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Sesshaku

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  1. Yes you would, you would scream of pain.
  2. I'm betting 10 Stranded Kerbals that we're not getting anything, but deep down I'm rescuing those 10 strander kerbals hoping for a feature video.
  3. They do, but he's talking about being able to get a more realistic look.
  4. This is true. BUT, I'd like to state the implied thing about what darthgently said: build things ourselves on EVA missions. I really really hope there's some level of "Minecraft"/"Vallheim"/"No Man's Sky" in the building bases and multiplayer aspect of it. It would be kind of lame if building a base is just gathering X amount of science and press a button. Because that would kind of make it less immersing, and repeat "the problem" with Ksp long term gameplay mechanics: the lack of having stuff to do in other planets. Now, of course I'm not asking for the same level of detail and time consumption in building bases or gathering resources as those games, but just having enough aspects of it so that you can actually have something to do with your friends online, or just build gigantic interstellar ships you can actually mess around/decorate inside with your friends.
  5. This should be a no brainer: THE LOADING TIMES WHEN YOU OPEN A GAME WITH MODS. They're insane. Even on a m.2 drive it can take more than I would call acceptable for modern games.
  6. That is a rough internet you have there. I downloaded it in less than one minute. However, don't fret. Search the official Twitter acount of Kerbal Space Program. All videos on Twitter are smaller in size than the one posted here. And to be fair, as pretty as the game looks, the pre-alpha textures makes the loss of bitrate meaningless.
  7. I know I probably will be dissapointed, but there's one aspect of Starfield that I thin kwould be cool in KSP2, and that is this idea of RPG survival-build base mechanic. Let me be more specific. KSP2 will have multiplayer and interstellar ships. Those two things mean: we'll have massive ships, we'll have friends playing with us on the game. From that perspective, it would be cool if there was more emphasis giving to controlling a kerbal from a first or third person perspective. Having some sort of building base experience similar to minecraft or vallheim. And having some sort of stuff to customize and interact with inside the ship, that is, having more detailed IVA that are actually interactive, and not just a static camera. I think such a perspective would make multiplayer much more fun (there would be common goals and task to do once on the planet or during transit) than just "a friend flew by my side", "we both landed on our own rockets and awkwardly interacted on a barren desert" kind of gameplay that I would imagine if KSP2 is just KSP1 with multiplayer. Because building and flying a rocket with the KSP1 system is not that interactive or attractive from a cooperative perspective, there has to be SOMETHING there to entice buyers to try multiplayer.
  8. What maximum price should the game have? $60+ ¿60% voted for that one? Good lord, thank god for regional prices, you guys have no care for third world buyers.
  9. - Camera mods (both parts mods and actual camera view modes) - IVA mods (MoardV) - Chatterer (nice to have PPT feature on IVA, could be even more useful in multiplayer) - Procedural Everything mods - Testflight
  10. I can't read the last one, the one on the third column (starting from left to right). Other than that, like I said before, the feature I need the most for attempting a full IVA with no game interface, is a way of interacting with Mechjeb S.A.S.S, specially for pitch head and rolling. I don't know if that will be included in the current SAS panel, but that Is the feature I wish the most. And is also a feature that would work well in a touchscreen I think, you just have to copy the mechjeb S.A.S.S tab on it and let the player press plus or negative buttons. I also support the science panel idea, to controll all experiments from there. I don't know how easy that would be, considering there are mods like kerbalism that modify science (I know kerbalism has a science control panel in their interface though). Other than that I think most of the panels cover everything major. Next time I open KSP I'll try making a full IVA moon mission to see if I can think of anything else that would be useful. EDIT: Just read you were at the hospital. Wish you a fast recovery!
  11. I know someone on this forum gave me a real earth map that works fine with MFD. I am interested in this since I am playing RP1, if I can export maps on that resolution with ScanSat and make them work I'll share them here. Regarding maps and MFD, during a test I found that MFD was showing me two different locations depending on the panel, the one on the right is the correct one. https://i.imgur.com/p5PmwfI.png
  12. That reminded me of an old youtube video mocking the original Crysis, by editing a developer of the studio interview, it went something among this lines (the video wasn't on english, so forgive translation): " -Reporter: The images we're seeing, are they rendered in real time by a PC? -Crysis developer: Uhhhhhhm......yeah...........well no, actually not. In reality, this 60 fps gameplay videos are obtained thanks to two computers with 15 cpu cores each one (this was the time of 4 cores being a lot) working in parallel with a NASA supercomputer and a Nintendo DS. But don't worry, in the final product the user might enjoy a superb 30fps with drops to 2 fps in scenes with animation like walking or standing still in tall grass. All they'll have to do is buy 14 8800GT and mount them in a soundproofed cryogenic freezer, meaning that by the mere cost of 12 thousand euros the player will enjoy an economic Crysis that will actually feel real when the bank demands payment"
  13. Will try tomorrow and report if it works the ventilator. Good to know the buttons actually do work. I'll try to keep testing other buttons to see if there's anything broken. Regarding the nomenclature they're: MAS_pb_RcsTranslateZ, MAS_pb_RcsTranslateX, MAS_pb_RcsTranslateY. Which is why I tought they're were push buttons, since they're named "pb" and not something like "RCSX indicator". Regarding the up and down button, pay no attention, it might actually work. I completely forgot those were supposed to be for gear and not RCS. I did not had a gear on that test ship, so that's my bad, I'll try tomorrow to test it with gear too. If Moardv knows of any prop section that probably needs to be checked, I'll try those also instead of just picking random MAS and ASET props and see if they do something. Another thing you can see on the video, and I don't know if it's working as intended or if it needs a patch is the instrument panel light. You can see in the video that when you turn the light on, it works for a lot of buttons (action buttons and the ones that have a white outline) but there are some buttons with the same white outline that don't light up, for whatever reason.
  14. Just tried it, doesn't work. I also found out another couple of things: - The cabin light pb doesn't work as well as the knob, or doesn't seem to work as well without the knob being there too, or something just broke with the update. - I found other set of pb that either don't work, or I am missing something about it's functions. - I found a weird bug in which going to EVA and then inside broke the functionality of the mod. - I experienced unsual fps drops while on IVA+textures issues. This might not be related to the mod itself, I do have an issue with kerbals being larger than they should on my gemini cabin, and I fix by going outside and then re-enter, and somehow that fixes it, I don't know what "rescale" cfg is causing the issue though, but I know it's an issue with my IVA. But since I don't remeber those issues before I leave it here for someone better knowledged to judge. I leave the logs here. And a video that shows what I found in case it's useful to somebody.
  15. If it were up to me I would prioritize adding pitch/roll/yaw control from inside the IVA before making KOS work. The reason being: KOS is optional, whereas adjusting pitch/roll/yaw in relation to surface is essential for controlled landing maneuvres. Also, thanks for the update, downloading and installing it now.
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