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Defenestrator47

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Everything posted by Defenestrator47

  1. 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.
  2. Agreed. Even better if that could have a gameplay effect - painted surface has heatshield properties, but with associated costs as well.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. I would like to gently remind all that we are not OWED a show and tell, nor a feature video, every other week. The devs have been extremely open about showing us stuff. I am glad for each peek behind the curtain. And secondly, regarding the original 2020 release date and the current 2022 goal for same, this is not the same studio. A lot of the same people are in place, but after the shakeup with Star Theory, scope increase with Intercept, and quite frankly much higher quality assets being shown, 2022 seems a much more reasonable target. Judging by the quality and frequency of what we've been shown, and nevermind that there's almost certainly a lot more assets we aren't seeing yet or only get glimpses of in looks at other features (I'm thinking of the current state of the launch center seen in the 'tutorial shader' video), there's no reason yet to think that 2022 is not still a reasonable window. If they need more time, I want them to take it. I want a complete, chock full of features, fun game to stand alongside the beloved KSP1. If it takes more time, it takes more time. Delay if you must, release when it's ready.
  9. I like the shading. Also the look at the KSC is...gorgeous. I cannot wait to plant some heavy loads on that launchpad and thrust. Mmmmf. (okay I'm done but damn, nice work guys)
  10. This makes my heart do the pitter pats. That's a beautiful build. Just saw the Fujin fighter, and I am impressed with your builds.
  11. I would love weather, but I understand others might not want to deal with it. So I'd like to see it be able to opt in and out, and maybe a slider for severity of wind effects. Also lightning strikes.
  12. KPS 2 gets me excited to play again. I played vanilla KSP for a couple thousand hours, then with mods and CKAN manager for prettier visuals and expanded part libraries and Ferram Aerospace and life support and other mechanics. Since the promotional material says KSP 2 is being built from the ground up to support modding almost everything, I can only imagine. I've given up on KSP 1 because vanilla doesn't do it anymore and with mods...my aging relic of a computer WILL run it, it just takes 15 minutes to load the game. And that's going with the bare minimum of pretty plus a couple libraries plus FAR. I keep putting off a new build, mostly out of complacency. This thing though...the CPU is 9 years old. Positively ancient by modern standards. KSP2 might be the boot I need to retire this one, or make it a backup browsing machine.
  13. I'm hoping for asteroids, comets, kuiper belt bodies, icy dwarf planets, lots of mod support for all of the above...
  14. Speaking as someone who is a bundle of uncertainty and doubt, I started fumbling my way with C# programming and Unity a while ago. It's stop and start. A couple friends are also helping mentor, answering questions, pointing out resources. If you have the dream, the road is out there. And having worked my entire adult life in crap hourly jobs, trust me, it's worth pursuing.
  15. This sounds well handled. So glad I took the effort to use exclusive login/password combos everywhere. Pain in the ass but worth it to not get exposed to something like this.
  16. I want to see what (if any) new aeronautic parts and systems are coming ( still really hoping for a non-modded autopilot hold altitude/heading feature) and more info on ground vehicles. I love building rockets but it's a lot of fun building rovers and mach 2 puddle jumpers. Gameplay systems wise, I want to see this game's take on career funds and science experiments. I'm hoping for something more evolved than KSP1's functional barebones research.
  17. I'll wait for reviews and the youtube kermmunity to get their hands on. Then I'll buy it myself and admire the pretty before stuck into a new campaign. I seriously hope not just for new stuff but refinement of what KSP does so well. (that said I want new stuff too, am excited).
  18. Playing with life support mod. Jeb Bob and Bill were returning from Minmus in the 3 crew pod. I already knew I was low on life support, had underestimated the amount I needed (first time playing with life support). So I did a burn to accelerate the return leg, dropped periapsis well inside atmo but not enough, ditched the transit stage, managed to aerocapture but 'bounced' back out on a long loop. Ran out of 02 with ~21 minutes until the next atmo descent, which would have resulted in a landing. Came so far, got so close.
  19. I played Eve Online for 9 and a bit years. Logging in every day to do upkeep and maintenance, make sure to do security sweeps to look for other players intent on doing harm, running background checks on players wishing to join our corp to weed out potential spies and thieves. I am so done with 'always on' games. Like others have said, I have a life away from the computer, and worrying about whether something is happening in my KSP game while I'm away, or being unwilling to launch a mission because I wouldn't be at the computer when critical events need minding, would both be joy killers. KSP default is hard enough as a player who didn't even take high school physics. The joy of managing my first rendezvous, and then actually docking two craft, performing EVA transfers, and mating up a multi-launch mission out to Jool is what I'm here for. Not tedious upkeep and being forced to play on a schedule I don't have control over. No, thank you, to always-running KSP.
  20. Except that he quite perfectly summarizes the article. The argument he makes, and that I agree with, is that making this decision based on the game only ignores the unethical way this publisher behaves, and the way that all publishers behave. With extremely rare exceptions, this is normative, and it shouldn't be.
  21. <snip> How about if, say, a big publisher negotiated in bad faith and then renegged on a deal in the making to buy Star Theory, poaching staff along the way? I'm sick with rage as I type this. I will not be buying KSP2. I urge any of you with a shred of empathy for game devs to boycott this product. Nothing changes if we go 'welp, that's just how it is'. Or buy it, and then wait for macrotransactions (micro, HAH!) and slicing off of content to be resold as DLC and season passes. It WILL happen. These publishers know no boundaries. They only know how much they can get away with and will always try to push that line further away from being good for the customer. EDIT: See Jim Sterling's video. <snip> EDIT 2: Here we go. The ever-lovely Matt Lowne produced a video about the same news, but without the swearing. <snip>
  22. Walter Jon William's 'Praxis' trilogy (plus two novellas and soon to include a new novel) details a method of creating and storing antiprotons - planetary scale orbital rings which contain the acceleration rings to create and then capture antiprotons, and a method of suspending the antiproton within a charged silica chip on the microscopic order. The chips are so small and 'slippery' that they flow more or less like a fluid, can be pumped to suitable engines, and also serve as the fuel/warhead for antimatter missiles. I thought it was an interesting and at least imaginative solution (within a fictional story, but one more grounded in our understanding of particle physics). He apparently consulted materials scientists and physicists for the idea of how to store antimatter as a fuel. I'm just a layman who enjoys watching PBS spacetime, and similar educational videos, so I can't really judge, but the little I know did make this at least a credibly believable (given the stories take place 10K years after the conquest of humanity by a time/space spanning empire).
  23. To be honest I expected this, and I (along with many other posters in this thread) applaud the decision to take the time you need, be safe, and put out the best product you can. If I can get in a request, can you please make a feature presentation about what, if anything, you're going to do with 'airplane' parts in the sequel, and supporting atmo flight? I think a lot of us would love to see if you're going to adopt a new model of drag and lift, maybe something akin to the FAR mod that is so popular. That's all. Keep calm and keep exploding. (...now I want a poster of that) The behavior of the ground interface devices has made me ragequit more missions...
  24. I don't post often, but I do in support of airplane stuff. I love building rockets AND airplanes, and I'd love to see airplane parts fleshed out with more hull forms, engine types (propellers and ducted fans as STOCK was a huge yes), landing gear types (side drop, drop and rotate like some really old designs, etc.) and even 'here's a landing gear mount. Now, how many wheels come out?' sort of procedural. I want more procedural stuff in general. Also, functional 'hold altitude/heading' autopilot, so I can sip my coffee comfily while I do a science bombing mission transit, and other fun things. Lastly, as the non-gameplay trailer showed, I want more options for ground vehicles too. I want a dozen different wheel types, good at different modes. I want configurable cockpits. If this stuff isn't stock, then I'll turn to mods, as there's a bunch out there that do a great job fleshing out the atmo side of KSP.
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