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Everything posted by Vl3d

  1. Do kerbals watch TV or does @t_v watch kerbals?
  2. Strictly talking about the post content, that is one of the most absurd arguments I have ever encountered online. I would go so far as to call it "an ode to bad marketing, public relations and communication practices". We have truly reached the point in which fans are so chained to the will of developers that they start demanding to be completely ignorant about a project. What more could we say? I'm sure that for some any info about this game is just unwanted, undervalued baggage that is completely irrelevant. That's why most games have a marketing budget that's bigger than the development costs, right? It's just wasted money? As for me, personally, I am happy when I see any little scrap of info about this game and I am beyond upset that they are keeping the core design decisions and mechanics secret. In my eyes it's just an awful and cheap strategy to try and dump everything just before launch to "maximize" sales. No community building, no interactive fan feedback regarding the big features, just "here, eat this ultraprocessed scrap that has no nutrients and vitamins and shut up". "Look at this video which shows barely any progress compared to 2 years ago. Look at this image of a kerbal. We didn't promise you anything, so we don't owe you anything." And the crowd goes wild. Fine. I'll be the lonely voice on this forum that says it: the marketing for this game sucks! PS: Devs are great and I fully support their efforts.
  3. You can see that the boosters exhaust have an extra effect for smoke - does this mean that we will be seeing persistent smoke and condensation trails in the atmosphere? If so, will they be affected by wind (same for clouds)?
  4. Linx (and the whole modding community) did an amazing job with the new release and have set the bar very high for KSP2. Are you impressed, do you think KSP2 will go in this direction and be even more dense and amazing?
  5. I'm taking it easy. The new dev diary brings 0 new info about the game. And KSP should have been present at Gamescom. Just my opinions.
  6. That's what happened when you have unrealistic expectations. What part is the unrealistic expectations? That KSP would be present at Gamescom? That we would have ANY clue about this game after 4 years of "it's totally classified and anyone who talks about this game will be fired"?
  7. August is over. No news, no new content, no idea about what this game is going to be. Absolutely disappointed.
  8. Can you tell us anything about lore and game story? @Just Jim
  9. Without stepping on anyone's toes I will just say that I hope KSP2 will have set and setting, a good story, vast and interesting lore and a lot of mysteries to uncover. From a creative content point of view KSP1 is an empty and lonely game which only hints at greatness but never fulfills its destiny. The anomalies suck, the boring lifeless emptiness sucks and the monoliths are the worst. Anyone who likes to read knows the value of the worlds on the pages. You don't buy an empty book, look at the blank pages and pretend you're inventing Shakespeare. We are free to invent any small LEGO inspired stories we want, but they can only expand the Kerbal universe, not build it.
  10. Um, clarification please? Was hoping for details about the game story and lore.
  11. Damn, no lore writing details?
  12. From what info I've gathered from job postings they will use Cloud services combined with peer to peer networking and also some low latency big database services. Not sure for what type of multiplayer features.
  13. There is if you want it to essentially replace sandbox. People should not go though a playthrough of Kerbal Space Program without the Kerbals. Most games have a story campaign and a separate no-playthrough simulation / construction / sandbox mode. It's a solved problem. PS: fine keep kerbals in simulation mode. At least for the parachute biplanes.
  14. It was a joke! I was acting like an old lady because your playtime makes me cranky. There's no reason to have kerbals in simulation mode.
  15. I have a solution to all your problems: Simulation Mode instead of Sandbox Mode. It could be accessible at any time (even while in another save or game mode), all parts would be free and unlocked, all discovered locations accessible at any time in a single player virtual universe. It would be barren and lack all the campaign mode special discoverables of course. Just for raw and creative construction of ships, vehicles and colonies. No resources needed. No kerbals.
  16. I better not see cheaty and exploity modded shenanigans in my precious DRM-enabled persistent multiplayer world. You 7000 hours in KSP1 kids better play in your own local single player sandbox. We follow all physics laws and work hard for what we build in the common Kerbal universe!
  17. They're used because they work well at all speeds, as Elon had stated several times.
  18. Also remember some people are "competitive" with their stock vessels on the forums or on YouTube - I'm not talking about exploits, but really cool work-of-art space ships that make your say: that player is a KSP artist. You need sandbox mode for that.
  19. For colonies yes non-lethal works because of efficiency penalties. But I'm not sure what penalty kerbals on a vehicle should suffer if they get irradiated or run out of air or nourishment? I think they should die - like it normally happens when the ship crashes or when they're in space with no helmet. You clearly get the message that the kerbal died. So I'm not sure where this new PG "everyone should live" train of thought comes from.
  20. I just hate that it's August 2022 and we're still talking about "what-ifs". Yeah we going to find out what features this game has 2 months before release, until then we're just arguing like the poor crooks the Joker threw the broken pool cue down to. We still don't know anything more about the game than we knew in 2020. It's just not the right way to treat a loyal community.
  21. I've been playing out a potential abstract version of the game in my mind, taking into account some possible tech progression and exploration inventive elements that have been hinted. Let's assume there's no boring abstract system of farmable science points. Every tech "unlocks" automatically for you depending on three things: - if you did the science experiments for the tech - if you found / harvested the resources necessary - if your level of knowledge and discoveries is sufficiently advanced (every part could have hidden milestone triggers that unlock it) Let's also assume that we obtain useful information about the universe only through practical science (ground and space telescope, sending probes, doing experiments etc.). This information then allows us to design more complex successful missions. Let's also assume that the progression also favors unmanned before manned missions, as it should. And that kerbals need life support because manned missions are damn hard. And that there are good incentives to build space stations (science, mining asteroid resources, and orbital construction etc.) and colonies (science, discovery of planetary points of interest, transportation infrastructure, resource mining etc.). Let's assume that we need to build and upgrade the communications network. Let's assume we have to explore and exploit the Kerbolar system first, then investigate other stars, exoplanets, build the necessary knowledge and material infrastructure that allows us to design interstellar ships and send them hurling into space. Then we get there and start over. Let's also assume we take into account the long and slow process of prototyping, testing and iterative design. And the accidents. And the story / lore / mysteries / Easter eggs. Well, my worry is this: it's a damn huge amount of work even without any grinding! It makes me afraid for my adult and family life! Who is going to be able to do everything in this game, in a gratifying slow and methodical way, with all the difficulty settings and optional systems turned on? This game is going to take us years to go through. How is there going to be time to explore multiplayer features if we start with single player only? I really think multiplayer has to be baked in or directly linked with the single player adventure. I see no other way to put everything in this game and still allow players to try it all.
  22. Force the player to finish the tutorials and a part of the game before unlocking sandbox mode. That's how other games do it.
  23. You can make powered gliders already, they're called aeroplanes. What does ground effect add that regular lift does not?
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