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Acid_Burn9

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Everything posted by Acid_Burn9

  1. Well that's a little bit disappointing. Conduction between parts is understandbly hard to make performant on a large scale you'll get no argument from me there, but i was still hoping that it will be a thing at least for the active vessel and maybe ones within the physics range. Nevertheless a very enjoyable read!
  2. Eliminating the need for autostruts in the first place is the best route you could've taken. No half-measures, no treating the symptons, just straight up fixing the problem in it's core. Very hyped for this. Keep up the good work <3
  3. But what if a collision with another object happens? A stage separation? The vehicle being affected by an exhaust of another vessel? Thrust is not the only way to change trajectory. I really hope the system in question here is not as primitive as described.
  4. Thank you <3 I've been hoping this one gets adressed ASAP. I can finally have fun with planes!
  5. I like the news system where you share the status report of a bug being worked on instead of "will be fixed in X update". Gives a good enough idea about how the development is actually going on, without either setting up unnecessary expectations or keeping us in the dark. Would be nice if you could extend the same "status report" system to features too, not just bugs only. Seems like a big step forward it terms of transparency. Keep it up!
  6. Not so much colony management enjoyer per se, but rather a proud factorio (and automation games in general) enjoyer. I'm definitely happy to hear about automated production chains in the colonies! Now i just can't wait to learn MOAR about them.
  7. KSP Version: 0.1.2.0.22258 Translation error location: Parts Manager > Lift:Drag ratio English Error: What i assume is supposed to be 1:NaN, is displayed as 1:не число. I assume it's pulling the language from the system instead of the game settings and since my Windows is set to Russian it displays the russian translation even though the game is set to English.
  8. Definitely agree. Not having this makes aligning parts together very frustrating experience.
  9. yeah i can already see that. still weird. incomplete. the model just cuts off after moho on the left and jool on the right.
  10. Well i can see one and it's pretty big. This would allow to time-warp through the entire game by mining a single resource, selling it and buying everything you will ever need. The thing is - one of the major problems with KSP 1 was lack of motivation for the player to go anywhere. Most celestial bodies are just rocks with a couple of different properties like mass and size. There was nothing in the game that would incentivize the player to visit at least majority, not to mention all of them. And the only way to provide player a good enough reason to go somewhere is to put there something the player needs. Not something that would be neat to visit, not some useless cosmetic item, but something actually essential to the players journey. Now if we think of what kind of game KSP 2 is and what sort of objectives it puts in front of the player it is fairly obvious that there is pretty much no other way to address this issue other than to make certain resources obtainable on a limited amount of planets that player would've never even thought to visit otherwise. That is what KSP 2 is doing and it is deeply tied into the core of most gameplay pillars that KSP 2 introduces - colonies, interstellar travel, exploration. If you allow players to bypass this restriction by brute-forcing their way through the game with an infinite money generator this absolutely cripples the gameplay foundation that the game is built upon. Bartering in this sense would do much less damage to the core gameplay since both players trading between each-other are stuck with whatever resources they have on the spot. So yeah specifically for trading between players (if it even will be a feature in the first place) i don't see universal currency as a good addition.
  11. This thread got a bit out of hand. I'm not even gonna bother commenting on most of the stuff here since we've already been through most of that in my thread a while ago. Except one thing. What makes you think that giving players an ability to accept contracts from other players and trade between each-other needs to be policed? What black markets? What foul exploitation of other people time? What you're saying makes 0 sense. KSP is not an MMO. Why are you treating it is? This is nothing short of ridiculous. The games where this is happening are games that are about and were built around grind in the first place. The games where the grind is what keeps players hooked. The games where you're playing with or against entire regions of players. The games were players progression is tied to the account or a character that they invest hunders or even thousands of hours in with the sole purpose of upgrading, leveling up, becoming stronger and raising throung the ranks among other players. None of this has anything to do with KSP. In fact i cannot think of any game genre that can possibly be more opposite compared to and different than KSP. The only thing this addition will do (and just to be clear i'm an not arguing in favor nor against it) is provide players with ability to more transparently, conveniently and easily interact with each-other.
  12. Better to delay the game than cyberpunk it. Good call.
  13. Well you should be able to do it with an engineer. Spawn a craft with new missiles, use engineer to move them and attach to the turret.
  14. Since we're on the topic of the soundtrack... @Nate Simpson, any chance you guys can get Hans Zimmer to write it for the game? I genuinely can't think of anyone more appropriate for this job. The guy is a genius!
  15. Does it have a forum thread? I can only find the SpaceDock page.
  16. Huh? Never knew BDAc had a successor... What is this Runway Project?
  17. You can fly through the clouds, walk through the grass, but you still cannot phase through the rocks. Not a fair comparison.
  18. Well those <10cm objects can be a reason to design something that will be able to drive over them without jumping all over the place, to use better wheels, to plan your route. If they turn out to be too much of a pain in the ass - their density can be adjusted, but IMO they should have collisions either way. If something is not collideable, it probably shouldn't even exist.
  19. I'd rather have my rover rattle over any rock even nut sized tbh. Anything that deepens the gameplay while you're on the surface of some body you've flown to. I hope you don't set the threshold too low, so that you can't disregard any of the rocks you see. It would've been amazing if all of the terrain features you've shown in this video would've been collideable. Or at least if there was a way to disable the ones that don't have collision. Nothing ruins the immersion more, than just phasing through something you wanted to drive/walk over.
  20. I've noticed that too. I think we're getting some mechanics related to cargo, not just parts. Pretty exciting stuff!
  21. My guess - it's a tease for spectating your friend's launch. Multiplayer YEAY!
  22. That "medkit pointing towards the vessel" looks simply just like an icon for cargo-related parts to me.
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