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Alexoff

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Everything posted by Alexoff

  1. Moreover, you can make several jumps on close biomes and take science "above" from them. Total science is multiplied by 6!
  2. I hope the devs don't take this poll as a reason to delay science...
  3. A bunch of biomes on Mun and Minmus broke the balance. In my career, I had unlocked almost every tech by the time my first low tech satellite got to Gilly. And I launched it in the first week
  4. It depends on the meaning of the word "completed". KSP1 was just announced at some point 1.0, the big bosses of T2 at some point will say - release what you have, quickly fix the main bugs and start doing another project.
  5. The forum turns into one big opinion poll. I wish the developers voted in it, since our predictions are not more accurate than fortune-telling on coffee grounds And who is the technical director now? As far as I remember, the previous one was fired, but who came to this vacancy? P.S. - Although I am here called one of the main haters, it turned out that my predictions are more optimistic than most members of the forum
  6. KSP 1 - MOAR BOOSTERS!!!1111 KSP 2 - MOAR STRUTS!!!!11111
  7. Now half of the big crafts are struts. No wobbling - no struts - more fps - PROFIT! And I think the game can be significantly optimized if the developers focus not on design (as is happening now in the entire gaming industry), but on engineering tasks.
  8. There is also the question of how science itself will be bugged with such a game. It's one thing if the craft was attacked by a kraken and you have to press F9, and it's quite another thing if the missions turn out to be impossible to complete due to incomprehensible bugs in the code and this result to Alt-F4
  9. Science can add a lot of meaning to flying and, in principle, it could be seen in the rawest early access. Playing in the sandbox is pretty boring, you can quickly take the most powerful engines and fly to all the planets, where you can only plant a flag and take a picture. However, the game is now too buggy and failing the science mission due to bug is much more painful than failing a single flight in the sandbox.
  10. The larger the parts, the less wobble! In general, we are unlikely to get it in the next year, so far there is nowhere to fly with such large habitat modules
  11. But I'm not even talking about compactness (this has been talked about a million times), but about the fact that a noticeable part of the interface is completely unnecessary information. Pilots have hundreds of different instruments in the cockpit that show something important, but this does not mean that all this is needed in a computer game.
  12. For me, the biggest mystery is these numbers around the navball. Why are they in the game? In real life, for some reason, pilots probably need them for orientation, but in KSP2 this just take up a huge amount of space on the screen. What should we do with these numbers in the game? Navball could have been made twice as big without them
  13. What is the difference between missions and contracts? In both cases, you complete some kind of order to receive an award in the form of science.
  14. It's just editor, not game build, so no forces, just effect In fact, what is missing is a large plasma tail, which in the upper atmosphere stretches for many hundreds of meters.
  15. How will science differ from science in KSP1? It seems at first it will be almost the same, only you will still need to watch tutorials.
  16. Openness is the release of patches for the game in this state? Cool! Openness is almost not carrying useful information AMAs? There were very few devdiaries in half a year, they had little specifics. What have we seen from science? What did we see from the heating? Three and a half screenshots and two animations? This is not openness, but a continuation of the hype.
  17. This contradicts your statement about the openness of developers. We are offered to just believe, apparently we are too young and stupid to dedicate us to the development of the game. It depends on the level of requirements of the person. Someone is insanely glad that they did not meet the kraken, someone is indignant that there is nothing to do in the game and it is only a quarter of what the person expected to receive.
  18. It seems to me that the title of the topic is too clickbait and inciting - KSP2 and perfect in one phrase can cause indignation among many.
  19. Then there is nothing to brag about. There is no answer to the most frequently asked question why KSP2 is in such a state that it is now. And there are no answers to many other burning questions. What science will look like and much more - there are no answers. Really, who are we to answer such insignificant questions?!
  20. And developers will not answer you in 99% of cases, in the remaining 1% of cases it will be a dry corporate response
  21. I mean they didn't set out to make the joints like sausages, I think they decided to do it the way it used to be in KSP1. Just because it's been that way for centuries, it's always been that way, and not because - let's make fun rocket sausages!
  22. No another option for a hater? Where is the answer - to the perfect game so far is like to Jool? Personally, I got tired of the KSP1 sandbox for a month in the winter of 2015.
  23. I do not think that this was done on purpose, rather it is the result of copying the mechanics of KSP1 (in the form of code or appearance). And then this problem was declared a feature, since a normal solution requires effort.
  24. As I wrote earlier, T2 will force the developers to finish the game at level 1.0.5, releasing colonies and so on in the same form that the game was in 0.1.0, that is, in its raw form with a bunch of bugs. Thus, the formally announced task will be completed, but the players are unlikely to be satisfied.
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