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WelshSteW

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Posts posted by WelshSteW

  1. On 1/12/2024 at 5:59 PM, hatterson said:

    The high def pictures would depend heavily on telescope technology, which doesn't need to follow human technology. I understand limiting it, but I think that was more of a game engine/game technology decision as opposed to a true gameplay one.

    The dV requirements and sphere of influence is basic mathematics and there's no reason for them to not be available from the start of a campaign.

     

    Basic mathematics based on what? The size of the planet? The mass? Ok, but how do we know what those are? We start the game having not sent anything to orbit, having not recorded any science in our own atmosphere. How do we know anything about other planets that would allow us to calculate dV requirements and sphere of influence?

     

    Obviously I don't have all the answers, otherwise I'd be a top tier game designer.

     

  2.  

    I haven't read the whole thread, so apologies if I'm rehashing ideas already given.

     

    I like the science / exploration mode, it's how I played KSP1, and it's how I'm playing KSP2. But it could, and should, be better than it is.

    Science needs to be more than a way to get points to unlock new bit for building things. It needs to actually be a way of finding things out in the game. I shouldn't start the game knowing exactly how much dV I need to get somewhere. I shouldn't start the game and be able to go and look at every planet in the system, have high def pictures of them, know where the sphere of influence is etc etc etc. I should have to find all of that out.

    And I know not everyone will like that, so why not have difficulty options which let you choose how much knowledge you start the game with?

     

    There needs to be a reason to do science, outside of getting points to unlock things.

     

  3.  

    I've waited a little while before posting my thoughts, just so I can be fairly sure I've given it a good crack before spouting off.

     

    So far I'm LOVING it. I love the science concept even though I'll agree it needs tweaks, I love the missions / contracts and the structure / path it gives you. It's honestly like this is now KSP3. It's a huge step forward. Yes there are still bugs, and yes it's nor absolutely perfect - but so what? The game is still in development, I don't expect it to be perfect. I can play it, and I can have fun.

     

    So after many messages where all I did was moan, this one is intended as a massive 'thank you'. Oh, and a 'well done' too.

     

  4.  

    HYPE!!!!!!

     

    I'm SO looking forward to this. I swore I'd never let myself get hyped up for anything ever again, I got burnt with KSP2 and Cities Skylines 2, and it hurts man. But here we are, and here I am bouncing around the place :D 

    I can't wait.

     

  5. On 11/21/2023 at 3:14 PM, WelshSteW said:

     

    I imagine they'll all want a decent Christmas break, so I guess they'd want to release early enough to be able to fix any major bug(s) that slip(s) through? If we guess that they'll finish for Christmas on the 21st, I'd imagine they'd be aiming for release on / around the 8th, or very early the following week. Maybe.

     

     

    I'm still sticking with this.

    And I'll add that we'll get a release date sometime next week.

     

  6. On 11/15/2023 at 8:27 PM, Twipsy said:

    Could you incorporate a solar system into the game, enabling the Kanbara people to return to the ancestral home of Earth? Since the game originally planned to introduce new galaxies, why not include the entire solar system among them? If the game features its own solar system, it would be a marvelous addition. Moreover, considering the multitude of game mod authors, they might contribute rich creativity and content. Earth's environment could be configured as a parallel universe, either in a state before or after the emergence of humanity. In any case, Earth would exist in an undeveloped state. I wonder if this concept is feasible.

     

    To answer your question, yes it is possible. It's been done for KSP1 already.

     

    I tried using the Real Solar System mod for KSP1, but it really bugged me that the cities / roads etc weren't actually modelled. It's the same with EVE (I think it's Eve), which adds city lights to Kerbin, but if you actually go to one of the cities, it's not there. It's just the picture of a city over the terrain.

    A dream scenario would be a real solar system, with something like whatever Microsoft Flight Simulator uses to model the terrain / cities / roads. But I think that's only ever going to be a dream.

     

  7.  

    There needs to be a happy medium. I wouldn't want it to be all automatic and not have to be involved in it at all, but I also don't want to have to click on every single experiment in every single biome. So for me, it sounds like what they have is pretty much spot on.

    If it's all automatic, it makes it almost pointless, imo. I could find myself collecting science 'by accident'. If I plan a trip to one of the poles to carry out some experiments there, and I momentarily pass over some other biome, should I really get science from there? Ok, if I'm in the other biome for a good few minutes, and I notice it, happy days. But to get that 'extra' science without any involvement kind of feels a bit like cheating?

     

    But again, we need to have a base set up and let mods appear to get the game exactly how each of us likes it. The ideal KSP2 will be different for nearly every user. As long as things aren't hard coded or locked, there'll be someone who creates a mod to play with it. We just need to wait.

     

  8. 7 hours ago, Just Jim said:

    Yeah, that does read a little awkward, now that I look at it. Unfortunately it's a little too late to do any string polishing for the For Science! release, so I might not be able to do anything until the first science patch.

     

    7 hours ago, Scarecrow71 said:

    I don't see what is wrong with the way it is worded.

     

    It should be -

    "The GSCM-01 is a favorite for smaller satellites and landers. Designed to be completely configurable, the 'Science Jr.' can be outfitted with everything, including the kitchen sink, if the kitchen sink had scientific value."

     

    Or maybe -

    "The GSCM-01 is a favorite for smaller satellites and landers. Designed to be completely configurable, the 'Science Jr.' can be outfitted with everything but the kitchen sink - luckily the kitchen sink has no scientific value."

     

    But yeah, as it is at the moment, it doesn't work.

    If this is the level of things we have to worry about, I'm delighted, btw :D :D 

     

  9.  

    So, I tried making a rover. It was.......fun?

     

    It started like this -

    Spoiler

    ic84IZP.png

     

     

    And then I tipped it, and it looked like this -

    Spoiler

    1njyfSs.png

     

    The back wheels were being dragged along as if they were still attached, even though they clearly aren't :D 

     

    (no idea if those pictures will work. fingers crossed! )

     

  10.  

    I get what you're saying, and it's a valid point. But! :D The For Science! update probably isn't just going to be adding science bits, it'll almost certainly contain bug fixes as well, and we might even get another bug fix patch before For Science! comes out (although it's unlikely, I think devs have said it's 1.5.0, then For Science!).

    So the bugs you talk about could be fixed in the For Science! update.

     

  11.  

    Tbf I think we're all used to having KSP set up how we each like to play it, with the mods we like. The modding for KSP2 isn't anywhere near the level it is for KSP, and won't be for a long time, so we're each arguing that the things we like should be included in the base game.

    My love of the ResearchBodies mod means I'd like the inclusion of telescopes, and of having to 'discover' planets and moons etc. But I understand that it won't be for everyone. I could argue that it should be included in the game, or I can sit and wait and hope that someone recreates the mod for KSP2*.

     

     

    *or I could have a go creating it myself, but I don't think I've got the skills :( 

  12.  

    Tbf I think we're all used to having KSP set up how we each like to play it, with the mods we like. The modding for KSP2 isn't anywhere near the level it is for KSP, and won't be for a long time, so we're each arguing that the things we like should be included in the base game.

    My love of the ResearchBodies mod means I'd like the inclusion of telescopes, and of having to 'discover' planets and moons etc. But I understand that it won't be for everyone. I could argue that it should be included in the game, or I can sit and wait and hope that someone recreates the mod for KSP2*.

     

     

    *or I could have a go creating it myself, but I don't think I've got the skills :( 

     

     

    Hmmmm, I think I may have gotten my threads confused there, although that post does kind of still apply here! Sorry.

     

  13. 52 minutes ago, Vl3d said:

    I did not really see or hear anything about a KerbNet mechanism which would allow real-time and on-rails scanning of CB surfaces. Also is there any information about telescopes and if the Exploration mode will start with undiscovered celestial bodies in the Kerbol system? Nothing about the buoyancy system? Do we have any clarification if probe exploration before manned has been set as a priority? What else did you expect to be included in the For Science! update and was not announced or mentioned?

     

    Nothing about buoyancy, but 'Aquatic Sciences' is in the 4th tier of the tech tree.

     

    As for probes before manned, I'm not sure. 'Probes' are quite early in the tech tree, but 'Autonomous Sampling' isn't until tier 2.

     

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