiss the sky) Good to see it will now be an option.
  12. I'm hoping for all things spacial graph - LOD, Big Craft, Multiplayer and sig-body physics.
  13. Flipside of that is Kids who'll play KSP2 in the actual thousands and start to wonder and research where on the scale of real each future tech is. You really want to give them one that is way on the edge to really inspire them to think and dream. They'll need some options that are at the magically end. This one the basic science of thrust is still valid not like a warp drive or magic portal just here is an idea on how to get higher ISP. Frankly If Politicians get taken seriously saying things like "lets do this thing I saw in a computer game" then the problem isn't KSP.
  14. Shouldn't be any Krakens* with the new spacial graph** should just be beautiful unique snowflake explosions as ship exceeds structural design. *famous last words ** assume spacial graph means ship doesn't move the universe moves around it.
  15. At release or so hard coded in to the game it could never be any different?
  16. The developers want to keep developing KSP2 for 10 years surely over that time there would come a point procedural systems. Don't think it will be soon but could be lots of fun. It will be very interesting to see what be under the hood in term of fine level detail terrain generation and if the system allows (first by mod) scaling of the stock system so they could repeat the systems but scale them up each repeat out the spiral arm of the galaxy.
  17. This isn't the best time of year to release it is already very busy with other regular releases and easy to get lost in traffic.
  18. Well they should do another video given we are now close to a year from release.
  19. When exactly is Fall 2021? Being a non-American in the southern Fall I can guess but I know there are all sorts of company tax rules that change exactly when Fall is over there.
  20. What the Dev's are going to make all the required interface widgets for the game without setting up UI standard and modularity that would lend itself to future unknown interface widgets? Also they aren't going to set up one widget that works both IVA and non-IVA screen modes. Isn't that what people mean when they say RasterPropMonitor? That sounds like a bad plan for a team hoping to develop the game for 10years.
  21. If it has a system for widgets in IVA could we have same widgets running in standard game views?
  22. If consoles don't want to play nice with others that is their problem not mine.
  23. I think the Mirco-transaction model might be a bad place to be once the Epic/Apple case plays out of the next 18 months or so.
  24. Would changing the activation style do the job? Change from linear to cam Ease-in Ease-out profile.
  25. So we will see gameplay when it's time to get excited.
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