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    Curious George

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  1. You're right, the Gamescom 19 (or was it PAX?) videos were showing rockets with earthworm flexibility properties. I also assume they're going for a wobbliness factor similar to KSP 1, that's why I still think it's a bit too much (but that's a personal opinion).
  2. I see some wobbly physics, I hope junctions will get a bit more rigid at release. While I think some wobbliness is fun when you're messing around or learning the game, it does get in the way of the player when you actually want to accomplish some goals. Back to the topic, I think the shader looks nice, maybe a bit too "strong" when the debris are flying everywhere. The new launch pad looks great, and helps make the KSC infrastructure feel more grounded (I also like the choice of placing the other buildings further away from the launch site). Are these functionnal walkways I see on the tower?
  3. I see a lot of areas covered in lava. @Nate Simpson are you able to tell us if lava is something we're going to see on the surface? If yes, does it impact gameplay heat and resources wise?
  4. I mean, I could see how adding a new remote planet would work gameplay wise: rather than going directly to other stars after unlocking interstellar engines, you could go there to "test" your new ship (or maybe get a specific resource or technology on that planet that would play a role in interstellar travel). A stepping stone to interstellar space. But that could also be a star mistaken for a new Kerbol body by Heliocentrist kerbal scientists
  5. I expect the game to be even harder than the first. What I mean by that is I think it will keep most of the gameplay of the first one, plus some new stuff to manage related to colonization, logistics, interplanetary trips. Showing people how stuff works isn't dumbing down, it's common sense. Especially on such a niche game. I'd go as far as saying that some "hand holding" might be beneficial to new players. Something simple like suggesting what type of part to use based on the context, or a notification to tell them to use their scientific instruments. Advanced players may ignore/deactivate it, but it could be useful to newbies that would otherwise feel overwhelmed by the wall of new concepts they need to understand. Now I'm hoping the new celestials bodies will pose new interesting challenges (orbiting Rask and Rusk, for example).
  6. Great video! The timestamps at the end point to an easter egg. u/RobotSquid_ on Reddit analysed the audio files which gave the following image: (credits: u/RobotSquid_ on Reddit). Some of us think it's a map. A rocket can be seen orbiting Kerbin. Above the rocket there is something that is most likely the Kerbol System. At the top of the image, 12 dots could imply that there is twelve star systems to explore (I think it's a bit too much to be realistic, but who knows). Back on the topic of the video, I'm really glad to see the new procedural wings. I'm hoping to see some procedural tanks one day (maybe as a mid-late game research?). I paused the video to look at the VAB UI, and I think it's a lot more transparent in the way it shows info to the player. Can't wait to forget how to use the current VAB! The tutorials look great, will there be advanced tutorials for new concepts of the game as well? I'm thinking about colony building, logistics, brachistochrone trajectories...
  7. I don't think there will different parts adapted for each environment. If my habitat dome is "Eve grade", then it's good enough for Pol. However the player will most likely have to adapt and make choices regarding the environment he's building in: Should I go nuclear or solar on Eeloo? Should I bring more radiators on Moho? Should I build a vertical base on Tylo or go for a more "grounded" design? Hopefully the new base editing system will allow us to adapt in case of a bad design choice. The developpers have been clear about wanting us to be creative, so I imagine the new base building system is more complicated, but also more forgiving.
  8. I remember the first videos of gameplay from 2019 showing the munar landscape, there's been some real progress! Pol looked very different (in a good way), but Mun feels familiar, and I'm very happy about it. Unrelated to the topic of the video, but I wonder what the angular parts on the side tanks of the first rocket are. New shielded landing legs?
  9. Yeah I didn't do all of them, I just intended to give an idea of the idea I had. It was also an excuse to fire up Illustrator again If people like these I could do some more (for mods, etc...). My skills in vector drawing are actualy quite limited.
  10. I really like the concept and the modelling of those parts, but I think their purpose isn't really apparent at first glance. So I thought about logos that could indicate what type of ressources are being produced inside those factories. Some rough ideas : I kept them monochrome, thinking about the fact that we'll be able to paint our colonies. Of course those are shamelessly inspired by Ron Cobb's work on Alien
  11. Looks great! I wonder if kerbals collapsing from excess Gs or panic will have some effects on the gameplay. As a difficulty option maybe? I hope Kerbals' stats will have a bigger impact too.
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