Jump to content

Hweiii

Members
  • Posts

    10
  • Joined

  • Last visited

Reputation

10 Good

2 Followers

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Having a "slider" for every single feature in the game would be terrible. It forces the player to design the game instead of the developers. Of course, if the player wants to, they can have control over everything, but changing these things might change the experience for the worse, leave the balancing to the developers. Also, when people discuss KSP2 they seem to discuss it in the context of KSP in the sense that they don't image KSP2 as a whole new game but instead as a KSP1 but with new features. When I said probes before manned you imagined just putting the KSP1 probes at the start of the tech tree, in reality, it's just not practical to think with KSP1 as a reference, I would imaging that all of the probes will be significantly rehauled as would be pretty much every other aspect of the game. Another example, you said that you will happily warp forward and freeze the ship which has been confirmed to no longer be possible because there is persistant rotation in KSP2. Don't think of KSP2 as KSP1 with added things, the devs have the freedom to make any game they want, and I really hope that that game is going to fix the insanely huge amount of problems that KSP1 had, they have a clean slate, an incredible opportunity, and I really, really hope that they don't let it slip out of their hands because of some people who can't think outside of the box. KSP1, although a mess of a game from a technical standpoint, has left a great foundation for the devs to build upon, and it should just stay that, a foundation, not a 1/1 reference, but an excellent foundation.
  2. Improvements to the presentation In KSP 1 aside from the initial launch and the landing you spend most of your time flying the craft in map view. It would be a shame for the developers to beautifully shade, light and texture the spacecraft parts just so we can spend 90% of our time not looking at them. This is a difficult problem to solve as it objectively is easier to fly the craft in map view. Maybe you could add a small orthographic top down view of your orbit around the planet, you could use this for simple stuff such as circularizing your orbit, and you can use the map view for more complex maneuvers such as rendezvous. Although it would be ideal to only setup maneuvers in map view, but to perform them while looking at the ship. It would also be cool to have a cinematic camera that automatically chooses good camera angles so that both your spacecraft and the planetary body you're orbiting are in view. Time Warp improvements KSP 1 time warp is completely linear, speed in eccentric orbits isn't. This can be a problem as when you are approaching periapsis your spacecraft speeds up rapidly and that has made me miss my maneuver so many times. The fix for this would be to make the timewarp non linear. So when you are approaching periapsis timewarp would automatically slow down. And it would speed up as you're approaching apoapsis. Also general improvements to timewarp (like fixing warp to node, or automatically slowing when getting close to a node etc.) would be good. RCS and reaction wheel balancing Let's be honest, reaction wheels are very overpowered and not very fun, and RCS is pretty much useless unless you're just learning docking. It's sad to see RCS, which is an integral part of most real life spacecraft being overshadowed by reaction wheels (which have a much more niche use case). RCS in KSP1 is 100% active continuously throughout rotation (even though its much more efficient to do a small burn to start the rotation and then another equal one to stop the rotation), this leads to frequent overshooting and a lot of wasted monopropellant (which takes a lot of space and is generally heavier than using reaction wheels), making RCS and SAS work together more elegantly would solve this problem. Reaction wheels should only be used on small space probes, and RCS should be used for everything else. At the start of the game you should be working with small unmanned probes which would use reaction wheels, then you could slowly introduce RCS, flattening the learning curve. In conclusion RCS is really cool and I would much rather have cool jets of compressed gas be rotating my ship than an invisible arbitrary force. RCS add a lot of interesting depth to ship design which should not be ignored. Probes before manned To be honest, the only reason I wanted probes before manned was because it's more realistic. But after thinking a lot I found a great gameplay reason to implement this type of progression. People mostly stop playing KSP1 because they get stuck somewhere, I think that is because the leaps from one goal to another can be very jarring (especially in the early game). Unlocking probes first would be a great way not only to add realism, but to also flatten the learning curve. Instead of after achieving orbit, you immediately try landing and returning from the Mun. What if your next mission would be just to set a satellite in orbit around the Mun, without the need to return it. This goal seems much easier and only teaches one simple concept, while going from barely knowing how to orbit to landing on the Mun and returning to Kerbin intact seems like an impossible challenge. Constantly having challenges that are difficult but doable would make newer players want to continue playing. Although Kerbals are central part of KSP, they can still be in the picture when piloting probes. Imagine while you're piloting a probe instead of normal kerbal portraits, there would be a mission control portrait and the Kerbals would react to whatever is happening to the probe, they could be screaming as the probe is about to crash,or they could be celebrating a successful landing. Some minor things Ballistic entry would be awesome since, if you nerf reaction wheels, the commands pods falling through the atmosphere would only be able to turn using aerodynamics, so having a ballistic reentry profile would only make sense. I find it much more fun to dock with a docking camera than just blindly, any way to measure movement relative to another ship would be great. Non linear thrust would mean that you wouldn't have to mess with the engine thrust menus just to accelerate less than like a 100Gs. Engines should also not accelerate to 100% immediately, they should take some time to spool. Engine gimbal should be smooth, would make rockets more stable, and of course, make the game more realistic. And last of all, just take your time, I have a lot of faith in you guys and I wish you godspeed in the development process. I hope that you guys can make the best version of KSP2 possible. Cheers!
  3. I really really hope that monoprop is gonna be more useful in KSP2. In KSP1 it was pretty much useless and that doesn't reflect real space flight at all since the reaction wheels were soooooooo overpowered and not fun at all. You could make it so that during rotation the RCS thrusters don't accelerate constantly like they did in KSP1, instead they accelerate to a comfortable speed, then precisely slow down. This would stop the RCS from overcorrecting and wasting fuel. All in all RCS thrusters are so cool and I think it would be a wrong choice to take ease of use over realism in this scenario since its easy to just balance the RCS to be more effective. Nate you are a godsend and I wish you so much luck during development so we can enjoy this game once it finally comes out!
  4. KSP 1 time warp is completely linear, speed in eccentric orbits isn't. This can be a problem as when you are approaching periapsis your spacecraft speeds up rapidly and that has made me miss my maneuver many times. The fix for this would be to make the timewarp non linear. So when you are approaching periapsis timewarp would automatically slow down. But yea, we definitely need a lot of timewarp improvements.
  5. They already said that they were working on a multiplayer feature video so maybe that?
  6. All of the parts in the trailer are actual game assets, we don't know if that includes the IVA views but I think it does.
  7. In KSP 1 aside from the initial launch, docking and landing you spend most of your time flying the craft in map view. It would be a shame for the developers to beautifully shade, light and texture the spacecraft parts just so we can spend 90% of our time not looking at them. This is a difficult problem to solve as it objectively is easier to fly the craft in map view. Maybe you could add a small orthographic top down view of your orbit around the planet, you could use this for simple stuff such as circularizing your orbit, and you can use the map view for setting up more complex maneuvers such as rendezvous. It would also be cool to have a cinematic camera that automatically chooses good camera angles so that both your spacecraft and the planetary body you're orbiting are in view. It would also be cool to be able to plot the whole course and maneuvers for the spacecraft before the launch so you don't have to fiddle with maneuver nodes mid flight, you just fly the spacecraft according to premade maneuver nodes.
  8. There is an interview with Nate Simpson on PCGamer twitch. It starts at about 2:45
×
×
  • Create New...