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Everything posted by Defenestrator47

  1. Thank you. I don't follow...external sources mostly. I do watch Shadowzone. Scott Manley. I wish there were some sort of resource collating interviews and info from outside sources. I am info hungry. My install of KSP with 100 mods running mostly just inspires me to watch for info on KSP2 and wait for the launch. I won't pre-order (Total War: Empire burned me forever. Always wait for review. I can wait).
  2. Wait what? Source? I haven't heard/read this before. Love the idea.
  3. You owe me a new brain for the one just sploded out my skull. I've been building boats. The currentest one looks like someone smashed a wingless plane into a big platform, nailed pontoons underneath,. The massive rudders at the back give great handling. I have no pics, haven't played in a couple days (currently yelling at war thunder). I deeply want decals so I can paint up the platform as a landing pad, which is what the goal of this thing is.
  4. Your style really lands squarely in the middle of the kind of futurism I enjoy. I build almost purely functional designs, though some of my aircraft can get a little more imaginative.
  5. Obligatory but also heartfelt "Daaaaayaaaaaammmn..."
  6. I never said he yelled. I said he fell. No mention of noises of excitement, fear, or exclamation was made. So how dare YOU?! (Also I took it as excitement, Jeb's a special breed.)
  7. A part of the charm of KSP1 is the goofy fun trailers, absolutely. I watch them and have a laugh. I was super glad to see Jeb? falling down the ladder in the KSP2 announce trailer. Seconding this desire.
  8. I used to build model kits. Gave it up when I left home, not enough free time, and eventually my bitz box I gave away in a move to a friend. I consider it now and then, but likewise, KSP has become much more of an outlet. Doesn't cost as much, no mask to deal with fumes, and no paint on the fingers.
  9. I know what every part I see is. It's just arranging them into something like this that gets me. That is excellent work. Do you also build models and/or kitbash? You have such an eye.
  10. I love the work that's being put in, every part I've seen looks great. The new airplane 'pit looks great, complete with functional LCD display? I've fallen in love with mods in KSP1 that give the MFDs a purpose. I've seen dev info that joystick support is native, and I WILL be buying a decent throttle and stick for this (if that remains true) because I love to build planes and fly them. The native procedural wings gives me goosebumps just from the very small amount shown of them so far. Now I want devblogs about things such as the save system - how it will improve on KSP. I want to know more about the 'team colors' and multiplayer. I want a devblog about if 'soot' and general wear and tear will be a thing because to have some battle-scarred SSTO orbiter that accumulates wear... I want to know if we'll be able to place decals, as mods let us do. I want more info on the science system! I always run two concurrent campaigns - one full funding + science + rep game, and a 'virtual design labs' game. Do test flights and design in virtual, flip to the campaign to run the mission. Anything that happens in campaign, stays. Gives it more challenge. Anyways there are so many aspects of the game to do deeper dev blogs on (ala the 'resource system' blog, or the 'parts' blog by Nertea/Chris Adderley). I don't mind having the whole game 'spoiled' frankly, as I didn't get into KSP1 until it had the full kerboller system and I'd watched a bunch of vids and finally bought in and have had...over a thousand hours of enjoyment. As I now run with mods by default, I want to know how much stuff from mods got incorporated or inspired KSP2 development. Edit: Mis-spelled 'Adderley'. Apologies to one of my favorite mod-devs who became an actual game dev and I expect great things.
  11. So, these systems do exist, sometimes as plug and play code modules that can be added to existing games to fulfill that functionality. Graphics wise, what is shown in Vl3d's original post is just that. Adjusting variables for different planets, and atmo pressures is basically just tuning and dial turning, which is not NOTHING, but it's a far cry from having to code up an entire atmospheric/flight model system from scratch. Especially as KSP2 team said, I believe early on, that the flight modeling would be more or less like what's in KSP1 (hopefully moddable, as I won't play without FAR). If Intercept had to create weather systems from scratch, and have not been working on them from the start, in order to fully integrate that into part interactions and everything else it implies, I would not want them to start now. However, they already have systems for atmospheres, to enable flying craft and friction/resistance during explosive vehicle flinging events. Creating storms (high velocity wind), ice (some textures, friction changes, changes to engine performance), rain and lightning, can be done alongside existing systems. Now, if they haven't already worked them into KSP2's core code? THAT would be a lot of additional working person-hours, and this late in the game, I'd rather the game get out the door than add a new feature. So IF they already have it coded, and haven't revealed it yet, bliss. If they HAVEN'T yet added it, then the focus should be on polishing up what's there. (I'm all for delays to polish and tweak and make gooder anything already in place, if it's needed.) I DO hope some sort of weather system beyond clouds and "graphical effects only wind" is in place. I understand that KSP2 might support native joystick controls, and you can believe I'll spend on a quality HOTAS for this game, to have fun with flyers and rotors and VTOL jet lifts. I'm already researching and planning my purchase list for the machine to play it on. The current abacas is past its prime, kept limping on by swaps and replacements, but the processor and mobo are 11+ years old, and it's time.
  12. I'll chip in. One, I think weather having an effect on craft in atmosphere would be nice. Winds, visibility, rain/snow/hail. I'd LOVE to see this...AS A TOGGLE. On/off, or a slider for maximum severity. Weather is not a bell and whistle if it has an effect on gameplay. I design a lot of rovers and flyers in KSP1. I don't post pictures or videos, albeit here, have a fun rotorcraft: The Mk 1 and 2 Dragonflyer. Now imagine if the OPTION is there to try or have to fly these in inclement weather. Some people like that sort of challenge, and it's not a 'waste of resources' to consider adding elements that people might want. Especially since resources are already available. A lot of these weather packages are plug-in, and can be tweaked and worked on by artists. Yes, it requires some programmer time to integrate. Please stop calling weather and effects that affect in-atmo flying or driving a 'waste of resources'. Thanks.
  13. That is so good. I wish KSP1 supported more aircraft building and customization, but considering what you achieve, I just realize that I seem to have not been imaginative enough with the parts already available. Anyways, thanks again for sharing another beaut.
  14. Thanks, I'll try that. And as far as building the rig, I can wait a bit.
  15. If this abacus I'm on now lasts that long. My mobo and processor were used when I got them in 2011. I started with a 1TB spinner and 120 gig solid for the OS to live on. I've had to replace the disc, upgraded to a 2TB drive in the process, didn't lose anything important. Had to replace the RAM to fix a random crashing event that could happen at any time, turns it was a bad stick. And I replaced the videocard I was on a couple years ago to GTX970 on the cheap. This animate corpse of a machine will run KSP, and war thunder, and even games as current as last year, but it's started to struggle. Couldn't run Elden Ring, constant slowdown with everything turned down, all background progs killed. It's past time to build a new one. This one has soldiered on but it's time to be put to pasture. I'll be keeping it as a spare 'just in case'.
  16. Every day, I check several retailer websites. Tiresome. I'm waiting for an RTX 3080. aaaaaaaany day now.
  17. A craft that achieves function while having an eye-pleasing form is the best of both worlds. And you're welcome. I haven't dived into KSP for months now. Unfortunately my abacus of a computer has been struggling lately, and I'm riding the line of vidcards getting back down to MSRP to start a new build. I have the money, but I refuse to give scalpers a cent, and until the last month the games I have ran fine.
  18. Sweet mother of velocity do I love your creations. I haven't browsed in a while, I open the exchange, I see InterstellarKev...I click. There's no other option. I can build functional craft. But beautiful? Not me. Thanks for this celebration of design.
  19. They could always include new solar systems if they have ideas for more cool ideas/challenges for the player. Beyond that, yeah, new parts, new skins for existing parts, new paint schemes... The question really is, what COULDN'T future expansions contain? That would be for us to find out in the future. Given some of the tech we've seen in the show and tells, there are a lot of possibilities.
  20. Agreed. Even better if that could have a gameplay effect - painted surface has heatshield properties, but with associated costs as well.
  21. I find KSP2 promising. The delivery of an expanded base game, while keeping the core of what is KSP1, but adding so much that enhances the experience: -Customizable ships, color scheme and pattern. I'm waiting for a sneak peak/dev notes/feature reveal that talks about this more. Yes, I am shallow enough to want my ships to look pretty. In addition - better graphics, a more unified design philosphy for parts, lessons learned from KSP1. -Advances in programming and engineering within games. KSP1 suffers from being a decade-old plus game. It is still great, but there are things that are baked in that aren't going to be improved on anymore, as they are done with updates to KSP1 except for critical maintenance. Any game breaking bug, or keeping it working with newer OS versions and graphics drivers, should still happen for a while, but the guillotine is on the way down and eventually all support will be cut, whether it's in a year or two, or decades hence. -Functions like space and surface colonies will become integral to gameplay, rather than something you can make and run if you want to but essentially having no greater purpose than 'I can do this'. This is a fine purpose but personally, I did drilling for fuel on a colony I built on the Mun, refined it, sent it to orbit, refueled a larger ship ONCE and I was happy I got it done and I NEVER wanted to do it again. Doing it once is figuring out a task challenge. Doing it repeatedly is mundane work. KSP2 promises to let you design and run functional colonies with purpose, but once you've got them established, they should run on their own, not having to mind them and run monotonous tasks like sitting on a resource node and wait for storage tanks to fill up. -Procedural wings, (and radiators) which essentially brings a small infinity of parts of those types, to better suit a variety of design challenges. Most of this is available in mods for KSP1, and I find managing mods tedious, and frankly running 20-ish mods makes my ancient computer slow to a crawl. 10-15 minutes to load the game, and a greater risk of crashing the game. So personally, I have greatly enjoyed KSP1, and I look forward to KSP2 eagerly.
  22. For me it's more about the ability to customize shapes without glueing a bunch of awkward shapes together to get an approximate result. I'd like to see curved edges, circular, angular, and rectangular. Like a big unfolding hexagonal array, or triangles, or any other 'edge to edge' repeating pattern. Having one BIG solar panel, that is also customizable. We want MOAR CUSTOMIZE. Pleasepleaseplease and thanks.
  23. Platform exclusives are anti-consumer nonsense dreamed up by marketing and finance departments to try to drive sales. I will absolutely use hacks to defeat platform exclusive content and add it back into the game, and I despise anyone who advocates for it. Loyalty to corporations is as stupid as it gets, because 'they would grind you to a fine paste if there were a dollar in it for them', an absolute truism from another space game, of recent origin.
  24. That is gorgeous. I've enjoyed KSP1 for so long despite the primitive graphics compared to modern high end games, because the core gameplay loop is so engaging. That said, I currently have scatterer, parralax, etc. running. One thing I'm most hoping for in KSP2 is more variety of winged and wheeled vehicles, and better terrain with less sharp geometry to make driving a better experience. Also native joystick support. I'd really love to be HOTAS for aircraft, and decent cockpit views, MFD screens... Sorry got off on a wish tangent. Anyways, beautiful sky. Can't wait to put a base under that view.
  25. Initially it sounded sleezy as hell, and I left a post in super angery mode. More information came out, in part from Shadowzone, who makes some wonderful youtube vids about KSP1, including ship builds and news. It appears, from what is known (not all, from outside) that Star Theory overpromised and then were under-delivering on KSP2. The owners then made a bid to have Take Two acquired the studio. Take Two instead took back the property from them, spun up its own studio (Intercept) and sent backchannel offers to the staff at Star Theory to join Intercept and stay with the project. In large part, it seems that the people on the project accepted this offer, and Star Theory was left largely depopulated, with no income stream and few employees left. It's not the cleanest of transactions, but the workers, whom I was most concerned about, have kept their jobs under a new studio. I don't really give a single care for the owner class. And the game itself looks extremely promising from what's been shown.
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