Jump to content

enewmen

Members
  • Posts

    179
  • Joined

  • Last visited

Reputation

106 Excellent

1 Follower

Recent Profile Visitors

2,044 profile views
  1. I've played KSP over 6000 hours and I'm giving KSPI-E most of the credit for adding so much replayability.
  2. It works. Just need to charge it first. But can't charge in the VAB for some reason.
  3. "Nertea is now a part of the development team" Awesome. I hope Freethinker, RoverDude, ihsoft, NecroBones, and Sarbian also join the 2.0 team.
  4. I agree and I like DLCs. More than relying on modders do all the work. DLCs will then be well(EDIT: MUST be well) designed and well tested to work with other DLCs. Often mods are not tested to work with other mods. My concern from the beginning is getting the physics perfect from the first version. If the first version only has simple Newton physics LF/O and 1-2 types of propellant, it will be difficult/impossible to make good a DLC later with futuristic engines/fuels/propellants that require realistic atomic physics. KSP was always about doing missions and making wacky spaceships that all use real science-no magically good engines. If KSP2 will be done "correctly" from the beginning, then future DLCs will be easier to make and not clunky.
  5. I gave you a thumbs up. But if you want to visit other star systems in KSP 2.0, I think you will need more than the stock 1.0 LF/O fuel and engines. Ultra-high ISP becomes important at some point.
  6. I understand. It just looks painful and unnatural to see a kerbal stuck in the same seat all day every day for 1 year - even if they look happy.
  7. Exactly. This is why (in real life) interplanetary missions need a capsule a lot larger than 10 chairs. I personally will like to see life-support in a settings menu that can be enabled or disabled. Life support will also not be an issue until going farther than the Mun and should not be available until later in the tech-tree. It will take a lot of creativity to build a ship big enough to comfortably 10 kerbals on a very long trip. But some people just don't want that kind of realism. I've personally done interplanetary missions with a team of kerbals using USI life-support. The vet kerbals can also be more hardy.
  8. I understand and I agree with what you are saying. The reason why I don't see a problem is because the KSP 2.0 tech tree will go well beyond the stock KSP 1.0. For going to the Mun, SSTO, and all casual throwing kerbals at a celestial bodies, this is all done in the early part of the game. For advanced players that care about life-support, beam power, atomic fuel refining/recycling, different engine types and fuels that have ultra-high ISPs, engine cooling, etc all play in the far right side of the tech tree. These techs are all part of the existing/current community tech tree. So, all the casual players that only have hour to spare will never get into the complexities of the right side of the tree. There will also be people that want a big challenge with RSS to land on Duna using real Earth and Mars gravity with Apollo/Saturn V tech. So yes, either way, the game will start simple.
  9. It seems all features in KSP 2.0 was decided a long time ago. A wish-list like this is now inappropriate. People also voiced to keep KSP simple. But I still have some concerns even if KSP remains simple. From the very beginning, KSP should scale easily even if it is kept simple. Will the parts be procedural and easily scalable? Will the physics scale to multiple CPUs? Can new fuels and propellants be added easily and have different types (solid,liquid, gas, plasma)? Will nuclear physics be added to make adding new reactors/engines/fuels/reactions/coolants possible ? This way it will be a lot easier if others wanted to add features. For example, changing or adding weather is difficult if weather never existed. I can go on. But as a programmer, I know some designs are too difficult to change after the project is completed and would require re-making everything from scratch. Maybe little/no scalability is by design? Ok, I'll keep quiet.
  10. Scaling with Tweakscale? Some engines can not scale. Many have upper and lower limits.
  11. I agree. This list is just to give an idea of the types of features people want.
  12. I can't find if this was not done already. Please list your favorite mods that are good enough to be stock for everyone. Here is my list of KSP 1 mods that I think are good enough to be stock. Use Multi-CPU core physics. Put those 16 logical cores to good use. Tweak Scale: Should not be so hard to double the size of something all else equal. This makes larger or smaller rockets a lot easier. KAS/KIS : KSP 1.11 has a basic attachment system/inventory, but the mod is still better MechJeb: KSP has basic maneuvering, but the mod is still a lot better. Possible now here on Earth. Futuristic Kerbals should be able to do this. USI Life Support/OKS/MKS : This was already discussed in the forum for 2.0. There needs to be some life support for long trips, but the devs also don't want forgotten kerblals dying. SpaceY/Modular Rocket Systems: Makes building large rockets a lot easier Cryogenic Engines and tanks: I think this is already planned Near Future engines/reactors/nuclear storage. I think this is already planned. KSP Interstellar Extended: This one is BIG. It not only adds engines (electric/thermal/charged particles) and reactors (fission and fusion), but in a very correct physics way with different materials having different characteristics(half-life/propellants/burn-time, etc) and needing to solve issues like waste heat and depleted fuel removal. There is also beam power which allows a large power station to beam power to smaller ships with a lot more power than solar. Different frequencies have different characteristics and the lasers can relay/mirror like the comm relays. When KSP 2.0 starts getting high-tech, the science must remain real without getting magically good. This will be difficult to keep the physics/science real without getting magical. Chatterer: Kerbals need to talk sometimes. I don't care if they sound Russian or Spanish. Free IVA: Lets kerbals walk around inside spaceships in 1st person and 3rd person while having realistic gravity. Kerbals also need some daily routine to move from sleeping to working to dining. This was done in the Sims 20 years ago, can't be too hard. Galaxies Unbound: Adding star systems already planned. EDIT: Alcubierre Warp Drive: No Plan Robotic Arms: Guessing planned, but I didn't see yet. Scatterer/EVE: Looks like some of these features are going to KSP 2.0
×
×
  • Create New...