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Jack Mcslay

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  1. With the scale of the engines on KSP2 I'm really hoping for a stock sea dragon engine
  2. I think there should be procedural solar panels,w or at least more options, I find it very lacking there isn't a rotating solar panel fitting for small probes, for instance, the 1x6 could have 1x1, 1x2,1x3, 1x4 and 1x5 variants
  3. Option 2 has a bad track record in terms of modding ability. Games with in-house engines such as GTAV and Skyrim are often mostly stuck to plugins to add weapons, vehicles and characters since the engine is so heavily focused on the game at hand without much room to make really big changes. I guess building an engine on top of Ogre could help a little with graphical mods by enabling it's python bindings but in any case I don't see a realistic scenario they could implement a modding framework as good as sticking with Unity.
  4. I usually give my rovers the ability to take off and land by themselves, so I can safely traverse at speed knowing I can reduce my speed mid-jump to avoid hard landings, and often they are able to fulfill the role of skycrane as well, as one of my main rover designs is with a large 3.7m fuel tank that supplies large ships and orbital refueling stations from a mining outpost in a low gravity body. Assuming this will more or less work similarly on KSP2 I don't see much of a need for it. If you're operating at a higher gravity I think those operations would be so infrequent it wouldn't be worth the effort from the developers, at least for an initial release.
  5. I think rating based on difficulty of getting it off the ground makes it hard to judge, so I'd rather have choosing an optimal landing spot to be part of the challenge and just rank by the mass of the asteroid for each planet or moon
  6. Right now I have a propeller-driven UAV to be sent to Eve and take atmospheric measurements, so there's that. Also, we'll have more atmospheric bodies some of them probably without oxygen and there's a chance the devs could be inspired by space exploration in the past months and add a tiny double propeller that can be attached to a probe core and fly on Duna. If we're to get a good propeller aircraft gameplay they better have good automated cruise controls, it can already get tedious to cross the ocean on Kerbin on a jet, let alone doing so in a much slower propeller aircraft. Proper cockpits would be nice too, it's pretty silly to have cockpits that look like fighter jets for a propeller plane, not to mention unnecessary costly and heavy as they don't need to be pressurized.
  7. Have a 1000 objects in orbit and watch the frame rate in the map screen. That isn't the engine's fault in any way, but some terribly written rendering routine that, given the game is apparently going to retire without fixing it I assume it might be a nightmarish piece of spaghetti code they didn't want to touch in fear of creating a lot of problems If the game's performance can be improved by hacking mono that shows the developers weren't using it properly, not that Unity's at fault; if mono's or unity's overall performance could be improved that way mono's developers would have patched it by now
  8. I think this is needed. I want effective airplanes to reasonably resemble what real ones look like KSP's aerodynamic model is too easily exploited and trying to optimize planes eventually lead to designs that make no physical sense
  9. An young planet with an atmosphere Breathable maybe?
  10. This would require the planets to be built mostly by procedural generation, which for the base game would imply almost a separate procedural generation algorithm for each celestial body, and then they would have to develop their own planet editor for it. Sounds good on paper but far more trouble than it's worth as the resulting planets would look very similar to the ones already in the game anyway. Although, as I've mentioned in other threads about this subject, an editor that allows you to remove or choose the orbital parameters of each celestial body and maybe atmospheric parameters shouldn't offer many technical challenges and would be pretty interesting to play with.; for instance, you could get a solar system analog by setting each of the original planets and their moons to their real life equivalents. Plus, this feature could make adding modded planets much more easily
  11. And why would it have to be that it only gives money? In KSP1 they're also good to get extra kerbonauts on the cheap; currently you can also get rovers and satellites although they're not particularly useful. They could just as easily make contracts as a means to gain access to entire space stations and bases
  12. If a civilization created a black hole all that would remain is the black hole.
  13. I don't think that rules out contracts, only that their scope would need to be reworked. You'll definitely start off landing an Mün and Minmus, and eventually reach contracts where you are tasked with launching a massive ship from Bop or populating a base on Rusk with 1000 Kerbals
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