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Everything posted by Kaerbanogue
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Yea boi that's my #1 most wanted feature. Did you know there is a very good mod for functionnal IVAs for KSP ? Link in case:
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I think they are just referring to the snack compartiment, visible inside ksp pods You know something is happening in the world ? They are giving us news, noticing us they are currently working and giving us more infos on ksp 2. [snip]
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As mentionned above, a traversable wormhole (like a Morris-Thorne) is unliky to become a thing in KSP2 because of its highly speculative nature whereas devs mentionned they wanted the techs in KSP2 to reflect what could be the future of space exploration in the few hundreds years to come. And numerous polls in the forums already confirmed it was what the players want for this sequel. Moreover a space-time bridge and what it means in terms of gameplay would be very hard to implement, something you should know if you already danced with the kraken...
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Clouds on Eve and Kerbin!
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That's sad ='( I'm loop watching it... There's a lot to see here: HUD, new parts, new bodies, the effects (I love the animation on the screen of the guy in charge of explosions fxs) And it's likely we'll have an upcoming video on aerodynamics according to thumbnails when Nate talks about next videos so maybe we'll have better aerodynamics in ksp 2... The hype is on !
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The train is back on track
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Name the Orbital VAB (preliminary poll)
Kaerbanogue replied to GoldForest's topic in Prelaunch KSP2 Discussion
I think naming it spaceport is good enough. It's simple and make reference to SF so it's all good in my opinion. -
What atmospheric effects will ksp 2 have?
Kaerbanogue replied to KrakenNinja's topic in Prelaunch KSP2 Discussion
Devs did not talk about atmospheric features. Ok we haven't seen atmospheric effects in the pre-alpha gameplay footage but we do have seen clouds on screenshots devs released. So for now it's likely that KSP2 will feature at least clouds but we can't be sure since we have no official confirmation. In response to @Xd the great Very interesting point here, I had to rewatch the trailer to spot the contrails. Just my opinion but I think that could be a thing. As for dust, nobody would have thought that dust could have been a feature according to e3 trailer whereas we know now (thanks to DasValdez live) that it was a hint... So yes contrails could definitely be a thing... -
Very nice idea! They were no "exotic" orbital or rotation speed in ksp og and it would be a cool addition to the game. Like having a recently collided body which spins and goes fast as sh*t, I wonder what it could be to land on such things... Nice idea! I don't think we will see tides in KSP2 but water worlds are very interesting! It would be my most wanted feature to have subsurface oceans that maybe would host simple life forms... (I don't think we will get that either but a man can dream...)
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List of things announced for KSP2
Kaerbanogue replied to Superfluous J's topic in Prelaunch KSP2 Discussion
Very interesting we haven't got any infos on avionics and boats parts. I hope that's because they have a plan to show us those new systems later... Off topic: Would really like to see a lot of new aircraft parts (compact airbrakes, trim, etc) -
Will we finally be able to fly on instruments?
Kaerbanogue replied to a topic in Prelaunch KSP2 Discussion
Source? Never heard anyone mentioning IVAs in KSP 2 -
Nice! Could be the new KSC rather than a city
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KSP 2 "bull session" with DasValdez today! 3PM PDT
Kaerbanogue replied to Snark's topic in Prelaunch KSP2 Discussion
It's true ressources gathering in KSP 1 was not that fun, but we can except the devs to make exciting and satisfying in KSP 2...hope so -
Would love to have planets with intern ocean reachable by caves systems. Could be so cool sending missions onto icy planets, exploring dark caves and finally get to a "bottomless" internal ocean... (definitely looking forward for JUICE mission although)
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Hope we would need to go into particular places in order to mine specific ressources. Could be cool if certain fuel types were very expensive, so we could want to send an expedition onto that planet, make a mining base etc...
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New terms and Short hands and nicknames
Kaerbanogue replied to GoldForest's topic in Prelaunch KSP2 Discussion
Very poetic. I have another suggestion for the deadalus: -
Hope the devs will see this
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Best idea with kerbal Scott Manley in the tuto
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Experience & kerbal training, gameplay ideas.
Kaerbanogue replied to boolybooly's topic in Prelaunch KSP2 Discussion
I don't think there will be a training system in the exact way you think it'll be. Because they said about colonies that they don't want us to time skip in order to increase kerbals population, I don't think we'll have a time-based training... I think that specialities need to be revamped to be more flexible... Maybe we won't have specialized born kerbals but rather having them trained for specific tasks. (like exposing a kerbal at high gs make them more resistant for exemple). Note that kerbals specialities are for now highly speculative because we don't know yet about science... If they don't keep that system, it's probable there won't be scientist kerbals, so what it left are engineers and pilots which is not enough to justify a specialization feature. What you think? -
Thanks a lot nikokespprfan, you an angel amongst kerbals <3
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How will interstellar travel work?
Kaerbanogue replied to M_Rat13's topic in Prelaunch KSP2 Discussion
I think stars will be locked in space. Anyway solar systems are orbiting the center of the galaxy the same way as planets orbit stars but at a larger scale. But if we consider that it'll take ages for a solar system to make a revolution around the galaxy, they could simplify it by just having still solar systems (I mean their position from each others). Any other solutions that are more realistic (N-Body physics, Solar systems orbiting each others...) would make very hard for devs to add more Sol Systems (with dlc for exemple) Not a specialist at all, so I could be hugely mistaking, but I think that's the only reasonable way to do it.