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The Aziz

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Everything posted by The Aziz

  1. It was part of 1.11 update. Players can no longer assign the Undock node Action. This has been removed as it was causing confusion with the Decouple node Action in some parts. Crafts with the action assigned can still fire it.
  2. Yeah. In KSP we're still talking about propulsion, one way or another, not bending spacetime using something we can't, and won't be for a long time, produce,.
  3. First off, the pictures suggest that is not an orbit, 400m/s is not orbital speed. Not even in space, it's 65km above ground. [snip] on one of the screens the buttons are in horizontal arrangement. That suggest a really ancient version, prior to 1.1. There was no italian language back then, so I suggest investing in buying the game so it's up to date.
  4. No, it means acceleration under timewarp to a fraction of c. Interstellar travels are still most likely going to take years, decades even. We're still constrained by physics so no FTL unless you get Kraken'd. Timewarp is going to be improved, no doubt about it.
  5. This guy again? With developer videos, articles and random posts dropped here and there, I won't bother arguing. Also I wonder why he cares, since there will be no procedural wings.
  6. Rockets. Engine(s) at the bottom, pointy top. Never bothered with spaceplanes since 1.0 dropped and my old design stopped working (as they more than often go all over the place during reentry and eventually blow up), they're useful only for crew transfers (like if I couldn't do that with normal rocket, only difference is capacity) and need too much maintenance during flight, mass balance and all that. And I'm terrible with anything with wings. Even hamburger style shuttle project isn't worth it despite the payload capacity, steering a falling brick to a safe landing in random place on the planet is uh. Nope.
  7. And how these two things are related? KSP1 bugs have nothing to do with KSP2 development. Also, there's quite a long list of bugfixes dropped with every major update, plus at least one minor update appears that fixes some of the bugs that appeared with new release. Which is kinda what you and many others are asking for. Every x.x.1 update is essentially a bugfix update. No content means the "yay bugfixes" community reaction, which happens every time, just look at the forums, but also means "meh, no new stuff, what are you doing out there" reactions. Keep in mind that they are still in the process of revamping art in the whole game, and I personally think that this should also be a priority, even if that means no new-new stuff introduced. I can't stand looking at Swivel now, when there's Mastodon right below it.
  8. I don't know, if I'm strapped to my seat with a seatbelt, I don't really lean anywhere, except maybe moving my head (let alone racing drivers with their 6 point harnesses). With that said, I think, even if the animation would be inverted, that's still A LOT of free movement for a seat in a rocket. Which deals with much higher Gs than a car.
  9. Also Enhanced Edition in Psstore at -75% until 20th Jan.
  10. Afaik they did say that console release comes later Also the page on psstore says that the first game can work on ps5. Not optimized for it, but should work. Though, with current supply shortages I haven't heard of anyone who has the game AND new console and tried it. Then again, ksp1 is on PS4/X1 but the port was indeed based on game from first half of previous decade. Ksp2 won't be any of it.
  11. I personally design my missions around contract requirements (if I play career, which I haven't in a long time). I'm not carrying stuff "just in case". I won't take any repair kits with me in case something breaks on a random vessel already out there (and if I do, it's to repair the ship I'm currently flying, I'm not planning to do a rendezvous or pinpoint landing unless explicitly specified OR I want to do it on my own), the same way as I don't bring science experiments if I plan to only set up let's say a mining facility on Ike. In any case, the game should not expect me to have something already in place, if it didn't previously required me to do so. So hardcoded 2 year limit is clearly a problem to be fixed.
  12. Yeah he did Landing legs are overrated, just land very slowly on the engine
  13. I think there are few other problems aside from landing legs Like, the rest of the craft? I'm not an expert but I believe there's supposed to be an engine attached at the bottom
  14. I say no to difficulty setting (I said already why this is a bad idea somewhere in related thread) but option in cheat menu is something I can get behind.
  15. Contract list changes by the way. So by the time he gets there, there will be no contract for that flight.
  16. Well that needs to be tweaked. I ain't walking for 5 minutes on the Mun with deployable science part only because I landed too far from the base and my fuel budget is too tight to risk a hop.
  17. Yeah but that's just it. KSP wasn't first on the market but is, in a way, unique. And mixes features from all those titles mentioned above. It doesn't have procedural parts like Simplerockets (if they're needed, that's entirely different discussion), but has more interesting world, better physics than SpaceAgency, (it's 3D lol) and it's funnier than Orbiter which is really just hardcore Spaceflight sim. Now that I begin to think, how are physics in Space Engineers? I used to play it for like an hour but dropped really fast, way too complicated. And I think I crashed into a planet.
  18. Well they did say that working your way around the terrain is one of the challenges in base building. Not working the terrain out of your way.
  19. A space program of any sort needs that sentient particle. I'm not saying that you can't do anything you want with just probes, but logic suggests that you shouldn't let the AI do everything. Like, you know, living beings with any sort of brain tissue usually think and make decisions, and that is kinda important. But I am going too far off from the game. Now, the kerbals are getting more and more important. Suddenly, engineers are ten times more useful. In the sequel, they'll be integral part of the whole colony system. Sure you probably could explore the galaxy with a probe but then you'd cut yourself off from the huge chunk of the gameplay. May as well just install Kopernicus and several star systems and you'd get the same result. So anyway, they're here, always were. Without them? Like you said, Simplerockets or Orbiter sim. Yet Another Spaceflight Simulator 2015 (YASS). It wouldn't have much soul. Would you do rescue missions if there wasn't your favourite veteran Kerbonaut stranded by your own mistake? You lose the probe, you send another. You lose a Kerbal, and unless you're like Danny2462, you place a flag in memoriam where they died. To sum it up, KSP without Kerbals (SP? Get it? Without K?) would be like that probe of yours, hard, cold, completing orders without a word, soulless. Kerbals make this game feel alive.
  20. Rask n Rusk. Literally half molten. Atmosphereless, but I wouldn't want to get too close to a lava lake without proper equipment
  21. Except games like ksp. You know, games that calculate a lot of stuff.
  22. It states 2022, so the page was changed not long ago, so I guess they still stand by their words about old gen. Time will tell.
  23. There's going to be, not exactly life, but a support of some kind, we've seen farms/plantations in some early shots. Probably to make a colony thrive.
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