Casper_83
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Posts posted by Casper_83
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On 2/22/2022 at 8:42 PM, Vl3d said:
Procedural parts that are easy to use and look as good as non-procedural
I have to say i am a bit torn about this.
One of the reasons that made KSP so good was the frustrating hours put in to make some craft work beating the kraken and only using original parts.
And the joy when you got it to work. If i can do what ever i want the magic would be gone. even if i want to explore what i could do now with these parts...
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On 1/13/2023 at 7:30 AM, Anth12 said:
Robotics have their limitations unfortunately.
No major changes have been made to robotics to counter issues like that and KSP2 is so close that I doubt they ever will.
I have made a few really interesting things in KSP using robotics.
1. Physwarp Paddle Boat
2. Test Video for a forklift/shipping container/drop ship mission that I made for assembling modular bases. All of that can be put back into the shipping containers and taken elsewhere including the forlift
3. I have a crane that integrates rocket stages as well but I havent got a video for it or any good screenshots.
Breaking Ground wasn't close to perfect. But I was still able to create some really cool things with it.
Thank you for sharing.
Those are some really great designs. Similar to what i have built in the past
1. How did you manage to not have them break from impact speed? I tried to make my own wheels with a rotor, a round tube and the anti slip pads (don’t remember the part name) they broke (exploded) in very slow speeds. Because of the impact speed factor that got to its limits because of the rotation limit and not the crafts speed. (Edit) just realised it is not affected by water
To be honest i love how the game has it faults.
For me it is almost just more realistic. And more fun, yet frustrating as i try to engineer my builds around the game faults.
I hope KSP 2 is not to perfect. I am a little bit skeptical about the procedural parts they have shown off. As I mentioned above, it is the same with the part limitation. To have to engineer your self what you want to accomplish with the parts that are given.
If i install mods, i make sure they don’t give me too much. Or maybe just new obstacles to overcome.
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Hi Fellow Kerbals
Anyone know if this is fixed?
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On 12/8/2021 at 9:39 PM, Casper_83 said:
Reading this over a year later...
Will I comment this next year same time?
Finaly :D
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On 5/16/2022 at 6:00 PM, Nate Simpson said:
Hi everyone – this is Nate Simpson, Creative Director for Kerbal Space Program 2. We have made the difficult decision to move the release date of KSP 2, which will now launch in early 2023 on PC with our console release later that year.
We are building a game of tremendous technological complexity, and are taking this additional time to ensure we hit the quality and level of polish it deserves. We remain focused on making sure KSP2 performs well on a variety of hardware, has amazing graphics, and is rich with content. We’ve built a spectacular team at Intercept Games – a team that includes, as previously mentioned, key members from the development team behind the original Kerbal Space Program. We have the perfect combination of experienced, passionate, and skilled developers to fully realize this game’s ambitious potential.
We are forever grateful to the KSP community for sticking with us on this journey, and we appreciate your continued support as we push towards the finish line. We can’t wait for everyone to play the game, and we’ll keep sharing more information with you in the coming months.
Ohhhhhh no,
I hope I am wrong about this.
Only 3 games I have heard similar statements like this.
Stronghold 3 (Massive letdown and probably the worst game in the series)
Cyberpunk 2077 (You know)
KSP 2 (Please universe, let me be wrong)
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Spend 100 - 200 hours building vehicles, boats, submarines, airplanes, helicopters, quadcopters, jets, before I leave the atmosphere.
Making sure I don't pass more than one speed, or height "achievement" (same as KSP1, even if I hope they add real ones also) per flight.
Carefully unlocking new parts in my career mode.
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Praying there will be KSP 2 soon.
Please don't be disappointing.
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Does this mean that this is fixed?
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Wrong post, sorry
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On 11/13/2020 at 5:43 PM, qwerbo said:
Can they please stop delaying it constantly?
On 11/13/2020 at 6:04 PM, RealKerbal3x said:They really should have never announced a release date. I'm not sure how they were planning to release it in spring this year, considering that it's been delayed to two years later now.
But at the moment, you can either have a rushed game now or a great game later.
Reading this over a year later...
Will I comment this next year same time?
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Anyone know if KSP2 will have an other type of game engine?
I guess many of the problems we still have come from KSPs game engine.
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Is squad reading this at all?
I have tried to report bugs, but i do not get any response.
As far as I know no one at Squad even knows about this bug.
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Still wish you would have fixed this.
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Only one thing:
FIX THIS!
weak rotary parts - Breaking Ground Support - Kerbal Space Program Forums
Although, Steam mod support would probably spark the modding community again.
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On 11/9/2020 at 9:33 PM, starcaptain said:
A munrunner-esque rover experience needs only depend on: improved suspension and wheel-ground interactions, and more interesting kinds of groundscatter, both of which i think are barreling towards us.
To build ships we only really need two parts: a water propeller (or a jet); a device designed to generate thrust when immersed in liquid, and a hull. Making a variety of hull-like parts sounds like more of a gameplay design decision rather than any heavy load to the people modelling parts and stuff.
- Also nitpick related to travelling in water: exclusion of water volumes inside of buoyant objects is probably going to be another one of those details that sounds easy to do but is really hard to implement and will probably be ignored in KSP2.
1. Sounds good!!
2. I not picky, I don't need waves if its to much to ask XD
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1. kerbal attachment system and inventory in the game. (probably goes without saying, but here it is)
2. More robotics, like a rail that can be piled on for your custom length, so we can build a gantry/crane or lift for our kerbonauts. (also less week or floppy robotic parts)
3. Difficult terrain (a little bit like mudrunner)
4. square parts!!!
5. Maybe a ship for more hardcore player so you have to go pick up your returned lander/ship/capsule. some autopilot so we don't have to spend 10 hours just to transport the ship over the ocean.
6. Hardcore mode with food and maybe some other resources. a couple of ice blocks floating around in space to take advantage of.
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What about stronger ones?
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Are you aware of this?
Could you put it in a list to fix? Just for us to get our hopes up.
Or is there somewhere else i can report this? It seems like there is more than me that have this problem.
I am happy to modify myself, but it doesn't look possible?
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On 12/5/2019 at 5:01 PM, Casper_83 said:
Thank you, for me the problem is the part it self that is bending.
You could fix your issue with modding the parts attachment node strength i think that would help you.
@Xyphos @KingDominoIII Have any of you found a solution yet? I am still hoping and testing with every new update that comes along.
Xyphos did you try my fix for your problem?
@KerbalSpaceProgram Is this a known problem for you? Where could i address this, to have someone look att it?
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Here is a good picture of a week bendy part. Its the part it self that is week not the connections.
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On 9/9/2019 at 6:16 PM, KingDominoIII said:
Haven't done it yet, get back to me if you try it though.
I've heard that KJR can break the parts idk if it does though.
On 10/23/2019 at 4:48 PM, Xyphos said:I too, noticed that it's weak-jointed, when attempting to build some rotary aircraft and the rotors bent and buckled under high RPM given by a made up gear system
Do any you know if they have fixed this issue in 1.9?
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17 hours ago, Xyphos said:
yes and no;
jet-tipped rotors can only go so fast before breaking so use only two jets on low thrust, install Editor Extentions mod and spam 20 radially-attached rotors everywhere to increase the lift. (don't use the built-in attach nodes when placing, leave at double config and place on the adjacent face)
while the craft did work, it still wasn't suitable for an auto-gyro.Thank you, for me the problem is the part it self that is bending.
You could fix your issue with modding the parts attachment node strength i think that would help you.
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On 10/23/2019 at 4:48 PM, Xyphos said:
I too, noticed that it's weak-jointed, when attempting to build some rotary aircraft and the rotors bent and buckled under high RPM given by a made up gear system
I hope they will fix this for the next update.
Have you found any workarounds?
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When i try to "load" one of my sub assemblies i cant place it and i cant get (place it in the air or change to another part sub assembly or standard) rid of it, i have to exit the hangar and re enter to get rid of it.
I have the exact same assembly but reversed and it works, so does all other sub assemblies.
I have tried to restart the game.
I have no mods installed.
Things in KSP1 that I miss
in KSP2 Suggestions and Development Discussion
Posted
Campaign mode, some type of progression like the carer mode. or at least a tech tree to unlock new things.
I just to treat sandbox as a simulator for the carer mode.
I hope this will come soon.
Bought the game started to play and just went nahh after 20min ( i have 800-1000 hours of KSP 1 still want to play it, just stuck with some broken parts of the game)