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Brofessional

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Everything posted by Brofessional

  1. I assume this is meant to be a joke. The clouds in the VAB are just a skybox texture. Outside of the VAB the stars are the skybox texture. You need a more complex system of textured mesh and volumetric clouds for KSP because you can go through the clouds and all the way into space seamlessly.
  2. Adding an engine startup delay would just make the game harder and less approachable to beginners. Maybe you could make it a difficulty option but it's probably better left to mods. Gimbal animations could be fine as long as they're still quick enough to feel responsive.
  3. I like the idea of additional suits that you can unlock to facilitate exploration of new and harsh environments, but full on mech suits is a little too far. You could have hardsuits for high pressure, thermal suits for extreme heat, exoskeletons for high gravity, etc. Maybe some combination suits or an all-in-one suit toward the end of the tech tree.
  4. Portions of mechjeb have already been made stock in KSP1. The SAS modes to hold prograde/etc. for example. Putting the telemetry readouts of Mechjeb/KER into the stock game is fine as it's only information, though it needs to be drip fed through tutorials/progression for new players so they are not overwhelmed by all the information. The automated systems of Mechjeb don't belong in the stock game. It makes the game less challenging and impacts the learning curve of the game. Learning to do things manually from the start really helps teach you how and why things behave the way they do, which not only gives you real world knowledge but it also helps you understand how to improve your vehicle designs. I suppose we may see some sort of automated flights that function like trade routes to move resources between colonies kind of like a strategy game, but if that happens I suspect they will be completely hands-off. As in the ships are totally on-rails and cannot be controlled by the player.
  5. Hopefully we'll see something like the StationKeeping mod made stock to help fix satellites into exact matching orbital periods so they stay in sync through long time warps. This will be even more important in KSP2 when dealing with long interstellar time warps. I don't think you'll see anything in regards to keeping antennas pointed at specific targets. Doing so would require the game to track the orientation of all spacecraft at all times which would impact performance. Not to mention the added difficulty it would present to new players. It's something that would be better left to a mod.
  6. I'm still a bit concerned that KSP2 is using Unity which isn't exactly known for great performance in general. From what I understand the newer versions of the engine still have the same limitations that haunt KSP1 (32-bit floats and limited physics multithreading.) I also understand that there are a lot of factors besides performance that go into choosing a game engine for your project though. KSP1 also suffered from massive feature creep as it turned from a simple little game into a full spaceflight sim; no telling how much spaghetti there is under the hood. In that regard KSP2 should be a lot more efficient. Worst case scenario the CPU performance can't be any worse than KSP1.
  7. Two different models would be a mess in regards to sharing craft or learning the game. Also one would likely end up neglected anyway as the community forms a consensus on which is better. If they can make the aero model more realistic without hurting performance too much that's great, but I don't expect anything drastically different than KSP1.
  8. That really just depends on what kind of accent you have. Either is correct.
  9. I wouldn't count on VR at release but it's certainly something that could be added post-release. It would probably be limited to IVAs though, the rest of the game would probably be sub-optimal in VR due to the complexity of the interface.
  10. The pre-2013 free updates thing only applies to KSP. KSP2 is an entirely separate game.
  11. Eclipses happen pretty often in KSP because Kerbin and the Mun have 0° inclination, and Kerbin has no axial tilt.
  12. Yea most of the time the planets are just so distant that they are sub-pixel scale and can't be rendered. Distant Object Enhancement is a great mod that (among other things) gives the planets/moons a small flare sprite to make them visible from any distance.
  13. It's a separate game and thus is not part of the "all future updates for free" thing that early adopters of KSP1 got. (Which we should be grateful for because most companies would not have honored that with regards to expansion packs.) It's not uncommon for publishers to offer a 5-10% discount for owners of the previous game when releasing a sequel, but you should consider that a pleasant surprise rather than an expectation.
  14. I would rather have contracts require the execution of various science objectives, and then you use the money and rep you get from contracts to fund your R&D department. Functionally science objectives wouldn't change much, just how they apply to tech tree progression. Kind of unrelated but along with such a science system I also think it would be neat if there was a government vs commercial choice in how you progress your space program. Like the government path gives you annual funding while the commercial path gives you more funds from completing contracts, and each would focus you on different types of contracts like science vs tourism. Neither would lock you out of doing anything, just give you different options with how you progress and sort of role-play your space program. The existing admin building sort of fills that role now, but the execution of it is underwhelming and not very impactful on gameplay.
  15. The first time I achieved a nice circular orbit. Was not as easy back then with no map view or time warp.
  16. It's not a technical limitation, it's a gameplay design choice. Having a bunch of pieces to make wings out of adds to the "Lego" factor of the game. There is a strong argument that to many it's more compelling to combine a plethora of pieces to build a cool design than to just plop down the one [Procedural Wing] part and drag the sliders around to make the perfect shape. You can also get more interesting failures when the entire wing is not one single physics object. On the other hand procedural wings allow full freedom for creativity and reduce part count dramatically. It's just a decision the developers have to make. There's no way to satisfy both types of players as including both procedural and non-procedural in the stock game doesn't make a lot of sense. If they do decide that procedural wing players are in the minority there is always the mod community to fill that that demand though. The possibility of adding procedural wings in a future update always remains as well, it's not like KSP1 had all of it's current features right out of the gate.
  17. There are valid arguments both for and against procedural wings and other parts. If the devs decide not to have them there will no doubt be a mod to accommodate those who want them.
  18. That's one more reason it should be browser-based/app-based. Not everyone has a second monitor, but virtually everyone has a phone or tablet these days. Such functionality has already been done before on consoles with Fallout 4 and it's Pip-boy app.
  19. You should probably make a strawpoll or something. Anyway, yes I would use it but no it's not worth a delay. It could simply be added post-release. That said having multiple Unity windows up isn't necessary. Simple browser integration would be adequate. It has a very low impact on performance and extends the feature to not just those with multiple monitors, but anyone with a tablet or smartphone.
  20. Not true, it can work just fine on your local machine or network. You just connect to localhost or your own local IP in the browser. In fact that's probably the only way it would work because doing it through the internet is largely pointless and would only introduce latency.
  21. For most games multi-monitor support amounts to just having super a super wide FOV with the extra monitors being peripheral vision. Nice but not really all that useful. Games that deal with a lot of info and interface elements like KSP can make great use of it though. In War Thunder for example the browser map is just the same 2D map you see when you press Esc, but having it up at all times is incredibly useful for situational awareness. Like I said earlier in the thread I would be very happy just to get the info in a browser page that can be slid over to another monitor. I imagine that is a lot less work since it's all on the networking side, the game engine itself is only rendering a single window like usual. It also means that you can open the browser page on your laptop, phone, or tablet if you don't have a second monitor. If they wanted to go all out they could even make an official companion app like Fallout 4 did with it's Pip-boy app.
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