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Vl3d

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Everything posted by Vl3d

  1. Yes, the ultimate goal is to put kerbals in space. But what we're talking about is basically the first 3-4 nodes that are unlocked in the tech tree, not the whole game. What's wrong with being able to first fire up a Stayputnik instead of a pod with a kerbal? It just makes sense historically and gameplay wise. The game should allow players to learn the basics, to ease into it, to test before committing the life of a kerbal.
  2. And what, KSP is more accessible because it looks like a game for 6 year olds? Nonetheless, I have no issues with it. What I am pointing out its that there should also be that meta humor level which adults understand and find amusing. You know, like the Disney movies of old. Make it timeless!
  3. Nothing special? The VAB is a timeless classic that you can listen to for hundreds of hours and never get bored of it.. and it never gets on your nerves. I'm surprised you think it's "generic and nothing special". What do you think about the VAB music in KSP 2 then?
  4. Also please post locations of anomalies that do not have missions related to them here (so other players can easily explore them):
  5. Well, I've crossed the 200 hours total time spent in KSP 2, so the game is worth my time. Surprisingly, it was not the exploration that got me hooked.. but actually building first stages of various sizes and tonnage to LKO and also designing more and more complex science return missions. So basically most of my enjoyment came from the VAB. Executing those missions is somewhat painful - from bad dV data to bad maneuver node control, buggy RCS which makes docking a PAIN.. which means that for me KSP2 is up to the level of KSP1 Science Mode but just below designing multi-vehicle missions which require orbital assembly and refueling. Besides bugfixes and QoL improvements, what I feel is missing: - more edge, spice, adult humor - many more discoverables & asteroids-comets - better terrain and environment graphics + weather visuals - better science utility and planetary discovery and survey progression - CommNet missions which require launching satellite constellations to have unoccluded signal in a SOI - extra survival gameplay mechanisms like radiation - being resource constrained and a resource collection game loop - previous and next points are closely related to delivery routes - more reasons to build vehicles other than rockets, probes, pods and landers - the orbital colony system + EVA construction to make building in space easier and faster. Only when the game will have all this will it really be just above KSP 1's level. And only after that does it make sense to talk about interstellar exploration.
  6. Yes, the music is great, but the selection for the VAB is not better than the KSP1 catchy relaxing jazzy tune. And I also don't think I can stand the music for vehicle launch anymore. It's too loud and repetitive.
  7. The terrain one is for flight view, this one is for map view (camera goes inside planets).
  8. Also with workspace A with vehicle V-A open, when merging workspace B with vehicle V-B, vehicle name turns to V-B and workspace name also becomes V-B. Expected behavior is that when merging B into A, all names should stay A.
  9. A bit? On low gravity CBs they can jump hundreds of meters. It's probably a bug with the landing leg springs.
  10. Ideally staging should be done by "double-tapping" the spacebar key. Meaning hitting the key should be done twice in quick succession. The actual implementation is incorrect - you can tap now and tap again after 20 seconds and it stages.
  11. When building in space you don't really have to care so much about packaging for launch, so you can build wider and longer. Besides that, later probably we will have to also build equipment vehicles for mining or other stuff.. idk. I also build minimalistic, so if a part does not have a necessary useful function, I don't use it.
  12. You just need to launch with the lander can, you don't have to visit the rock with it.
  13. Exactly my point.
  14. It happened to me that the stage delta-v was set to 0 after I deactivated and reactivated engines. So I could not create maneuver plans after that.
  15. Why don't the survey experiments auto-resume collecting science when we are in a biome where we left off instead of pausing indefinitely? This should not be the players responsibility.
  16. Me and the crew wishing you a Happy New Year!
  17. Two of the top 3 KSP Reddit posts for 2023: I LOL'ed.
  18. I can confirm - it happened to me while going to Moho. Everything got very badly misaligned! F5-F9 does not fix it.
  19. That's one flight. This can be compressed into another flight. I would also add Munar impactor. Of course, to test your design. This all sounds very reasonable to me and checks all the prerequisites for a Munar landing. Tech tree progression should follow this rhythm with how fast nodes are unlocked - at least 4 flights before getting to the first Landing Can node.
  20. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 TS-37 decoupler explodes when decoupled with large ejection impulse (try with max. 3000 kN). Included Attachments: KerbalSpaceProgram22023-12-3020-57-22 (1).mp4
  21. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 Often when staging a decoupler it will not separate the two stages, forcing the player to right click the decoupler and manually click Decouple (basically decoupling twice). Included Attachments: KerbalSpaceProgram22023-12-3020-54-20.mp4
  22. I added a lot of stuff to the QoL & other improvements section.
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