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Linky

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Posts posted by Linky

  1. 54 minutes ago, EngineeringWaffle said:
    • ability to see how much fuel is in a tank
    • Ability to click on a part and see details without it opening the huge menu of all the parts. 
    • Ability to customize UI scale
    • Creating a maneuver mode should automatically start editing the maneuver node. I didn't created it for nothing, lol.
    • shift + scroll to change viewport height in VAB please
    • Just make the launch countdown 5 seconds. 10 seconds is way too long.
    • cockpit view! It was such a fun feature before!
    • show us what our orbit of a body will look like. e.g. show us our mun trajectory from the reference frame of the mun. It was in the old game, but now it just shows the circles.

    They’re all great, but I especially like those last 3.  Something ‘easy’ to add would be a countdown in the launch button. The sound is cool, but backwards Spanish isn’t easy to understand.

  2. On 6/27/2022 at 12:33 PM, Bubbadevlin said:

    Cool read and im definitely hyped for the new parts KSP2 will have

     

    What I am wondering about though is procedural parts. How are they looking? They were teased to be part of the game and would add so much possibility to crafts while keeping part count low. Just look at how much can be done with flags (basically procedural textures)

    My other question is more of an art one, but will the parts be more visually uniform? The visual style of KSP's parts has very distinct waves depending on when things were introduced. Parts can have very noticeably different shades of white  or the metallic portions can reflect light entirely differently (look at the spherical fuel tanks vs the mylar skinned panels vs that probe core..)  While this can be cool in the sense that each brand and lineup of parts is slightly different, it can be incredibly annoying if you are trying to mix the two together. 

    The devs have talked about coloring. Is this what you meant? I do see what you mean about the different materials, but I think you could make a nice aesthetic.

    On 11/24/2020 at 11:04 AM, Nate Simpson said:

    Yes, the color controls in the VAB allow for application of color on a whole-vehicle or a per-part basis. You select your default color scheme when you start a new game, and your vehicles automatically have that color scheme. But I've found that you can make some incredibly cool-looking vehicles by changing the color of individual parts. For example, this candy corn rocket: 

    image.png

  3. 39 minutes ago, intelliCom said:

    In KSP 1, all planets were perfectly aligned, such that their rotation never changed angle; all were facing straight "up" in the game's sense. To get around this, RSS had to alter the entire solar system so Earth would have an appropriate axial tilt relative to everything else.

    If KSP 2's planets should have axial tilt, should the axial tilt of already existing planets and moons be changed? (e.g., Gilly being given a tilt to match its tilted elliptical orbit around Eve?) I don't think it would add too much challenge to the game, and would add an additional factor to take into account when launching vehicles off a planet's or moon's surface.

    Absolutely, but I don't think it will be done in the Kerbol system. That solar systems physics have already been established, and are relatively "simple". It's a good training ground for the rest of the universe.

  4. 27 minutes ago, Rutabaga22 said:

    What's the new retractable engine? Is it literally a retractable engine, or does that have another meaning?

    It has a nozzle that pulls back over the engine. This could be used for volume constraints, sea level / space modes, or a combination of the two.

    34 minutes ago, SunlitZelkova said:

    We saw both the revamped NERV and the new NERV-US LANTR in this show and tell-

     

  5. 3 minutes ago, snkiz said:

    Who said anything about origins. He was talking about the sudden explosion (pardon the pun.) of technology on kerbin with the release of KSP2. I was thinking more about the enthusiasm for interstellar. From a story view, where is it coming from? what direction are they going?

    I'm glad I left out the origin of species. I was going to go into it like Andy Weir's book "Project Hail Mary". That is something I did think about though. After the broken story that was KSP 1, they (hopefully) will have more.

  6. 47 minutes ago, Vl3d said:

    36g8dk4ejbs81.png

     
    Seems to be the last message judging by the 010101.. at the end.

     

    Random thought for a possible story, could Kerbals have come into contact with a civilization of Krakens (not big and ugly ones)? The Krakens sent their own Arecibo message that the Kerbals intercepted. That could also be why they advanced their technology so fast. Something along the lines of Contact by Carl Sagan. A few of my Kerbals are a hundred years old, and nothing new has been created ( ;) ).

  7. 9 minutes ago, MechBFP said:

    Interesting. I am getting a bit of Factorio/Satisfactory/DysonSphereProject vibes from this. I am certainly not expecting resource management to be anywhere close as in depth as those automation games, but I will be interested to see as to what depth KSP2 might venture into that area of game play in regards to colony management.

    Did you get lost for a bit too?

  8. 7 minutes ago, linuxgurugamer said:

    Really?  Define "regularly"

    I was surprised to learn it happened "only" 17,000 years ago at a "mere" distance of 52,000 AU. That would have been a sight to see.

    15 minutes ago, Nirgal said:

    Hi,

    I recently learned that red dwarf stars pass through our solar system quite regularly and it got me thinking, what if gravity distortion flung Earth out into deep space? 

    If it happened in the near future, we might see a race to send as many people as possible towards Mars before Earth froze over, with survivors continuing to eek out an existence underwater near thermal vents. Increasingly advanced engines could be used to continue travel between Earth and Mars, even as the former drifts ever deeper into the black void.

    So this presents a couple scenarios that would be really interesting to see in KSP2: 

    1) Rouge planets in interstellar space, who knows how many there could be and what their size / characteristics are. 

    2) Sub-surface oceans on said rogue planets, and especially on gas giant moons and Kuiper belt object analogues (I can imagine such things are hard to program but KSP2 is aiming big so why not).

    Probably won't happen in KSP-2. Doesn't happen nearly often enough.

  9. I don't want micromanagement for large ships and large colonies (starting out and early colonies would be fine, just to get them started). Expanding them would be nice, but resource management would be a pain when you simply want to explore. Ideally after set-up, one could just leave them be until you want to expand.

  10. 11 hours ago, JarinLM said:

    First off thank you putting the little gem that is KSP into my life. I cannot count the amount of hours I've played it but I can say that a game clearly doesn't need the best graphics, it just needs real community input and love built into it which is what KSP is to me. I've honestly had some dark periods in life and KSP has helped me get better so thanks you amazing human beings behind KSP

    I'm glad that KSP has helped you out. With that said, it's a game built in a very old engine. With how far tech has come (real time ray-tracing, real time up-scaling), using a new engine could make this game look inconceivably great. Those feature videos look night and day better than it does in the current game. Something as small as the moon reflecting light makes the landscape almost real.

    9 hours ago, shdwlrd said:

    This has been suggested before. Odds are that it isn't going to happen.

    Why wouldn't this happen? I haven't seen the other posts, but imagine having an indoor racetrack on Duna. Differences in Gravity would seemingly make it difficult if you were coming from Kerbin, but that's the fun in it.

  11. 53 minutes ago, MKI said:

    If I was a betting man, I'd put my money on Minecraft's "sleep" mechanic. Where timewarp is only allowed when everyone agrees on a given jump. If KSP 2 allows more automation, leaving your kerbals to execute a task while you "jump ahead" cuts down on some busy-work, and allows you to let your friend complete their mission in the "future". Things would probably get more hairy the more people are involved, but I don't really believe KSP works well with huge numbers of people "all just doing their own thing". With too many people "doing their own thing" things get too impersonal, and a traditional "share my save" single-player mechanic would work just as well without having to force other's of having to deal with dramatic time-weirdness.

    I kinda doubt it will be like the Minecraft "sleep". With the scale of distance in this game, that would be unpractical. 5 years to another star system IN REAL TIME as other people are doing their own thing would be terrible for almost every party involved. My own personal bet is that they already have a decent plan in place, and everything that this entire thread has guessed is wrong. There have been good ideas, don't get me wrong. But most of them are either far too simple or far too complex.

  12. 1 minute ago, Minmus Taster said:

    I doubt it's been removed, I mean there is a chance but, uh...probably not?...

    I just saw a while back (I don't remember where) that they were having a few issues with it. N-Body physics are tough, but I after giving it as much focus and hype as they did, I'm pretty sure they will have them in.

    There is really nothing unstable in KSP-1 unless you want it to be. To get a space station into the Rask and Rusk Lagrange point would be fantastic.

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